Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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178 行
6.4 KiB

Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" { }
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
LOD 100
ZWrite On
// Lightmapped
Pass
{
Name "TerrainDetailVertex"
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex Vert
#pragma fragment Frag
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
float4 _MainTex_ST;
struct Attributes
{
float4 PositionOS : POSITION;
float2 UV0 : TEXCOORD0;
float2 UV1 : TEXCOORD1;
float3 NormalOS : NORMAL;
half4 Color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 UV01 : TEXCOORD0; // UV0
float2 LightmapUV : TEXCOORD1; // Lightmap UVs
half4 Color : TEXCOORD2; // Vertex Color
half4 LightingFog : TEXCOORD3; // Vetex Lighting, Fog Factor
float4 ShadowCoords : TEXCOORD4; // Shadow UVs
float4 PositionCS : SV_POSITION; // Clip Position
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Vertex attributes
output.UV01 = TRANSFORM_TEX(input.UV0, _MainTex);
output.LightmapUV = input.UV1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.PositionOS.xyz);
output.Color = input.Color;
output.PositionCS = vertexInput.positionCS;
// Shadow Coords
output.ShadowCoords = GetShadowCoord(vertexInput);
// Vertex Lighting
half3 NormalWS = input.NormalOS;
Light mainLight = GetMainLight();
half3 attenuatedLightColor = mainLight.color * mainLight.distanceAttenuation;
half3 diffuseColor = LightingLambert(attenuatedLightColor, mainLight.direction, NormalWS);
#ifdef _ADDITIONAL_LIGHTS
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, vertexInput.positionWS);
half3 attenuatedLightColor = light.color * light.distanceAttenuation;
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, NormalWS);
}
#endif
output.LightingFog.xyz = diffuseColor;
// Fog factor
output.LightingFog.w = ComputeFogFactor(output.PositionCS.z);
return output;
}
half4 Frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half3 bakedGI = SampleLightmap(input.LightmapUV, half3(0.0, 1.0, 0.0));
half3 lighting = input.LightingFog.rgb * MainLightRealtimeShadow(input.ShadowCoords) + bakedGI;
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01);
half4 color = 1.0;
color.rgb = input.Color.rgb * tex.rgb * lighting;
color.rgb = MixFog(color.rgb, input.LightingFog.w);
return color;
}
ENDHLSL
}
Pass
{
Name "Depth"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
Pass
{
Name "Meta"
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaSimple
#pragma shader_feature _SPECGLOSSMAP
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
ENDHLSL
}
}
//Fallback "VertexLit"
}