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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96 行
3.0 KiB

Shader "hidden/preview"
{
Properties
{
[NoScaleOffset] Texture_CA4EFDF0("Normal", 2D) = "white" {}
}
HLSLINCLUDE
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
#include "CoreRP/ShaderLibrary/EntityLighting.hlsl"
#include "ShaderGraphLibrary/ShaderVariables.hlsl"
#include "ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
float Vector1_859364E;
TEXTURE2D(Texture_CA4EFDF0); SAMPLER(samplerTexture_CA4EFDF0);
float4 _SampleTexture2D_C5B52E0_UV;
struct SurfaceInputs{
half4 uv0;
};
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SurfaceDescription{
float4 PreviewOutput;
};
GraphVertexInput PopulateVertexData(GraphVertexInput v){
return v;
}
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
float4 _SampleTexture2D_C5B52E0_RGBA = SAMPLE_TEXTURE2D(Texture_CA4EFDF0, samplerTexture_CA4EFDF0, IN.uv0.xy);
_SampleTexture2D_C5B52E0_RGBA.rgb = UnpackNormalmapRGorAG(_SampleTexture2D_C5B52E0_RGBA);
float _SampleTexture2D_C5B52E0_R = _SampleTexture2D_C5B52E0_RGBA.r;
float _SampleTexture2D_C5B52E0_G = _SampleTexture2D_C5B52E0_RGBA.g;
float _SampleTexture2D_C5B52E0_B = _SampleTexture2D_C5B52E0_RGBA.b;
float _SampleTexture2D_C5B52E0_A = _SampleTexture2D_C5B52E0_RGBA.a;
if (Vector1_859364E == 2) { surface.PreviewOutput = half4(_SampleTexture2D_C5B52E0_RGBA.x, _SampleTexture2D_C5B52E0_RGBA.y, _SampleTexture2D_C5B52E0_RGBA.z, 1.0); return surface; }
return surface;
}
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
struct GraphVertexOutput
{
float4 position : POSITION;
half4 uv0 : TEXCOORD;
};
GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);
GraphVertexOutput o;
float3 positionWS = TransformObjectToWorld(v.vertex);
o.position = TransformWorldToHClip(positionWS);
o.uv0 = v.texcoord0;
return o;
}
float4 frag (GraphVertexOutput IN) : SV_Target
{
float4 uv0 = IN.uv0;
SurfaceInputs surfaceInput = (SurfaceInputs)0;;
surfaceInput.uv0 = uv0;
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
return surf.PreviewOutput;
}
ENDHLSL
}
}
}