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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Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
{
Properties
{
_MainTex("Diffuse", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
ENDHLSL
SubShader
{
Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma vertex CombinedShapeLightVertex
#pragma fragment CombinedShapeLightFragment
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float2 lightingUV : TEXCOORD1;
};
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
half4 _MainTex_ST;
half4 _NormalMap_ST;
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
Varyings CombinedShapeLightVertex(Attributes v)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float4 clipVertex = o.positionCS / o.positionCS.w;
o.lightingUV = ComputeScreenPos(clipVertex).xy;
o.color = v.color;
return o;
}
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
half4 CombinedShapeLightFragment(Varyings i) : SV_Target
{
half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
return CombinedShapeLightShared(main, mask, i.lightingUV);
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "NormalsRendering"}
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma vertex NormalsRenderingVertex
#pragma fragment NormalsRenderingFragment
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float4 tangent : TANGENT;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 tangentWS : TEXCOORD2;
float3 bitangentWS : TEXCOORD3;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
float4 _NormalMap_ST; // Is this the right way to do this?
Varyings NormalsRenderingVertex(Attributes attributes)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(attributes.positionOS);
o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap);
o.uv = attributes.uv;
o.color = attributes.color;
o.normalWS = TransformObjectToWorldDir(float3(0, 0, -1));
o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz);
o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w;
return o;
}
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
float4 NormalsRenderingFragment(Varyings i) : SV_Target
{
float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv));
return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz);
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"}
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_ST;
Varyings UnlitVertex(Attributes attributes)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(attributes.positionOS);
o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
o.uv = attributes.uv;
o.color = attributes.color;
return o;
}
float4 UnlitFragment(Varyings i) : SV_Target
{
float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
return mainTex;
}
ENDHLSL
}
}
}