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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Pass
{
Name "Sprite Normal"
Tags { "LightMode" = "NormalsRendering" }
${Tags}
${Blending}
${Culling}
ZWrite Off
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
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
${Defines}
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
float _EnableAlphaTexture;
#endif
${Graph}
struct GraphVertexOutput
{
float4 position : POSITION;
float3 normalWS : TEXCOORD0;
float3 bitangentWS : TEXCOORD1;
${VertexOutputStruct}
};
GraphVertexOutput vert (GraphVertexInput v)
{
GraphVertexOutput o = (GraphVertexOutput)0;
${VertexShader}
VertexDescriptionInputs vdi = (VertexDescriptionInputs)0;
${VertexShaderDescriptionInputs}
VertexDescription vd = PopulateVertexData(vdi);
v.vertex.xyz = vd.Position;
o.position = TransformObjectToHClip(v.vertex.xyz);
o.normalWS = TransformObjectToWorldDir(float3(0, 0, -1));
o.bitangentWS = cross(o.normalWS, WorldSpaceTangent) * v.tangent.w;
${VertexShaderOutputs}
return o;
}
half4 frag (GraphVertexOutput IN) : SV_Target
{
${PixelShader}
SurfaceDescriptionInputs surfaceInput = (SurfaceDescriptionInputs)0;
${PixelShaderSurfaceInputs}
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
return NormalsRenderingShared(surf.Color, surf.Normal, WorldSpaceTangent, IN.bitangentWS, IN.normalWS);
}
ENDHLSL
}