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101 行
2.7 KiB
101 行
2.7 KiB
Pass
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{
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Name "Sprite Lit"
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Tags { "LightMode" = "Universal2D" }
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${Tags}
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${Blending}
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${Culling}
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ZWrite Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
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${Defines}
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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#if ETC1_EXTERNAL_ALPHA
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TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
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float _EnableAlphaTexture;
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#endif
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#if USE_SHAPE_LIGHT_TYPE_0
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SHAPE_LIGHT(0)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_1
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SHAPE_LIGHT(1)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_2
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SHAPE_LIGHT(2)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_3
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SHAPE_LIGHT(3)
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#endif
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
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${Graph}
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struct GraphVertexOutput
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{
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float4 positionCS : POSITION;
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half2 lightingUV : TEXCOORD0;
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${VertexOutputStruct}
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};
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GraphVertexOutput vert (GraphVertexInput v)
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{
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GraphVertexOutput o = (GraphVertexOutput)0;
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${VertexShader}
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VertexDescriptionInputs vdi = (VertexDescriptionInputs)0;
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${VertexShaderDescriptionInputs}
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VertexDescription vd = PopulateVertexData(vdi);
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v.vertex.xyz = vd.Position;
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VertexColor = v.color;
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o.positionCS = TransformObjectToHClip(v.vertex.xyz);
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float4 clipVertex = o.positionCS / o.positionCS.w;
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o.lightingUV = ComputeScreenPos(clipVertex).xy;
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${VertexShaderOutputs}
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return o;
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}
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half4 frag (GraphVertexOutput IN) : SV_Target
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{
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${PixelShader}
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SurfaceDescriptionInputs surfaceInput = (SurfaceDescriptionInputs)0;
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${PixelShaderSurfaceInputs}
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SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
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#if ETC1_EXTERNAL_ALPHA
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float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.uv0.xy);
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surf.Color.a = lerp (surf.Color.a, alpha.r, _EnableAlphaTexture);
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#endif
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surf.Color *= IN.VertexColor;
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return CombinedShapeLightShared(surf.Color, surf.Mask, IN.lightingUV);
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}
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ENDHLSL
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}
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