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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2.7 KiB

Pass
{
Name "Sprite Lit"
Tags { "LightMode" = "Universal2D" }
${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
#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 __
${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/LightingUtility.hlsl"
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
float _EnableAlphaTexture;
#endif
#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
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
${Graph}
struct GraphVertexOutput
{
float4 positionCS : POSITION;
half2 lightingUV : TEXCOORD0;
${VertexOutputStruct}
};
GraphVertexOutput vert (GraphVertexInput v)
{
GraphVertexOutput o = (GraphVertexOutput)0;
${VertexShader}
VertexDescriptionInputs vdi = (VertexDescriptionInputs)0;
${VertexShaderDescriptionInputs}
VertexDescription vd = PopulateVertexData(vdi);
v.vertex.xyz = vd.Position;
VertexColor = v.color;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
float4 clipVertex = o.positionCS / o.positionCS.w;
o.lightingUV = ComputeScreenPos(clipVertex).xy;
${VertexShaderOutputs}
return o;
}
half4 frag (GraphVertexOutput IN) : SV_Target
{
${PixelShader}
SurfaceDescriptionInputs surfaceInput = (SurfaceDescriptionInputs)0;
${PixelShaderSurfaceInputs}
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.uv0.xy);
surf.Color.a = lerp (surf.Color.a, alpha.r, _EnableAlphaTexture);
#endif
surf.Color *= IN.VertexColor;
return CombinedShapeLightShared(surf.Color, surf.Mask, IN.lightingUV);
}
ENDHLSL
}