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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214 行
7.6 KiB

Shader "Universal Render Pipeline/Baked Lit"
{
Properties
{
_BaseMap("Texture", 2D) = "white" {}
_BaseColor("Color", Color) = (1, 1, 1, 1)
_Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
_BumpMap("Normal Map", 2D) = "bump" {}
// BlendMode
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("Src", Float) = 1.0
[HideInInspector] _DstBlend("Dst", Float) = 0.0
[HideInInspector] _ZWrite("ZWrite", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Blend [_SrcBlend][_DstBlend]
ZWrite [_ZWrite]
Cull [_Cull]
Pass
{
Name "BakedLit"
Tags{ "LightMode" = "UniversalForward" }
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_instancing
// Lighting include is needed because of GI
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
half3 normal : TEXCOORD2;
#if defined(_NORMALMAP)
half3 tangent : TEXCOORD3;
half3 bitangent : TEXCOORD4;
#endif
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.vertex = vertexInput.positionCS;
output.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap);
output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
output.normal = normalInput.normalWS;
#if defined(_NORMALMAP)
output.tangent = normalInput.tangentWS;
output.bitangent = normalInput.bitangentWS;
#endif
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(output.normal, output.vertexSH);
return output;
}
half4 frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half2 uv = input.uv0AndFogCoord.xy;
half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
half3 color = texColor.rgb * _BaseColor.rgb;
half alpha = texColor.a * _BaseColor.a;
AlphaDiscard(alpha, _Cutoff);
#ifdef _ALPHAPREMULTIPLY_ON
color *= alpha;
#endif
#if defined(_NORMALMAP)
half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz;
half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangent, input.bitangent, input.normal));
#else
half3 normalWS = input.normal;
#endif
normalWS = NormalizeNormalPerPixel(normalWS);
color *= SAMPLE_GI(input.lightmapUV, input.vertexSH, normalWS);
color = MixFog(color, input.uv0AndFogCoord.z);
return half4(color, alpha);
}
ENDHLSL
}
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
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 DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaBakedLit
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags{ "LightMode" = "Universal2D" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
}
FallBack "Universal Render Pipeline/Unlit"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.BakedLitShader"
}