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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#ifndef UNIVERSAL_LIT_META_PASS_INCLUDED
#define UNIVERSAL_LIT_META_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
Varyings UniversalVertexMeta(Attributes input)
{
Varyings output;
output.positionCS = MetaVertexPosition(input.positionOS, input.uv1, input.uv2,
unity_LightmapST, unity_DynamicLightmapST);
output.uv = TRANSFORM_TEX(input.uv0, _BaseMap);
return output;
}
half4 UniversalFragmentMeta(Varyings input) : SV_Target
{
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(input.uv, surfaceData);
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
MetaInput metaInput;
metaInput.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
metaInput.SpecularColor = surfaceData.specular;
metaInput.Emission = surfaceData.emission;
return MetaFragment(metaInput);
}
//LWRP -> Universal Backwards Compatibility
Varyings LightweightVertexMeta(Attributes input)
{
return UniversalVertexMeta(input);
}
half4 LightweightFragmentMeta(Varyings input) : SV_Target
{
return UniversalFragmentMeta(input);
}
#endif