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 INPUT_SURFACE_VEGETATION_INCLUDED
#define INPUT_SURFACE_VEGETATION_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half _Cutoff;
half _Gloss;
half _BendStrength;
CBUFFER_END
inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff);
outSurfaceData.albedo = albedoAlpha.rgb;
//half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
outSurfaceData.metallic = 0;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
outSurfaceData.smoothness = _Gloss;
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
outSurfaceData.occlusion = 1;
outSurfaceData.emission = 0;
}
#endif // INPUT_SURFACE_VEGETATION_INCLUDED