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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120 行
2.4 KiB

SubShader
{
Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD ${LOD}
Pass
{
Tags{"LightMode" = "UniversalForward"}
${Tags}
${Blending}
${Culling}
${ZTest}
${ZWrite}
CGPROGRAM
#pragma target 3.0
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT
#pragma multi_compile _ UNIVERSAL_LINEAR
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ _LIGHT_PROBES_ON
#pragma multi_compile _ _HARD_SHADOWS _SHADOWS_SOFT _HARD_SHADOWS_CASCADES _SHADOWS_SOFT_CASCADES
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma vertex Vertex
#pragma fragment UniversalFragmentFastBlinn
#pragma glsl
#pragma debug
${Defines}
#include "UnityCG.cginc"
#define UNITY_SAMPLE_TEX2D(tex, coord) UNIVERSAL_GAMMA_TO_LINEAR4(tex.Sample (sampler##tex,coord))
#define VERTEX_CUSTOM \
${VertexShaderBody}
//#define VERTINPUT_CUSTOM \
//${VertexInputs}
#define VERTOUTPUT_CUSTOM \
${VertexOutputs}
#include "CGIncludes/UniversalFastBlinn.cginc"
${ShaderPropertyUsages}
${ShaderFunctions}
void DefineSurface(VertOutput i, inout SurfaceFastBlinn o)
{
${PixelShaderBody}
}
ENDCG
}
Pass
{
Tags{"Lightmode" = "ShadowCaster"}
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 2.0
#include "UnityCG.cginc"
#include "CGIncludes/UniversalPass.cginc"
#pragma vertex shadowVert
#pragma fragment shadowFrag
ENDCG
}
Pass
{
Tags{"Lightmode" = "DepthOnly"}
ZWrite On
CGPROGRAM
#pragma target 2.0
#include "UnityCG.cginc"
#include "CGIncludes/UniversalPass.cginc"
#pragma vertex depthVert
#pragma fragment depthFrag
ENDCG
}
/*Pass
{
Tags{ "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
#pragma shader_feature _EMISSION
#pragma shader_feature _SPECGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION
#include "UnityCG.cginc"
#include "CGIncludes/UniversalPass.cginc"
#pragma vertex Vert_Meta
#pragma fragment frag_meta_ld
${ShaderPropertyUsages}
${ShaderFunctions}
void DefineSurfaceMeta(VertOutput_Meta i, inout SurfaceFastBlinn o)
{
${PixelShaderBody}
}
ENDCG
}*/
}