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202 行
6.6 KiB
202 行
6.6 KiB
Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
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{
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Properties
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{
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_MainTex("Diffuse", 2D) = "white" {}
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_MaskTex("Mask", 2D) = "white" {}
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_NormalMap("Normal Map", 2D) = "bump" {}
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}
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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ENDHLSL
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SubShader
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{
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Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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Pass
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{
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Tags { "LightMode" = "Universal2D" }
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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#pragma vertex CombinedShapeLightVertex
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#pragma fragment CombinedShapeLightFragment
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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float2 lightingUV : TEXCOORD1;
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};
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_MaskTex);
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SAMPLER(sampler_MaskTex);
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TEXTURE2D(_NormalMap);
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SAMPLER(sampler_NormalMap);
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half4 _MainTex_ST;
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half4 _NormalMap_ST;
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#if USE_SHAPE_LIGHT_TYPE_0
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SHAPE_LIGHT(0)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_1
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SHAPE_LIGHT(1)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_2
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SHAPE_LIGHT(2)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_3
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SHAPE_LIGHT(3)
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#endif
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Varyings CombinedShapeLightVertex(Attributes v)
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{
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Varyings o = (Varyings)0;
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o.positionCS = TransformObjectToHClip(v.positionOS);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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float4 clipVertex = o.positionCS / o.positionCS.w;
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o.lightingUV = ComputeScreenPos(clipVertex).xy;
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o.color = v.color;
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return o;
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}
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
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half4 CombinedShapeLightFragment(Varyings i) : SV_Target
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{
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half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
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return CombinedShapeLightShared(main, mask, i.lightingUV);
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}
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ENDHLSL
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}
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Pass
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{
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Tags { "LightMode" = "NormalsRendering"}
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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#pragma vertex NormalsRenderingVertex
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#pragma fragment NormalsRenderingFragment
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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float4 tangent : TANGENT;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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float3 tangentWS : TEXCOORD2;
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float3 bitangentWS : TEXCOORD3;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_NormalMap);
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SAMPLER(sampler_NormalMap);
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float4 _NormalMap_ST; // Is this the right way to do this?
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Varyings NormalsRenderingVertex(Attributes attributes)
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{
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Varyings o = (Varyings)0;
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o.positionCS = TransformObjectToHClip(attributes.positionOS);
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o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap);
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o.uv = attributes.uv;
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o.color = attributes.color;
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o.normalWS = TransformObjectToWorldDir(float3(0, 0, -1));
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o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz);
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o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w;
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return o;
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}
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
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float4 NormalsRenderingFragment(Varyings i) : SV_Target
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{
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float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv));
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return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz);
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}
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ENDHLSL
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}
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Pass
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{
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Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"}
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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#pragma vertex UnlitVertex
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#pragma fragment UnlitFragment
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_ST;
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Varyings UnlitVertex(Attributes attributes)
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{
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Varyings o = (Varyings)0;
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o.positionCS = TransformObjectToHClip(attributes.positionOS);
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o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
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o.uv = attributes.uv;
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o.color = attributes.color;
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return o;
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}
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float4 UnlitFragment(Varyings i) : SV_Target
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{
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float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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return mainTex;
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}
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ENDHLSL
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}
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}
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}
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