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_SPEEDTREE8_INPUT_INCLUDED
#define UNIVERSAL_SPEEDTREE8_INPUT_INCLUDED
#ifdef EFFECT_BUMP
#define _NORMALMAP
#endif
#define _ALPHATEST_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#if defined(ENABLE_WIND) && !defined(_WINDQUALITY_NONE)
#define SPEEDTREE_Y_UP
#include "SpeedTreeWind.cginc"
float _WindEnabled;
UNITY_INSTANCING_BUFFER_START(STWind)
UNITY_DEFINE_INSTANCED_PROP(float, _GlobalWindTime)
UNITY_INSTANCING_BUFFER_END(STWind)
#endif
half4 _Color;
int _TwoSided;
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#ifdef EFFECT_EXTRA_TEX
sampler2D _ExtraTex;
#else
half _Glossiness;
half _Metallic;
#endif
#ifdef EFFECT_HUE_VARIATION
half4 _HueVariationColor;
#endif
#ifdef EFFECT_BILLBOARD
half _BillboardShadowFade;
#endif
#ifdef EFFECT_SUBSURFACE
sampler2D _SubsurfaceTex;
half4 _SubsurfaceColor;
half _SubsurfaceIndirect;
#endif
float3 _LightDirection;
#define GEOM_TYPE_BRANCH 0
#define GEOM_TYPE_FROND 1
#define GEOM_TYPE_LEAF 2
#define GEOM_TYPE_FACINGLEAF 3
#endif