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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67 行
1.9 KiB

Shader "Hidden/Universal Render Pipeline/Blit"
{
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
Pass
{
Name "Blit"
ZTest Always
ZWrite Off
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex Vertex
#pragma fragment Fragment
#pragma multi_compile _ _LINEAR_TO_SRGB_CONVERSION
#pragma multi_compile _ _KILL_ALPHA
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#ifdef _LINEAR_TO_SRGB_CONVERSION
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#endif
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
half4 positionCS : SV_POSITION;
half2 uv : TEXCOORD0;
};
TEXTURE2D(_BlitTex);
SAMPLER(sampler_BlitTex);
Varyings Vertex(Attributes input)
{
Varyings output;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.uv;
return output;
}
half4 Fragment(Varyings input) : SV_Target
{
half4 col = SAMPLE_TEXTURE2D(_BlitTex, sampler_BlitTex, input.uv);
#ifdef _LINEAR_TO_SRGB_CONVERSION
col = LinearToSRGB(col);
#endif
#ifdef _KILL_ALPHA
col.a = 1.0;
#endif
return col;
}
ENDHLSL
}
}
}