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_SIMPLE_LIT_META_PASS_INCLUDED
#define UNIVERSAL_SIMPLE_LIT_META_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
Varyings UniversalVertexMeta(Attributes input)
{
Varyings output;
output.positionCS = MetaVertexPosition(input.positionOS, input.uv1, input.uv2,
unity_LightmapST, unity_DynamicLightmapST);
output.uv = TRANSFORM_TEX(input.uv0, _BaseMap);
return output;
}
half4 UniversalFragmentMetaSimple(Varyings input) : SV_Target
{
float2 uv = input.uv;
MetaInput metaInput;
metaInput.Albedo = _BaseColor.rgb * SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv).rgb;
metaInput.SpecularColor = SampleSpecularSmoothness(uv, 1.0h, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)).xyz;
metaInput.Emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
return MetaFragment(metaInput);
}
//LWRP -> Universal Backwards Compatibility
Varyings LightweightVertexMeta(Attributes input)
{
return UniversalVertexMeta(input);
}
half4 LightweightFragmentMetaSimple(Varyings input) : SV_Target
{
return UniversalFragmentMetaSimple(input);
}
#endif