我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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131 行
4.8 KiB

Shader "HDRenderPipeline/Text Render"
{
Properties
{
_MainTex("Font Texture", 2D) = "white" {}
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SOFTPARTICLES_ON
#pragma shader_feature _CAMERAFADING_ON
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#include "TextProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Pass
{
Name "ForwardUnlit"
Tags { "LightMode" = "ForwardDisplayDebug" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "ShaderPass/TextPass.hlsl"
#include "TextData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
ENDHLSL
}
// Forward rendering for blended
Pass
{
Name "ForwardUnlit"
Tags { "LightMode" = "Forward" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "ShaderPass/TextPass.hlsl"
#include "TextData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
ENDHLSL
}
// Unlit opaque material need to be render with ForwardOnlyOpaque. Unlike Lit that can be both deferred and forward,
// unlit require to be forward only, that's why we need this pass. Unlit transparent will use regular Forward pass
// (Code is exactly the same as "Forward", it simply allow our system to filter objects correctly)
Pass
{
Name "ForwardUnlit"
Tags{"LightMode" = "ForwardOnlyOpaque"}
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_CullMode]
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
#include "ShaderPass/TextPass.hlsl"
#include "TextData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.Rendering.HDPipeline.TextShaderGUI"
}