Antoine Lelievre
6 年前
当前提交
245ec6ab
共有 72 个文件被更改,包括 8411 次插入 和 1784 次删除
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2003_Light_Parameters/Reflective.mat
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3TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat2.mat
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254TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission.unity
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2TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/LightingData.asset.meta
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405TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/Lightmap-0_comp_dir.png
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4TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/Lightmap-0_comp_dir.png.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/Lightmap-0_comp_light.exr
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4TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/Lightmap-0_comp_light.exr.meta
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2TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp.unity
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2TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp/LightingData.asset.meta
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342TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp/Lightmap-0_comp_dir.png
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp/Lightmap-0_comp_light.exr
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling.unity
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling.unity.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil.unity
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil.unity.meta
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material.meta
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230TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullBack.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullBack.mat.meta
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230TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullFront.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullFront.mat.meta
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230TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullOff.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullOff.mat.meta
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228TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullBack.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullBack.mat.meta
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228TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullFront.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullFront.mat.meta
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228TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullOff.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullOff.mat.meta
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237TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullBack.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullBack.mat.meta
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237TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullFront.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullFront.mat.meta
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237TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullOff.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullOff.mat.meta
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233TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/Mirror.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/Mirror.mat.meta
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235TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/White.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/White.mat.meta
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/Torus.obj
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100TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/Torus.obj.meta
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165TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile 1.asset
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile 1.asset.meta
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209TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile.asset
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile.asset.meta
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader.meta
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98TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullBack.shader
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9TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullBack.shader.meta
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98TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullFront.shader
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9TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullFront.shader.meta
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97TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullOff.shader
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9TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullOff.shader.meta
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103TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullBack.shader
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9TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullBack.shader.meta
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102TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullFront.shader
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9TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullFront.shader.meta
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102TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullOff.shader
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9TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullOff.shader.meta
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102TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullBack.shader
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9TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullBack.shader.meta
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102TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullFront.shader
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9TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullFront.shader.meta
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103TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullOff.shader
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9TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullOff.shader.meta
1001
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/Lightmap-0_comp_light.exr
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文件差异内容过多而无法显示
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1001
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp/Lightmap-0_comp_light.exr
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/Torus.obj
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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{ |
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Properties |
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{ |
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// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. |
|||
_FrontColor("Front Color", Color) = (0,1,0,1) |
|||
_BackColor("back Color", Color) = (1,0,0,1) |
|||
|
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// Blending state |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
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[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0 |
|||
} |
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|
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HLSLINCLUDE |
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|
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#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch |
|||
|
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//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl |
|||
|
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//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
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|
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#include "CoreRP/ShaderLibrary/Common.hlsl" |
|||
#include "HDRP/ShaderPass/FragInputs.hlsl" |
|||
|
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//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
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float4 _FrontColor; |
|||
float4 _BackColor; |
|||
|
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#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
// This tags allow to use the shader replacement features |
|||
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" } |
|||
|
|||
// Unlit shader always render in forward |
|||
Pass |
|||
{ |
|||
Name "Forward Unlit" |
|||
Tags { "LightMode" = "ForwardOnly" } |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite [_ZWrite] |
|||
Cull Back |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD_UNLIT |
|||
#include "HDRP/Material/Material.hlsl" |
|||
|
|||
struct VertInput |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
}; |
|||
|
|||
struct VertToFrag |
|||
{ |
|||
float4 positionCS : SV_Position; |
|||
float3 normalWS : TEXCOORD1; |
|||
}; |
|||
|
|||
VertToFrag Vert(VertInput input) |
|||
{ |
|||
VertToFrag output; |
|||
|
|||
float3 positionRWS = TransformObjectToWorld(input.positionOS); |
|||
output.positionCS = TransformWorldToHClip(positionRWS); |
|||
output.normalWS = TransformObjectToWorldNormal(input.normalOS); |
|||
|
|||
return output; |
|||
} |
|||
|
|||
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target |
|||
{ |
|||
float3 normal = input.normalWS; |
|||
float4 color = facing > 0 ? _FrontColor : _BackColor; |
|||
return float4(color.rgb * max(0.1, dot(float3(0.5, facing, 0), normal)), 1); |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 8210e410a7afd8b48ac18286d7cf8d21 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "HDRP_2206/ShowVFaceCullFront" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. |
|||
_FrontColor("Front Color", Color) = (0,1,0,1) |
|||
_BackColor("back Color", Color) = (1,0,0,1) |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
[HideInInspector] _CullMode("__cullmode", Float) = 2.0 |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "CoreRP/ShaderLibrary/Common.hlsl" |
|||
#include "HDRP/ShaderPass/FragInputs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
float4 _FrontColor; |
|||
float4 _BackColor; |
|||
|
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
// This tags allow to use the shader replacement features |
|||
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" } |
|||
|
|||
// Unlit shader always render in forward |
|||
Pass |
|||
{ |
|||
Name "Forward Unlit" |
|||
Tags { "LightMode" = "ForwardOnly" } |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite On |
|||
Cull Front |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD_UNLIT |
|||
#include "HDRP/Material/Material.hlsl" |
|||
|
|||
struct VertInput |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
}; |
|||
|
|||
struct VertToFrag |
|||
{ |
|||
float4 positionCS : SV_Position; |
|||
float3 normalWS : TEXCOORD1; |
|||
}; |
|||
|
|||
VertToFrag Vert(VertInput input) |
|||
{ |
|||
VertToFrag output; |
|||
|
|||
float3 positionRWS = TransformObjectToWorld(input.positionOS); |
|||
output.positionCS = TransformWorldToHClip(positionRWS); |
|||
output.normalWS = TransformObjectToWorldNormal(input.normalOS); |
|||
|
|||
return output; |
|||
} |
|||
|
|||
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target |
|||
{ |
|||
float3 normal = input.normalWS; |
|||
float4 color = facing > 0 ? _FrontColor : _BackColor; |
|||
return float4(color.rgb * max(0.1, dot(float3(0.5, facing, 0), normal)), 1); |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 1ef746adfd3bc9f4a916893f8e644ca8 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "HDRP_2206/ShowVFaceCullOff" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. |
|||
_FrontColor("Front Color", Color) = (0,1,0,1) |
|||
_BackColor("back Color", Color) = (1,0,0,1) |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "CoreRP/ShaderLibrary/Common.hlsl" |
|||
#include "HDRP/ShaderPass/FragInputs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
float4 _FrontColor; |
|||
float4 _BackColor; |
|||
|
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
// This tags allow to use the shader replacement features |
|||
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" } |
|||
|
|||
// Unlit shader always render in forward |
|||
Pass |
|||
{ |
|||
Name "Forward Unlit" |
|||
Tags { "LightMode" = "ForwardOnly" } |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite [_ZWrite] |
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD_UNLIT |
|||
#include "HDRP/Material/Material.hlsl" |
|||
|
|||
struct VertInput |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
}; |
|||
|
|||
struct VertToFrag |
|||
{ |
|||
float4 positionCS : SV_Position; |
|||
float3 normalWS : TEXCOORD1; |
|||
}; |
|||
|
|||
VertToFrag Vert(VertInput input) |
|||
{ |
|||
VertToFrag output; |
|||
|
|||
float3 positionRWS = TransformObjectToWorld(input.positionOS); |
|||
output.positionCS = TransformWorldToHClip(positionRWS); |
|||
output.normalWS = TransformObjectToWorldNormal(input.normalOS); |
|||
|
|||
return output; |
|||
} |
|||
|
|||
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target |
|||
{ |
|||
float3 normal = input.normalWS; |
|||
float4 color = facing > 0 ? _FrontColor : _BackColor; |
|||
return float4(color.rgb * max(0.1, dot(float3(0.5, facing, 0), normal)), 1); |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: d58c8de63457b0443b80c7edacdc0627 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "HDRP_2206/ShowIfOneCullBack" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. |
|||
_Color("Color", Color) = (1,1,0,1) |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "CoreRP/ShaderLibrary/Common.hlsl" |
|||
#include "HDRP/ShaderPass/FragInputs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
float4 _Color; |
|||
|
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
// This tags allow to use the shader replacement features |
|||
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" } |
|||
|
|||
|
|||
// Unlit shader always render in forward |
|||
Pass |
|||
{ |
|||
Name "Forward Unlit" |
|||
Tags { "LightMode" = "ForwardOnly" } |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite [_ZWrite] |
|||
|
|||
Cull Back |
|||
|
|||
Stencil |
|||
{ |
|||
Ref 1 |
|||
Comp Equal |
|||
Pass Keep |
|||
} |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD_UNLIT |
|||
#include "HDRP/Material/Material.hlsl" |
|||
|
|||
struct VertInput |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
}; |
|||
|
|||
struct VertToFrag |
|||
{ |
|||
float4 positionCS : SV_Position; |
|||
float3 normalWS : TEXCOORD1; |
|||
}; |
|||
|
|||
VertToFrag Vert(VertInput input) |
|||
{ |
|||
VertToFrag output; |
|||
|
|||
float3 positionRWS = TransformObjectToWorld(input.positionOS); |
|||
output.positionCS = TransformWorldToHClip(positionRWS); |
|||
output.normalWS = TransformObjectToWorldNormal(input.normalOS); |
|||
|
|||
return output; |
|||
} |
|||
|
|||
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target |
|||
{ |
|||
float3 normal = input.normalWS; |
|||
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1); |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: af0e1cc1f1bd0b2409316c4e7ebb7aba |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "HDRP_2206/ShowIfOneCullFront" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. |
|||
_Color("Color", Color) = (1,1,0,1) |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "CoreRP/ShaderLibrary/Common.hlsl" |
|||
#include "HDRP/ShaderPass/FragInputs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
float4 _Color; |
|||
|
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
// This tags allow to use the shader replacement features |
|||
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" } |
|||
|
|||
// Unlit shader always render in forward |
|||
Pass |
|||
{ |
|||
Name "Forward Unlit" |
|||
Tags { "LightMode" = "ForwardOnly" } |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite [_ZWrite] |
|||
|
|||
Cull Front |
|||
|
|||
Stencil |
|||
{ |
|||
Ref 1 |
|||
Comp Equal |
|||
Pass Keep |
|||
} |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD_UNLIT |
|||
#include "HDRP/Material/Material.hlsl" |
|||
|
|||
struct VertInput |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
}; |
|||
|
|||
struct VertToFrag |
|||
{ |
|||
float4 positionCS : SV_Position; |
|||
float3 normalWS : TEXCOORD1; |
|||
}; |
|||
|
|||
VertToFrag Vert(VertInput input) |
|||
{ |
|||
VertToFrag output; |
|||
|
|||
float3 positionRWS = TransformObjectToWorld(input.positionOS); |
|||
output.positionCS = TransformWorldToHClip(positionRWS); |
|||
output.normalWS = TransformObjectToWorldNormal(input.normalOS); |
|||
|
|||
return output; |
|||
} |
|||
|
|||
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target |
|||
{ |
|||
float3 normal = input.normalWS; |
|||
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1); |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 67f4b81f6a5e5aa4db77bc5365eb8481 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "HDRP_2206/ShowIfOneCullOff" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. |
|||
_Color("Color", Color) = (1,1,0,1) |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "CoreRP/ShaderLibrary/Common.hlsl" |
|||
#include "HDRP/ShaderPass/FragInputs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
float4 _Color; |
|||
|
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
// This tags allow to use the shader replacement features |
|||
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" } |
|||
|
|||
// Unlit shader always render in forward |
|||
Pass |
|||
{ |
|||
Name "Forward Unlit" |
|||
Tags { "LightMode" = "ForwardOnly" } |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite [_ZWrite] |
|||
|
|||
Cull Off |
|||
|
|||
Stencil |
|||
{ |
|||
Ref 1 |
|||
Comp Equal |
|||
Pass Keep |
|||
} |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD_UNLIT |
|||
#include "HDRP/Material/Material.hlsl" |
|||
|
|||
struct VertInput |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
}; |
|||
|
|||
struct VertToFrag |
|||
{ |
|||
float4 positionCS : SV_Position; |
|||
float3 normalWS : TEXCOORD1; |
|||
}; |
|||
|
|||
VertToFrag Vert(VertInput input) |
|||
{ |
|||
VertToFrag output; |
|||
|
|||
float3 positionRWS = TransformObjectToWorld(input.positionOS); |
|||
output.positionCS = TransformWorldToHClip(positionRWS); |
|||
output.normalWS = TransformObjectToWorldNormal(input.normalOS); |
|||
|
|||
return output; |
|||
} |
|||
|
|||
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target |
|||
{ |
|||
float3 normal = input.normalWS; |
|||
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1); |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 2f29006feb3face43bb7586f17236693 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "HDRP_2206/WriteOneToStencilCullBack" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. |
|||
_Color("Color", Color) = (1,1,0,1) |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "CoreRP/ShaderLibrary/Common.hlsl" |
|||
#include "HDRP/ShaderPass/FragInputs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
float4 _Color; |
|||
|
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
// This tags allow to use the shader replacement features |
|||
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" } |
|||
|
|||
// Unlit shader always render in forward |
|||
Pass |
|||
{ |
|||
Name "Forward Unlit" |
|||
Tags { "LightMode" = "ForwardOnly" } |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite [_ZWrite] |
|||
|
|||
Cull Back |
|||
|
|||
Stencil |
|||
{ |
|||
Ref 1 |
|||
Comp Always |
|||
Pass Replace |
|||
} |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD_UNLIT |
|||
#include "HDRP/Material/Material.hlsl" |
|||
|
|||
struct VertInput |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
}; |
|||
|
|||
struct VertToFrag |
|||
{ |
|||
float4 positionCS : SV_Position; |
|||
float3 normalWS : TEXCOORD1; |
|||
}; |
|||
|
|||
VertToFrag Vert(VertInput input) |
|||
{ |
|||
VertToFrag output; |
|||
|
|||
float3 positionRWS = TransformObjectToWorld(input.positionOS); |
|||
output.positionCS = TransformWorldToHClip(positionRWS); |
|||
output.normalWS = TransformObjectToWorldNormal(input.normalOS); |
|||
|
|||
return output; |
|||
} |
|||
|
|||
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target |
|||
{ |
|||
float3 normal = input.normalWS; |
|||
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1); |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 75f98a89f82d69d459689703c889e889 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "HDRP_2206/WriteOneToStencilCullFront" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. |
|||
_Color("Color", Color) = (1,1,0,1) |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "CoreRP/ShaderLibrary/Common.hlsl" |
|||
#include "HDRP/ShaderPass/FragInputs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
float4 _Color; |
|||
|
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
// This tags allow to use the shader replacement features |
|||
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" } |
|||
|
|||
// Unlit shader always render in forward |
|||
Pass |
|||
{ |
|||
Name "Forward Unlit" |
|||
Tags { "LightMode" = "ForwardOnly" } |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite [_ZWrite] |
|||
|
|||
Cull Front |
|||
|
|||
Stencil |
|||
{ |
|||
Ref 1 |
|||
Comp Always |
|||
Pass Replace |
|||
} |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD_UNLIT |
|||
#include "HDRP/Material/Material.hlsl" |
|||
|
|||
struct VertInput |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
}; |
|||
|
|||
struct VertToFrag |
|||
{ |
|||
float4 positionCS : SV_Position; |
|||
float3 normalWS : TEXCOORD1; |
|||
}; |
|||
|
|||
VertToFrag Vert(VertInput input) |
|||
{ |
|||
VertToFrag output; |
|||
|
|||
float3 positionRWS = TransformObjectToWorld(input.positionOS); |
|||
output.positionCS = TransformWorldToHClip(positionRWS); |
|||
output.normalWS = TransformObjectToWorldNormal(input.normalOS); |
|||
|
|||
return output; |
|||
} |
|||
|
|||
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target |
|||
{ |
|||
float3 normal = input.normalWS; |
|||
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1); |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 70280815a200ec544a03e63e116bf07d |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "HDRP_2206/WriteOneToStencilCullOff" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. |
|||
_Color("Color", Color) = (1,1,0,1) |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
|
|||
#include "CoreRP/ShaderLibrary/Common.hlsl" |
|||
#include "HDRP/ShaderPass/FragInputs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
float4 _Color; |
|||
|
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
// This tags allow to use the shader replacement features |
|||
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" } |
|||
|
|||
// Unlit shader always render in forward |
|||
Pass |
|||
{ |
|||
Name "Forward Unlit" |
|||
Tags { "LightMode" = "ForwardOnly" } |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite [_ZWrite] |
|||
|
|||
Cull Off |
|||
|
|||
Stencil |
|||
{ |
|||
Ref 1 |
|||
Comp Always |
|||
Pass Replace |
|||
} |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD_UNLIT |
|||
#include "HDRP/Material/Material.hlsl" |
|||
|
|||
struct VertInput |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
}; |
|||
|
|||
struct VertToFrag |
|||
{ |
|||
float4 positionCS : SV_Position; |
|||
float3 normalWS : TEXCOORD1; |
|||
}; |
|||
|
|||
VertToFrag Vert(VertInput input) |
|||
{ |
|||
VertToFrag output; |
|||
|
|||
float3 positionRWS = TransformObjectToWorld(input.positionOS); |
|||
output.positionCS = TransformWorldToHClip(positionRWS); |
|||
output.normalWS = TransformObjectToWorldNormal(input.normalOS); |
|||
|
|||
return output; |
|||
} |
|||
|
|||
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target |
|||
{ |
|||
float3 normal = input.normalWS; |
|||
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1); |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: e05489ab25965b242b56e39532a93d1e |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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Reference in new issue