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Added shadow caster pass to lightweight standard shader.

/RenderPassXR_Sandbox
Felipe Lira 7 年前
当前提交
491a7d87
共有 1 个文件被更改,包括 31 次插入0 次删除
  1. 31
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader

31
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader


ENDCG
}
Pass
{
Tags{"Lightmode" = "ShadowCaster"}
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 vert(float4 pos : POSITION) : SV_POSITION
{
float4 clipPos = UnityObjectToClipPos(pos);
#if defined(UNITY_REVERSED_Z)
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#endif
return clipPos;
}
half4 frag() : SV_TARGET
{
return 0;
}
ENDCG
}
}
FallBack "VertexLit"
CustomEditor "StandardShaderGUI"
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