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89 行
1.8 KiB
89 行
1.8 KiB
SubShader
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{
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
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LOD ${LOD}
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Pass
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{
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Tags{"LightMode" = "LightweightForward"}
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${Tags}
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${Blending}
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${Culling}
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${ZTest}
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${ZWrite}
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CGPROGRAM
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#pragma target 3.0
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#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT
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#pragma multi_compile _ LIGHTWEIGHT_LINEAR
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ _LIGHT_PROBES_ON
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#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES
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#pragma multi_compile _ _VERTEX_LIGHTS
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma vertex Vertex
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#pragma fragment LightweightFragmentPBR
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#pragma glsl
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#pragma debug
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${Defines}
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#include "UnityCG.cginc"
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//#define UNITY_SAMPLE_TEX2D(tex, coord) LIGHTWEIGHT_GAMMA_TO_LINEAR4(tex.Sample (sampler##tex,coord))
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#define VERTEX_CUSTOM \
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${VertexShaderBody}
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//#define VERTINPUT_CUSTOM \
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//${VertexInputs}
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#define VERTOUTPUT_CUSTOM \
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${VertexOutputs}
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#include "CGIncludes/LightweightPBR.cginc"
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${ShaderPropertyUsages}
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${ShaderFunctions}
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void DefineSurface(VertOutput i, inout SurfacePBR o)
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{
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${PixelShaderBody}
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}
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ENDCG
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}
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Pass
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{
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Tags{"Lightmode" = "ShadowCaster"}
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "CGIncludes/LightweightPass.cginc"
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#pragma vertex shadowVert
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#pragma fragment shadowFrag
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ENDCG
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}
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Pass
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{
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Tags{"Lightmode" = "DepthOnly"}
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ZWrite On
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CGPROGRAM
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "CGIncludes/LightweightPass.cginc"
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#pragma vertex depthVert
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#pragma fragment depthFrag
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ENDCG
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}
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}
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