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89 行
1.8 KiB

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