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56 行
1.1 KiB
56 行
1.1 KiB
Shader "MobileRenderloop/ClassicDeferred" {
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Properties {
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_LightTexture0 ("", any) = "" {}
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_LightTextureB0 ("", 2D) = "" {}
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_ShadowMapTexture ("", any) = "" {}
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_SrcBlend ("", Float) = 1
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_DstBlend ("", Float) = 1
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_SrcABlend ("", Float) = 1
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_DstABlend ("", Float) = 1
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_CullMode ("", Float) = 0
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_CompareFunc ("", Float) = 0
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}
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SubShader {
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// LDR case - Lighting encoded into a subtractive ARGB8 buffer
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// HDR case - Lighting additively blended into floating point buffer
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Pass {
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ZWrite Off
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ZTest [_CompareFunc]
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Cull [_CullMode]
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Blend [_SrcBlend] [_DstBlend], [_SrcABlend] [_DstABlend]
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CGPROGRAM
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#pragma target 4.5
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#pragma vertex onchip_vert_deferred
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#pragma fragment frag
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#pragma multi_compile_lightpass
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#pragma multi_compile ___ UNITY_HDR_ON
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#pragma exclude_renderers nomrt
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#include "UnityCG.cginc"
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#include "UnityDeferredLibrary.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardUtils.cginc"
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#include "UnityGBuffer.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "LightingTemplate.hlsl"
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half4 frag (unity_v2f_deferred i) : SV_TARGET
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{
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return CalculateLight(i);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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