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56 行
1.1 KiB

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