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76 行
2.4 KiB

Shader "HDRenderPipeline/Decal"
{
Properties
{
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_DecalBlend("_DecalBlend", Range(0.0, 1.0)) = 0.5
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature _COLORMAP
#pragma shader_feature _NORMALMAP
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_DECAL // do we need this now that Material.hlsl is not getting included?
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#include "DecalProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
Pass
{
Name "DBuffer" // Name is not used
Tags { "LightMode" = "DBuffer" } // This will be only for opaque object based on the RenderQueue index
// need to optimize this and use proper Cull and ZTest modes for cases when decal geometry is clipped by camera
Cull Off
ZWrite Off
ZTest Always
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DBUFFER
#include "../../ShaderVariables.hlsl"
#include "Decal.hlsl"
#include "ShaderPass/DecalSharePass.hlsl"
#include "DecalData.hlsl"
#include "../../ShaderPass/ShaderPassDBuffer.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.Rendering.HDPipeline.DecalUI"
}