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75 行
2.0 KiB
75 行
2.0 KiB
// Unlit shader always render in forward
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Pass
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{
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Name "ForwardUnlit"
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Tags { "LightMode" = "${LightMode}" }
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${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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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
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//#pragma enable_d3d11_debug_symbols
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#pragma vertex Vert
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#pragma fragment Frag
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#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
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#include "CoreRP/ShaderLibrary/common.hlsl"
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#include "HDRP/ShaderVariables.hlsl"
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#include "HDRP/ShaderPass/FragInputs.hlsl"
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#include "HDRP/ShaderPass/ShaderPass.cs.hlsl"
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#include "ShaderGraphLibrary/Functions.hlsl"
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${Defines}
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#include "HDRP/Material/Material.hlsl"
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// This include will define the various Attributes/Varyings structure
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#include "HDRP/ShaderPass/VaryingMesh.hlsl"
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${Graph}
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void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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${LocalPixelShader}
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SurfaceInputs surfaceInput;
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${SurfaceInputs}
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SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
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float3 Color = 0;
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float Alpha = 0;
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${SurfaceOutputRemap}
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surfaceData.color = Color;
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#ifdef _ALPHATEST_ON
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DoAlphaTest(Alpha, _AlphaCutoff);
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#endif
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// Builtin Data
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builtinData.opacity = Alpha;
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builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
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builtinData.emissiveIntensity = 0;
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builtinData.emissiveColor = 0;
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builtinData.velocity = float2(0.0, 0.0);
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builtinData.shadowMask0 = 0.0;
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builtinData.shadowMask1 = 0.0;
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builtinData.shadowMask2 = 0.0;
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builtinData.shadowMask3 = 0.0;
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builtinData.distortion = float2(0.0, 0.0);
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builtinData.distortionBlur = 0.0;
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builtinData.depthOffset = 0.0;
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}
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#include "HDRP/ShaderPass/${ShaderPassInclude}.hlsl"
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ENDHLSL
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}
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