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155 行
5.1 KiB

Shader "LightweightPipeline/Standard Unlit"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
_Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
[Toggle] _SampleGI("SampleGI", float) = 0.0
_BumpMap("Normal Map", 2D) = "bump" {}
// BlendMode
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("Src", Float) = 1.0
[HideInInspector] _DstBlend("Dst", Float) = 0.0
[HideInInspector] _ZWrite("ZWrite", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "IgnoreProjectors" = "True" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"}
LOD 100
Blend [_SrcBlend][_DstBlend]
ZWrite [_ZWrite]
Cull [_Cull]
Pass
{
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma shader_feature _SAMPLE_GI
#pragma shader_feature _ALPHATEST_ON
#pragma multi_compile_instancing
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
// Lighting include is needed because of GI
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord
#if _SAMPLE_GI
float4 lightmapOrVertexSH : TEXCOORD1;
half3 normal : TEXCOORD2;
#if _NORMALMAP
half3 tangent : TEXCOORD3;
half3 binormal : TEXCOORD4;
#endif
#endif
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput v)
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv0AndFogCoord.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv0AndFogCoord.z = ComputeFogFactor(o.vertex.z);
#if _SAMPLE_GI
OUTPUT_NORMAL(v, o);
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapOrVertexSH.xy);
OUTPUT_SH(o.normal, o.lightmapOrVertexSH);
#endif
return o;
}
half4 frag(VertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
half2 uv = IN.uv0AndFogCoord.xy;
half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 color = texColor.rgb * _Color.rgb;
half alpha = texColor.a * _Color.a;
AlphaDiscard(alpha, _Cutoff);
#if _SAMPLE_GI
#if _NORMALMAP
half3 normalWS = TangentToWorldNormal(surfaceData.normalTS, IN.tangent, IN.binormal, IN.normal);
#else
half3 normalWS = normalize(IN.normal);
#endif
color *= SampleGI(IN.lightmapOrVertexSH, normalWS);
#endif
ApplyFog(color, IN.uv0AndFogCoord.z);
return half4(color, alpha);
}
ENDHLSL
}
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "LightweightUnlitGUI"
}