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