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73 行
1.9 KiB

Shader "Hidden/PreviewShader/Posterize_f232fbec_5ce8_4ba5_8491_a7a66291d45f_Output" {
Properties {
Vector1_20d0d38d_52d0_4444_8ef4_da01a311590e_Uniform("", Float) = 0.1
}
SubShader {
// inside SubShader
Tags
{
"Queue"="Geometry"
"RenderType"="Opaque"
"IgnoreProjector"="True"
}
// inside Pass
ZWrite On
Blend One Zero
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float3 ReflectionProbe_4f8cb744_19c5_4a6e_9bc1_172200f2fa25_normalDir;
float Vector1_20d0d38d_52d0_4444_8ef4_da01a311590e_Uniform;
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
float3 worldNormal : TEXCOORD1;
};
inline float unity_posterize_float (float input, float stepsize)
{
return floor(input / stepsize) * stepsize;
}
v2f vert (appdata_full v)
{
v2f o = (v2f)0;
o.pos = UnityObjectToClipPos(v.vertex);;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 viewDir = UnityWorldSpaceViewDir(worldPos);
float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex));
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldNormal = worldNormal;
return o;
}
half4 frag (v2f IN) : COLOR
{
float3 worldSpaceNormal = normalize(IN.worldNormal);
float3 ReflectionProbe_4f8cb744_19c5_4a6e_9bc1_172200f2fa25 = ShadeSH9(float4(worldSpaceNormal.xyz , 1));
float4 Split_f630c862_c9a4_4765_b085_f9b01dd46061 = float4(ReflectionProbe_4f8cb744_19c5_4a6e_9bc1_172200f2fa25, 1.0);
float Posterize_f232fbec_5ce8_4ba5_8491_a7a66291d45f_Output = unity_posterize_float (Split_f630c862_c9a4_4765_b085_f9b01dd46061.r, Vector1_20d0d38d_52d0_4444_8ef4_da01a311590e_Uniform);
return half4(Posterize_f232fbec_5ce8_4ba5_8491_a7a66291d45f_Output, Posterize_f232fbec_5ce8_4ba5_8491_a7a66291d45f_Output, Posterize_f232fbec_5ce8_4ba5_8491_a7a66291d45f_Output, 1.0);
}
ENDCG
}
}
Fallback Off
}