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99 行
2.7 KiB
99 行
2.7 KiB
Pass
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{
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Name "StandardUnlit"
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Tags{"LightMode" = "LightweightForward"}
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// Material options generated by graph
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${Tags}
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${Blending}
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${Culling}
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${ZTest}
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${ZWrite}
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma shader_feature _SAMPLE_GI
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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// Defines generated by graph
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${Defines}
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// Lighting include is needed because of GI
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#include "LWRP/ShaderLibrary/Core.hlsl"
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#include "LWRP/ShaderLibrary/Lighting.hlsl"
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#include "CoreRP/ShaderLibrary/Color.hlsl"
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#include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl"
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#include "LWRP/ShaderLibrary/ShaderGraphFunctions.hlsl"
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${Graph}
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struct GraphVertexOutput
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{
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float4 position : POSITION;
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// Interpolators defined by graph
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${VertexOutputStruct}
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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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GraphVertexOutput vert (GraphVertexInput v)
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{
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GraphVertexOutput o = (GraphVertexOutput)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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// Vertex transformations performed by graph
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${VertexShader}
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VertexDescriptionInputs vdi = (VertexDescriptionInputs)0;
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// Vertex description inputs defined by graph
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${VertexShaderDescriptionInputs}
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VertexDescription vd = PopulateVertexData(vdi);
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v.vertex.xyz = vd.Position;
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o.position = TransformObjectToHClip(v.vertex.xyz);
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// Vertex shader outputs defined by graph
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${VertexShaderOutputs}
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return o;
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}
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half4 frag (GraphVertexOutput IN ${FaceSign}) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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// Pixel transformations performed by graph
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${PixelShader}
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SurfaceDescriptionInputs surfaceInput = (SurfaceDescriptionInputs)0;
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// Surface description inputs defined by graph
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${PixelShaderSurfaceInputs}
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SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
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float3 Color = float3(0.5, 0.5, 0.5);
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float Alpha = 1;
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float AlphaClipThreshold = 0;
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// Surface description remap performed by graph
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${PixelShaderSurfaceRemap}
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#if _AlphaClip
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clip(Alpha - AlphaClipThreshold);
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#endif
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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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