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99 行
2.7 KiB

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