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78 行
2.5 KiB
78 行
2.5 KiB
Shader "HDRenderPipeline/Decal"
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{
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Properties
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{
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_BaseColorMap("BaseColorMap", 2D) = "white" {}
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_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
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_MaskMap("MaskMap", 2D) = "white" {}
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_DecalBlend("_DecalBlend", Range(0.0, 1.0)) = 0.5
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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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//#pragma enable_d3d11_debug_symbols
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//-------------------------------------------------------------------------------------
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// Variant
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//-------------------------------------------------------------------------------------
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#pragma shader_feature _COLORMAP
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _MASKMAP
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//-------------------------------------------------------------------------------------
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// Define
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//-------------------------------------------------------------------------------------
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#define UNITY_MATERIAL_DECAL // do we need this now that Material.hlsl is not getting included?
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "CoreRP/ShaderLibrary/Wind.hlsl"
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#include "../../ShaderPass/FragInputs.hlsl"
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#include "../../ShaderPass/ShaderPass.cs.hlsl"
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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#include "DecalProperties.hlsl"
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// All our shaders use same name for entry point
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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SubShader
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{
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Pass
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{
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Name "DBuffer" // Name is not used
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Tags { "LightMode" = "DBuffer" } // This will be only for opaque object based on the RenderQueue index
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// need to optimize this and use proper Cull and ZTest modes for cases when decal geometry is clipped by camera
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Cull Off
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ZWrite Off
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ZTest Always
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_DBUFFER
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#include "../../ShaderVariables.hlsl"
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#include "Decal.hlsl"
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#include "ShaderPass/DecalSharePass.hlsl"
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#include "DecalData.hlsl"
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#include "../../ShaderPass/ShaderPassDBuffer.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "Experimental.Rendering.HDPipeline.DecalUI"
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}
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