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Pass
{
Tags{"LightMode" = "LightweightForward"}
${Tags}
${Blending}
${Culling}
${ZTest}
${ZWrite}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ENABLE STEREO_MULTIVIEW_ENABLE
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Lighting include is needed because of GI
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
${Defines}
${Graph}
struct GraphVertexOutput
{
float4 position : POSITION;
${Interpolators}
};
GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);
GraphVertexOutput o;
o.position = TransformObjectToHClip(v.vertex.xyz);
${VertexShader}
return o;
}
half4 frag (GraphVertexOutput IN) : SV_Target
{
${LocalPixelShader}
SurfaceInputs surfaceInput;
${SurfaceInputs}
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
float3 Color = 0;
float Alpha = 0;
${SurfaceOutputRemap}
return half4(Color, Alpha);
}
ENDHLSL
}