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161 行
4.3 KiB

SubShader
{
Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
LOD ${LOD}
Pass
{
Tags{"LightMode" = "LightweightForward"}
${Tags}
${Blending}
${Culling}
${ZTest}
${ZWrite}
CGPROGRAM
#pragma target 3.0
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ _LIGHT_PROBES_ON
#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#pragma glsl
#pragma debug
${Defines}
#include "UnityCG.cginc"
#include "CGIncludes/LightweightPBR.cginc"
struct GraphVertexOutput
{
float4 position : POSITION;
float4 lwCustom : TEXCOORD0;
float4 fogCoord : TEXCOORD1; // x: fogCoord, yzw: vertexColor
${Interpolators}
UNITY_VERTEX_OUTPUT_STEREO
};
GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);
UNITY_SETUP_INSTANCE_ID(v);
GraphVertexOutput o = (GraphVertexOutput)0;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.position = UnityObjectToClipPos(v.vertex);
${VertexShader}
#ifdef LIGHTMAP_ON
o.lwCustom.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
float3 lwWNormal = normalize(UnityObjectToWorldNormal(v.normal));
float3 lwWorldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU
#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS)
half3 diffuse = half3(1.0, 1.0, 1.0);
// pixel lights shaded = min(pixelLights, perObjectLights)
// vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded
// Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights)
int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y);
for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter)
{
int lightIndex = unity_4LightIndices0[lightIter];
LightInput lightInput;
INITIALIZE_LIGHT(lightInput, lightIndex);
half3 lightDirection;
half atten = ComputeLightAttenuationVertex(lightInput, lwWNormal, lwWorldPos, lightDirection);
o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, lwWNormal, atten);
}
#endif
#if defined(_LIGHT_PROBES_ON) && !defined(LIGHTMAP_ON)
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(lwWNormal, 1)));
#endif
UNITY_TRANSFER_FOG(o, o.position);
return o;
}
fixed4 frag (GraphVertexOutput IN) : SV_Target
{
SurfaceInputs surfaceInput = (SurfaceInputs)0;
${SurfaceInputs}
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
float3 Albedo = float3(0.5, 0.5, 0.5);
float3 Specular = float3(0, 0, 0);
float Metallic = 0;
float3 Normal = float3(.5, .5, 1);
float3 Emission = 0;
float Smoothness = 0;
float Occlusion = 1;
float Alpha = 1;
${SurfaceOutputRemap}
return FragmentLightingPBR(
IN.lwCustom,
surfaceInput.worldSpacePosition,
surfaceInput.worldSpaceNormal,
surfaceInput.worldSpaceTangent,
surfaceInput.worldSpaceBiTangent,
surfaceInput.worldSpaceViewDirection,
IN.fogCoord,
Albedo,
Metallic,
Specular,
Smoothness,
Normal,
Occlusion,
Emission,
Alpha);
}
ENDCG
}
Pass
{
Tags{"Lightmode" = "ShadowCaster"}
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 2.0
#include "UnityCG.cginc"
#include "CGIncludes/LightweightPass.cginc"
#pragma vertex shadowVert
#pragma fragment shadowFrag
ENDCG
}
Pass
{
Tags{"Lightmode" = "DepthOnly"}
ZWrite On
CGPROGRAM
#pragma target 2.0
#include "UnityCG.cginc"
#include "CGIncludes/LightweightPass.cginc"
#pragma vertex depthVert
#pragma fragment depthFrag
ENDCG
}
}