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56 行
1.6 KiB
56 行
1.6 KiB
#ifndef SHADERPASS
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#error Undefine_SHADERPASS
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#endif
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CBUFFER_START(UnityMetaPass)
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// x = use uv1 as raster position
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// y = use uv2 as raster position
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bool4 unity_MetaVertexControl;
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// x = return albedo
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// y = return normal
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bool4 unity_MetaFragmentControl;
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CBUFFER_END
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// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
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float unity_OneOverOutputBoost;
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float unity_MaxOutputValue;
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#define ATTRIBUTES_WANT_NORMAL
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#define ATTRIBUTES_WANT_UV0
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#define ATTRIBUTES_WANT_UV1
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#define ATTRIBUTES_WANT_UV2
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#define VARYING_WANT_TEXCOORD0
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#define VARYING_WANT_TEXCOORD1
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// Include structure declaration and packing functions
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#include "LitAttributesVarying.hlsl"
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PackedVaryings Vert(Attributes input)
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{
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Varyings output;
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// Output UV coordinate in vertex shader
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if (unity_MetaVertexControl.x)
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{
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input.positionOS.xy = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
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// OpenGL right now needs to actually use incoming vertex position,
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// so use it in a very dummy way
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//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
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}
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if (unity_MetaVertexControl.y)
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{
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input.positionOS.xy = input.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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// OpenGL right now needs to actually use incoming vertex position,
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// so use it in a very dummy way
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//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
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}
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float3 positionWS = TransformObjectToWorld(input.positionOS);
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output.positionCS = TransformWorldToHClip(positionWS);
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output.texCoord0 = input.uv0;
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output.texCoord1 = input.uv1;
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return PackVaryings(output);
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}
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