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49 行
1.2 KiB

Shader "Perception/InstanceSegmentation"
{
Properties
{
[PerObjectData] _SegmentationId("Segmentation ID", int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags { "LightMode" = "SRP" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
uint _SegmentationId;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return float4(UnpackUIntToFloat((uint)_SegmentationId, 0, 8), UnpackUIntToFloat(_SegmentationId, 8, 8), UnpackUIntToFloat(_SegmentationId, 16, 8), UnpackUIntToFloat(_SegmentationId, 24, 8));
}
ENDCG
}
}
}