2023-10-30 13:04:01 +08:00
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Shader "NLD/NLD_Test"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags {
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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}
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LOD 100
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// 阴影相关定义
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2023-10-30 13:13:05 +08:00
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //开启额外光源
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2023-10-30 13:04:01 +08:00
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
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2023-10-30 13:13:05 +08:00
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //主光源层级阴影是否开启
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS //额外光源阴影
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2023-10-30 13:04:01 +08:00
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#pragma multi_compile _ _SHADOWS_SOFT //软阴影
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 posSV : SV_POSITION;
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float3 posWS : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.posSV = TransformObjectToHClip(v.vertex);
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o.posWS = TransformObjectToWorld(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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// sample the texture
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half4 col = tex2D(_MainTex, i.uv);
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// 计算阴影uv
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float4 shadowCoord = TransformWorldToShadowCoord(i.posWS);
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float shadow = MainLightRealtimeShadow(shadowCoord);
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return half4(shadow, shadow, shadow, 1.0);
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return col;
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}
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ENDHLSL
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}
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}
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}
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