2024-07-10 18:07:00 +08:00
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Shader "Unlit/LightArea"
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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" = "Transparent"
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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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2024-09-20 19:44:52 +08:00
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// Name "LightArea"
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2024-07-10 18:07:00 +08:00
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Tags
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{
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"LightMode" = "LightArea"
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2024-09-23 12:13:33 +08:00
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"UniversalMaterialType" = "SimpleLit"
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2024-07-10 18:07:00 +08:00
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}
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// 开启混合
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2024-09-20 19:44:52 +08:00
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Blend SrcAlpha OneMinusSrcAlpha
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2024-07-10 18:07:00 +08:00
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ZWrite Off
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ZTest Always
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Cull Off
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2024-09-23 12:13:33 +08:00
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2024-10-10 12:38:01 +08:00
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HLSLPROGRAM
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2024-10-09 18:58:48 +08:00
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#pragma target 3.0
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2024-07-10 18:07:00 +08:00
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#pragma vertex vert
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#pragma fragment frag
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// make gpu instancing work
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#pragma multi_compile_instancing
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2024-10-10 12:38:01 +08:00
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// instancing
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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2024-07-10 18:07:00 +08:00
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struct appdata
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{
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2024-10-10 12:38:01 +08:00
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float4 positionOS : POSITION;
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2024-07-10 18:07:00 +08:00
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float2 uv : TEXCOORD0;
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// gpu instance id
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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2024-10-10 12:38:01 +08:00
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float4 positionHCS : SV_POSITION;
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2024-07-11 13:03:26 +08:00
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float passAlpha : COLOR1;
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2024-07-10 18:07:00 +08:00
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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2024-07-11 13:03:26 +08:00
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// gpu instance 数据
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UNITY_INSTANCING_BUFFER_START(props)
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// alpha
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UNITY_DEFINE_INSTANCED_PROP(float, _Alpha)
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UNITY_INSTANCING_BUFFER_END(props)
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2024-07-10 18:07:00 +08:00
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v2f vert (appdata v)
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{
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v2f o;
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// gpu instance id
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UNITY_SETUP_INSTANCE_ID(v);
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2024-07-11 13:03:26 +08:00
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2024-10-10 12:38:01 +08:00
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o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
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2024-07-10 18:07:00 +08:00
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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2024-07-11 13:03:26 +08:00
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float instAlpha = UNITY_ACCESS_INSTANCED_PROP(props, _Alpha);
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o.passAlpha = instAlpha;
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2024-07-10 18:07:00 +08:00
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return o;
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}
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2024-10-10 12:38:01 +08:00
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half4 frag (v2f i) : SV_Target
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2024-07-10 18:07:00 +08:00
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{
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// sample the texture
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2024-10-10 12:38:01 +08:00
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half4 col = tex2D(_MainTex, i.uv);
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2024-07-11 13:03:26 +08:00
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col *= i.passAlpha;
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2024-07-10 18:07:00 +08:00
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return col;
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}
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2024-10-10 12:38:01 +08:00
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ENDHLSL
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2024-07-10 18:07:00 +08:00
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}
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}
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2024-09-20 19:44:52 +08:00
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// Fallback "Universal Render Pipeline/Unlit"
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2024-07-10 18:07:00 +08:00
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}
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