78 lines
2.1 KiB
Plaintext
78 lines
2.1 KiB
Plaintext
|
|
Shader "NLD_URP/NLD_Scene_Surface"
|
|||
|
|
{
|
|||
|
|
//目前效果还有问题,可能需要新加pass写入深度一次
|
|||
|
|
Properties
|
|||
|
|
{
|
|||
|
|
[Header(Main map)]
|
|||
|
|
_MainTex ("MainTex", 2D) = "white" {}
|
|||
|
|
_Color("Base Tint", color) = (1,1,1,1)
|
|||
|
|
}
|
|||
|
|
SubShader
|
|||
|
|
{
|
|||
|
|
Tags
|
|||
|
|
{
|
|||
|
|
"RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "Queue" = "Transparent"
|
|||
|
|
}
|
|||
|
|
pass
|
|||
|
|
{
|
|||
|
|
name "Base"
|
|||
|
|
Tags
|
|||
|
|
{
|
|||
|
|
"LightMode" = "UniversalForward"
|
|||
|
|
}
|
|||
|
|
Cull Back
|
|||
|
|
ZWrite Off
|
|||
|
|
ZTest On
|
|||
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|||
|
|
|
|||
|
|
HLSLPROGRAM
|
|||
|
|
#pragma vertex vert
|
|||
|
|
#pragma fragment frag
|
|||
|
|
#pragma multi_compile_instancing
|
|||
|
|
|
|||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|||
|
|
|
|||
|
|
TEXTURE2D(_MainTex);
|
|||
|
|
SAMPLER(sampler_MainTex);
|
|||
|
|
|
|||
|
|
half4 _MainTex_ST;
|
|||
|
|
half4 _Color;
|
|||
|
|
|
|||
|
|
half _ShadowIntensity;
|
|||
|
|
half _AmbientMultiplier;
|
|||
|
|
|
|||
|
|
struct Attributes
|
|||
|
|
{
|
|||
|
|
float3 positionOS : POSITION;
|
|||
|
|
float4 texcoord : TEXCOORD0;
|
|||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
struct Varyings
|
|||
|
|
{
|
|||
|
|
float2 uv : TEXCOORD0;
|
|||
|
|
float4 positionCS : SV_POSITION;
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
Varyings vert(Attributes input)
|
|||
|
|
{
|
|||
|
|
Varyings output;
|
|||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|||
|
|
output.uv = input.texcoord;
|
|||
|
|
output.positionCS = TransformObjectToHClip(input.positionOS);
|
|||
|
|
return output;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
float4 frag(Varyings input) : SV_Target
|
|||
|
|
{
|
|||
|
|
half4 baseColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
|||
|
|
|
|||
|
|
half4 finalColor = baseColor * _Color;
|
|||
|
|
return finalColor;
|
|||
|
|
}
|
|||
|
|
ENDHLSL
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|