【移动区域】增加一个移动区域面片专用shader
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@ -21,18 +21,17 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: ground_area_mat_cannot
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m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
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m_Shader: {fileID: 4800000, guid: b3965819cb8d8864c9a4dd369a2f57f8, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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m_ValidKeywords: []
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m_InvalidKeywords:
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- _ALPHATEST_ON
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 1
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: 2452
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stringTagMap:
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RenderType: TransparentCutout
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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@ -130,6 +129,7 @@ Material:
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- _ColorMode: 0
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- _Cull: 2
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- _CullMode: 0
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- _CutOff: 0.023
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- _Cutoff: 0.083
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- _DetailAlbedoMapScale: 1
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- _DetailNormalMapScale: 1
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@ -194,6 +194,7 @@ Material:
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- _Color: {r: 0.36477974, g: 0.010132772, b: 0, a: 1}
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- _ColorAddSubDiff: {r: 1, g: 0, b: 0, a: 0}
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- _EmissionColor: {r: 0, g: 1.4794679, b: 0.31592146, a: 1}
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- _MainColor: {r: 0.36477977, g: 0, b: 0, a: 1}
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- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _TintColor: {r: 0.83100003, g: 1, b: 0.49411762, a: 0.6039216}
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@ -0,0 +1,90 @@
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Shader "NLD_URP/NLD_Scene_Unit_Inst_Opaque"
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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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_MainColor ("Main Color", Color) = (1, 1, 1, 1)
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_CutOff ("Alpha Clip", Range(0, 1)) = 0.5
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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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Pass
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{
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Tags
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{
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"LightMode" = "SRPDefaultUnlit"
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}
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ZWrite On
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ZTest LEqual
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// gpu instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct appdata {
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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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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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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// UNITY_INSTANCING_BUFFER_START(UnityPerMaterial)
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//
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// UNITY_DEFINE_INSTANCED_PROP(float4, _MainTex_ST)
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// UNITY_DEFINE_INSTANCED_PROP(float4, _MainColor)
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// UNITY_DEFINE_INSTANCED_PROP(float, _CutOff)
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//
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// UNITY_INSTANCING_BUFFER_END(UnityPerMaterial)
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float4 _MainColor;
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float _CutOff;
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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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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.positionHCS = TransformObjectToHClip(v.positionOS);
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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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UNITY_SETUP_INSTANCE_ID(i);
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// sample the texture
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half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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if (col.a < _CutOff)
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{
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discard;
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}
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col *= _MainColor;
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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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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: b3965819cb8d8864c9a4dd369a2f57f8
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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