【渲染】水面 - shader
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Shader "NLD_URP/NLD_Scene_Water"
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{
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Properties
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{
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[MainTexture]_BaseMap ("主贴图", 2D) = "white" {}
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[MainColor] _BaseColor("基础颜色", Color) = (1, 1, 1, 1)
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_AddMap("附加贴图", 2D) = "white" {}
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_AddColor("附加颜色", Color) = (1, 1, 1, 1)
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_AddUVMoving("附加UV移动", Vector) = (0.1, 0.1, 0, 0)
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_AddColorIntensity("附加颜色强度", Range(0, 10)) = 1
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_NoiseMap("噪声贴图", 2D) = "white" {}
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_NoiseUVMoving("噪声UV移动", Vector) = (0.1, 0.1, 0, 0)
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}
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SubShader
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{
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Tags
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{
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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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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes_LT {
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings_LT {
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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TEXTURE2D(_AddMap);
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SAMPLER(sampler_AddMap);
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TEXTURE2D(_NoiseMap);
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SAMPLER(sampler_NoiseMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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float4 _AddMap_ST;
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float4 _NoiseMap_ST;
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float4 _BaseColor;
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float4 _AddColor;
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float4 _AddUVMoving;
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float4 _NoiseUVMoving;
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float _AddColorIntensity;
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CBUFFER_END
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ENDHLSL
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Pass
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{
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Cull Back
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ZWrite Off
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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Name "Water"
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Tags
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{
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"LightMode" = "SRPDefaultUnlit"
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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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Varyings_LT vert(Attributes_LT input)
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{
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Varyings_LT output;
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output.positionCS = TransformObjectToHClip(input.positionOS);
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
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return output;
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}
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float4 frag(Varyings_LT input) : SV_Target
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{
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float noise = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, input.uv + _NoiseUVMoving.xy * _Time.y).r;
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float2 finalUVBase = input.uv + noise;
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float4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, finalUVBase);
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float4 finalColor = baseColor * _BaseColor;
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float2 finalUVAdd = input.uv + _AddUVMoving.xy * _Time.y;
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float4 addColor = SAMPLE_TEXTURE2D(_AddMap, sampler_AddMap, finalUVAdd);
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finalColor += addColor * _AddColor * finalColor.a * _AddColorIntensity;
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return finalColor;
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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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