【打包】修复shader报错

main
刘涛 2026-04-09 15:04:24 +08:00
parent e219ffe0b6
commit b3d9b807ed
4 changed files with 46 additions and 35 deletions

View File

@ -31,6 +31,7 @@ Shader "NLD_URP/NLD_Charactor_Dead"
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
@ -38,7 +39,9 @@ Shader "NLD_URP/NLD_Charactor_Dead"
float2 uv : TEXCOORD0;
float4 positionHCS : SV_POSITION;
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD02;
float3 positionWS : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
@ -81,7 +84,7 @@ Shader "NLD_URP/NLD_Charactor_Dead"
o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normalWS = TransformObjectToWorldNormal(v.normal);
o.positionWS = TransformObjectToWorld(v.positionOS);
o.positionWS = TransformObjectToWorld(v.positionOS.xyz);
return o;
}
@ -137,7 +140,7 @@ Shader "NLD_URP/NLD_Charactor_Dead"
v2f vert (appdata v)
{
v2f o;
v2f o = (v2f)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

View File

@ -106,7 +106,7 @@
float4 worldPosition : TEXCOORD1;
#if _CUSTOMDATA_ON
float4 customData: TEXCOORD1;
float4 customData: TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
@ -137,6 +137,10 @@
o.uv = v.uv;
o.vColor = v.color * _BaseColor * _BaseColorScale;
#if _CUSTOMDATA_ON
o.customData = v.customData;
#endif
// #### required for RectMask2D ####
o.worldPosition = v.positionOS;
return o;
@ -148,16 +152,6 @@
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
const float time = _TimeParameters.x;
// #### required for RectMask2D ####
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
// #### required for Mask ####
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
// 主贴图UV流动
float2 uv = TRANSFORM_TEX(IN.uv, _BaseMap);
@ -173,6 +167,16 @@
float4 col = _BaseMap.Sample(sampler_BaseMap, uv);
col *= IN.vColor;
// #### required for RectMask2D ####
#ifdef UNITY_UI_CLIP_RECT
col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
// #### required for Mask ####
#ifdef UNITY_UI_ALPHACLIP
clip (col.a - 0.001);
#endif
if (col.a < _AlphaClip)
{
discard;

View File

@ -110,7 +110,7 @@
float4 worldPosition : TEXCOORD1;
#if _CUSTOMDATA_ON
float4 customData: TEXCOORD1;
float4 customData: TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
@ -145,6 +145,10 @@
o.uv = v.uv;
o.vColor = v.color * _BaseColor * _BaseColorScale;
#if _CUSTOMDATA_ON
o.customData = v.customData;
#endif
// #### required for RectMask2D ####
o.worldPosition = v.positionOS;
return o;
@ -156,16 +160,6 @@
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
const float time = _TimeParameters.x;
// #### required for RectMask2D ####
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
// #### required for Mask ####
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
// 主贴图UV流动
float2 uv = TRANSFORM_TEX(IN.uv, _BaseMap);
@ -196,6 +190,16 @@
float4 col = _BaseMap.Sample(sampler_BaseMap, uv);
col *= IN.vColor;
// #### required for RectMask2D ####
#ifdef UNITY_UI_CLIP_RECT
col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
// #### required for Mask ####
#ifdef UNITY_UI_ALPHACLIP
clip (col.a - 0.001);
#endif
if (col.a < _AlphaClip)
{
discard;

View File

@ -179,16 +179,6 @@
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
const float time = _TimeParameters.x;
// #### required for RectMask2D ####
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
// #### required for Mask ####
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
// 主贴图UV流动
float2 uv = TRANSFORM_TEX(IN.uv, _BaseMap);
@ -231,6 +221,16 @@
#endif
// #### required for RectMask2D ####
#ifdef UNITY_UI_CLIP_RECT
col.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
// #### required for Mask ####
#ifdef UNITY_UI_ALPHACLIP
clip (col.a - 0.001);
#endif
if (col.a < _AlphaClip)
{
discard;