82 lines
2.0 KiB
Plaintext
82 lines
2.0 KiB
Plaintext
Shader "Unlit/LightArea_SRP"
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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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_Alpha ("Alpha", Range(0, 1)) = 1
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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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// Name "LightArea"
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Tags
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{
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"LightMode" = "LightArea"
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"UniversalMaterialType" = "SimpleLit"
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}
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// 开启混合
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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ZTest Always
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Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct appdata
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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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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float4 positionHCS : SV_POSITION;
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float passAlpha : COLOR1;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float _Alpha;
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CBUFFER_END
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v2f vert (appdata v)
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{
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v2f o;
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o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.passAlpha = _Alpha;
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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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// sample the texture
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half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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col *= i.passAlpha;
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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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// Fallback "Universal Render Pipeline/Unlit"
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}
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