NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Others/LightArea.shader

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Shader "Unlit/LightArea"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags {
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
}
LOD 100
Pass
{
// Name "LightArea"
Tags
{
"LightMode" = "LightArea"
"UniversalMaterialType" = "SimpleLit"
}
// 开启混合
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest Always
Cull Off
HLSLPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
// make gpu instancing work
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// instancing
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
struct appdata
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
// gpu instance id
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 positionHCS : SV_POSITION;
float passAlpha : COLOR1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
// gpu instance 数据
UNITY_INSTANCING_BUFFER_START(props)
// alpha
UNITY_DEFINE_INSTANCED_PROP(float, _Alpha)
UNITY_INSTANCING_BUFFER_END(props)
v2f vert (appdata v)
{
v2f o;
// gpu instance id
UNITY_SETUP_INSTANCE_ID(v);
o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float instAlpha = UNITY_ACCESS_INSTANCED_PROP(props, _Alpha);
o.passAlpha = instAlpha;
return o;
}
half4 frag (v2f i) : SV_Target
{
// sample the texture
half4 col = tex2D(_MainTex, i.uv);
col *= i.passAlpha;
return col;
}
ENDHLSL
}
}
// Fallback "Universal Render Pipeline/Unlit"
}