78 lines
2.1 KiB
Plaintext
78 lines
2.1 KiB
Plaintext
Shader "NLD_URP/NLD_Scene_Surface"
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{
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//目前效果还有问题,可能需要新加pass写入深度一次
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Properties
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{
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[Header(Main map)]
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_MainTex ("MainTex", 2D) = "white" {}
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_Color("Base Tint", color) = (1,1,1,1)
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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" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "Queue" = "Transparent"
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}
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pass
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{
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name "Base"
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Tags
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{
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"LightMode" = "UniversalForward"
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}
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Cull Back
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ZWrite Off
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ZTest On
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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half4 _MainTex_ST;
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half4 _Color;
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half _ShadowIntensity;
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half _AmbientMultiplier;
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 positionCS : SV_POSITION;
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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output.uv = input.texcoord;
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output.positionCS = TransformObjectToHClip(input.positionOS);
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return output;
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}
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float4 frag(Varyings input) : SV_Target
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{
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half4 baseColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half4 finalColor = baseColor * _Color;
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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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