272 lines
8.7 KiB
Plaintext
272 lines
8.7 KiB
Plaintext
Shader "NLD_URP/NLD_Scene_Lambert"
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{
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Properties
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{
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// [MainColor] _BaseColor ("Main Color", color) = (1,1,1,1)
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[MainTexture] _MainTex ("Texture", 2D) = "white" {}
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_MaskTex ("Mask", 2D) = "white" {}
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_OutlineColor("Outline Color",color)=(0.1,0.1,0.2,1)
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_Outline("Thick of Outline",range(0,0.1))=0.02
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_Factor("Factor",range(0,1)) = 0.5
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_Smoothness("Smoothness", range(0,1.0)) = 0.5
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_shadowScale("ShadowScale", range(0, 1.0)) = 0.5
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_specularScaleB("SpecularScaleB", range(0, 10.0)) = 2.0
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_Gloss("Gloss", range(0, 10.0)) = 2.0
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_SpecialColor("SpecialColor", color) = (1,1,1,1)
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_SpecialStrengh("_SpecialStrengh", range(0, 10.0)) = 1
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_DiffuseStrengh("DiffuseStrengh", range(0, 10)) = 1
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_MinDiffuse("MinDiffuse", range(0, 1)) = 0.1
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_fadeAlpha("FadeAlpha", range(0, 1.0)) = 1.0
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}
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SubShader
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{
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Tags {
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"RenderType"="Opaque"
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct appdata
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{
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float4 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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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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float3 normalWS : TEXCOORD1;
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float3 positionWS : TEXCOORD02;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_MaskTex);
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SAMPLER(sampler_MaskTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _MaskTex_ST;
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half _Smoothness;
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half _specularScaleB;
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half _specularScaleG;
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half _shadowScale;
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half _Gloss;
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half4 _SpecialColor;
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half _SpecialStrengh;
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half _DiffuseStrengh;
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half _MinDiffuse;
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half _Outline;
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half4 _OutlineColor;
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half _Factor;
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half _fadeAlpha;
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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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Name "ForwardLit"
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Tags {
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"LightMode" = "UniversalForward"
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}
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Cull Back
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ZWrite On
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ZTest Less
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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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// 开启接收阴影
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
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#pragma multi_compile _ _SHADOWS_SOFT //软阴影
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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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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.normalWS = TransformObjectToWorldNormal(v.normal);
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o.positionWS = TransformObjectToWorld(v.positionOS.xyz);
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return o;
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}
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half4 frag (const v2f i) : SV_Target
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{
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if (_fadeAlpha <= 0.01) {
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discard;
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}
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// sample the texture
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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if (color.a < 0.5) discard;
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color.a = 1;
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half4 colorMask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
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//当前模型接收阴影
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float4 SHADOW_COORDS = TransformWorldToShadowCoord(i.positionWS);
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//放入光照数据
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Light lightData = GetMainLight(SHADOW_COORDS, i.positionWS, 1);
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//多光照阴影数据
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half shadow = lightData.shadowAttenuation * lightData.distanceAttenuation;
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color.xyz *= max(shadow, _shadowScale);
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// Optimize conditional branches using lerp and step
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color.xyz *= lerp(1.0h, _specularScaleB, 1.0h - step(colorMask.b, 0.5h));
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// Calculate lighting
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half3 worldPos = i.positionWS;
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half3 cameraPos = _WorldSpaceCameraPos.xyz;
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half3 viewDir = normalize(cameraPos - worldPos);
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half3 worldNormal = i.normalWS;
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half3 lightDir = lightData.direction;
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float3 reflectDir = normalize(mul(worldNormal , 2) - lightDir);
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// Phong 模型公式高光反射计算
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float3 _speColor = _SpecialColor.xyz;
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float3 specular = lightData.color.rgb * _speColor * pow(max(0,dot(reflectDir,viewDir)), _Gloss);
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// half3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
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half diffuse = saturate(dot(lightDir, worldNormal)) * _DiffuseStrengh;
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diffuse = max(diffuse, _MinDiffuse);
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half3 litColor = diffuse * color.xyz + specular * _SpecialStrengh;
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// Apply lighting only where mask.g > 0.5
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color.xyz = lerp(color.xyz, litColor, 1.0h - step(colorMask.g, 0.5h));
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color.a = _fadeAlpha;
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return color;
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}
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ENDHLSL
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}
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Pass {
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Name "Outline"
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Tags {"LightMode"="Outline"}
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Cull Front
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ZTest Less
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ZWrite On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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v2f vert (appdata v)
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{
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v2f o;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.normalWS = float3(0, 0, 0);
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o.positionWS = float3(0, 0, 0);
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float3 dir = TransformObjectToWorldNormal(v.normal);
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float3 dir2 = v.normal;
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float D = dot(dir, dir2);
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dir = dir*sign(D);
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dir = dir*_Factor + dir2*(1-_Factor);
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v.positionOS.xyz += dir*_Outline;
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o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
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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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if (_fadeAlpha <= 0.01) {
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discard;
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}
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// sample the texture
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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if (color.a < 0.5) discard;
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half4 c = _OutlineColor;
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c.a = _fadeAlpha;
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return c;
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}
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ENDHLSL
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}
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Pass {
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Name "ShadowCaster"
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Tags
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{
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"LightMode" = "ShadowCaster"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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ZTest LEqual
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Cull Back
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex vert
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#pragma fragment frag
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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.normalWS = float3(0, 0, 0);
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o.positionWS = float3(0, 0, 0);
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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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// 当 fadeAlpha >= 0.99 时,跳过纹理采样和 dithering,直接投射阴影
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if (_fadeAlpha >= 0.99h)
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{
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return 1;
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}
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// 完全透明时不投射阴影
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if (_fadeAlpha <= 0.01h)
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{
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discard;
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}
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// Dithering 实现渐隐阴影效果
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half2 p = floor(i.positionHCS.xy);
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half2 p2 = floor(p * 0.5h);
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half2 p4 = floor(p2 * 0.5h);
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half d = frac(dot(p, half2(0.5h, 0.25h)) + dot(p2, half2(0.125h, 0.0625h)) + dot(p4, half2(0.03125h, 0.015625h)));
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half dither = d * 0.984375h + 0.015625h;
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half fade = _fadeAlpha * _fadeAlpha * (3.0h - 2.0h * _fadeAlpha);
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clip(fade - dither);
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return 1;
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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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