NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Character/NLD_Test.shader

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Shader "NLD/NLD_Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags {
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
}
LOD 100
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// 阴影相关定义
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //开启额外光源
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //主光源层级阴影是否开启
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS //额外光源阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 posSV : SV_POSITION;
float3 posWS : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.posSV = TransformObjectToHClip(v.vertex);
o.posWS = TransformObjectToWorld(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (v2f i) : SV_Target
{
// sample the texture
half4 col = tex2D(_MainTex, i.uv);
// 计算阴影uv
float4 shadowCoord = TransformWorldToShadowCoord(i.posWS);
float shadow = MainLightRealtimeShadow(shadowCoord);
return half4(shadow, shadow, shadow, 1.0);
return col;
}
ENDHLSL
}
}
}