NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Scene/NLD_OP_D.shader

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Shader "NLD_URP/NLD_Scene_Opaque_D"
{
Properties
{
[Header(Main map)]
_MainTex ("MainTex", 2D) = "white" {}
_Color("Base Tint", color) = (1,1,1,1)
_CutOff("Alpha测试值",Range(0,1)) = 0.5
_ShadowIntensity("阴影强度",Range(0,1)) = 1
_AmbientMultiplier("环境光强度",Range(0,2)) = 1
[Header(Rendering)]
[Enum(Off,0,Front,1,Back,2)] _CullMode ("剔除模式", Float) = 0 // 0 = 双面渲染
[Toggle(_TWOSIDED_LIGHTING)] _TwoSidedLighting ("双面光照", Float) = 1 // 使背面亮度与正面一致
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"IgnoreProjector" = "True"
}
pass
{
name "Base"
Tags
{
"LightMode" = "UniversalForward"
}
Cull [_CullMode] // 应用剔除模式
ZWrite On
ZTest Less
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile_instancing
#pragma shader_feature_local _ _TWOSIDED_LIGHTING // 支持双面光照开关(避免多余变体)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
half4 _MainTex_ST;
half4 _Color;
half _CutOff;
half _ShadowIntensity;
half _AmbientMultiplier;
half _TwoSidedLighting; // 在 HLSL 中声明,以便在 frag 中使用
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD2;
float4 positionCS : SV_POSITION;
float4 shadowCoord : TEXCOORD3;
};
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS);
output.positionWS = positionInputs.positionWS;
output.positionCS = positionInputs.positionCS;
VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normalOS);
output.normalWS = vertexNormalInput.normalWS;
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
output.shadowCoord = GetShadowCoord(positionInputs);
return output;
}
float4 frag(Varyings input) : SV_Target
{
#if _MAIN_LIGHT_SHADOWS
Light mainLight = GetMainLight(input.shadowCoord);
#else
Light mainLight = GetMainLight();
#endif
float3 N = normalize(input.normalWS);
float3 L = normalize(mainLight.direction);
half4 baseColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
clip(baseColor.a - _CutOff);
half3 albedo = baseColor * _Color;
half3 mainLightColor = mainLight.color.rgb;
// 漫反射系数:双面光照开启时取绝对值,关闭时使用 clamp
half NdotL = dot(N, L);
#if defined(_TWOSIDED_LIGHTING) && _TWOSIDED_LIGHTING
NdotL = abs(NdotL); // 背面获得相同光照
#else
NdotL = saturate(NdotL);
#endif
half3 diffuse = NdotL * albedo * mainLightColor;
diffuse *= lerp(1, mainLight.shadowAttenuation, _ShadowIntensity);
// 全局光照(球谐环境光)
half3 gi = SampleSH(input.normalWS) * albedo * _AmbientMultiplier;
half3 finalColor = diffuse + gi;
float4 col = float4(finalColor, 1);
return col;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
Cull [_CullMode] // 阴影投射也跟随剔除模式
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma target 3.0
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#pragma multi_compile_instancing
// 阴影投射不需要双面光照开关,仅纹理采样和 Alpha 测试
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
float3 _LightDirection;
float3 _LightPosition;
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
half4 _MainTex_ST;
half _CutOff;
struct AttributesLean
{
float4 position : POSITION;
float3 normalOS : NORMAL;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsLean
{
float4 clipPos : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
VaryingsLean ShadowPassVertex(AttributesLean v)
{
VaryingsLean o = (VaryingsLean)0;
UNITY_SETUP_INSTANCE_ID(v);
float3 positionWS = TransformObjectToWorld(v.position.xyz);
float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
float3 lightDirectionWS = _LightDirection;
float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#endif
o.clipPos = clipPos;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET
{
float4 texcol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.texcoord);
clip(texcol.a - _CutOff);
return 0;
}
ENDHLSL
}
}
}