You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
260 lines
9.1 KiB
260 lines
9.1 KiB
Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" |
|
{ |
|
Properties |
|
{ |
|
_MainTex("Diffuse", 2D) = "white" {} |
|
_MaskTex("Mask", 2D) = "white" {} |
|
_NormalMap("Normal Map", 2D) = "bump" {} |
|
|
|
// Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader. |
|
[HideInInspector] _Color("Tint", Color) = (1,1,1,1) |
|
[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1) |
|
[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1) |
|
[HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {} |
|
[HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0 |
|
} |
|
|
|
SubShader |
|
{ |
|
Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } |
|
|
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha |
|
Cull Off |
|
ZWrite Off |
|
|
|
Pass |
|
{ |
|
Tags { "LightMode" = "Universal2D" } |
|
|
|
HLSLPROGRAM |
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
|
|
|
#pragma vertex CombinedShapeLightVertex |
|
#pragma fragment CombinedShapeLightFragment |
|
|
|
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __ |
|
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __ |
|
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __ |
|
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __ |
|
#pragma multi_compile _ DEBUG_DISPLAY |
|
|
|
struct Attributes |
|
{ |
|
float3 positionOS : POSITION; |
|
float4 color : COLOR; |
|
float2 uv : TEXCOORD0; |
|
UNITY_VERTEX_INPUT_INSTANCE_ID |
|
}; |
|
|
|
struct Varyings |
|
{ |
|
float4 positionCS : SV_POSITION; |
|
half4 color : COLOR; |
|
float2 uv : TEXCOORD0; |
|
half2 lightingUV : TEXCOORD1; |
|
#if defined(DEBUG_DISPLAY) |
|
float3 positionWS : TEXCOORD2; |
|
#endif |
|
UNITY_VERTEX_OUTPUT_STEREO |
|
}; |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" |
|
|
|
TEXTURE2D(_MainTex); |
|
SAMPLER(sampler_MainTex); |
|
TEXTURE2D(_MaskTex); |
|
SAMPLER(sampler_MaskTex); |
|
half4 _MainTex_ST; |
|
float4 _Color; |
|
half4 _RendererColor; |
|
|
|
#if USE_SHAPE_LIGHT_TYPE_0 |
|
SHAPE_LIGHT(0) |
|
#endif |
|
|
|
#if USE_SHAPE_LIGHT_TYPE_1 |
|
SHAPE_LIGHT(1) |
|
#endif |
|
|
|
#if USE_SHAPE_LIGHT_TYPE_2 |
|
SHAPE_LIGHT(2) |
|
#endif |
|
|
|
#if USE_SHAPE_LIGHT_TYPE_3 |
|
SHAPE_LIGHT(3) |
|
#endif |
|
|
|
Varyings CombinedShapeLightVertex(Attributes v) |
|
{ |
|
Varyings o = (Varyings)0; |
|
UNITY_SETUP_INSTANCE_ID(v); |
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
|
|
|
o.positionCS = TransformObjectToHClip(v.positionOS); |
|
#if defined(DEBUG_DISPLAY) |
|
o.positionWS = TransformObjectToWorld(v.positionOS); |
|
#endif |
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
|
o.lightingUV = half2(ComputeScreenPos(o.positionCS / o.positionCS.w).xy); |
|
|
|
o.color = v.color * _Color * _RendererColor; |
|
return o; |
|
} |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" |
|
|
|
half4 CombinedShapeLightFragment(Varyings i) : SV_Target |
|
{ |
|
const half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); |
|
const half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv); |
|
SurfaceData2D surfaceData; |
|
InputData2D inputData; |
|
|
|
InitializeSurfaceData(main.rgb, main.a, mask, surfaceData); |
|
InitializeInputData(i.uv, i.lightingUV, inputData); |
|
|
|
return CombinedShapeLightShared(surfaceData, inputData); |
|
} |
|
ENDHLSL |
|
} |
|
|
|
Pass |
|
{ |
|
Tags { "LightMode" = "NormalsRendering"} |
|
|
|
HLSLPROGRAM |
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
|
|
|
#pragma vertex NormalsRenderingVertex |
|
#pragma fragment NormalsRenderingFragment |
|
|
|
struct Attributes |
|
{ |
|
float3 positionOS : POSITION; |
|
float4 color : COLOR; |
|
float2 uv : TEXCOORD0; |
|
float4 tangent : TANGENT; |
|
UNITY_VERTEX_INPUT_INSTANCE_ID |
|
}; |
|
|
|
struct Varyings |
|
{ |
|
float4 positionCS : SV_POSITION; |
|
half4 color : COLOR; |
|
float2 uv : TEXCOORD0; |
|
half3 normalWS : TEXCOORD1; |
|
half3 tangentWS : TEXCOORD2; |
|
half3 bitangentWS : TEXCOORD3; |
|
UNITY_VERTEX_OUTPUT_STEREO |
|
}; |
|
|
|
TEXTURE2D(_MainTex); |
|
SAMPLER(sampler_MainTex); |
|
TEXTURE2D(_NormalMap); |
|
SAMPLER(sampler_NormalMap); |
|
half4 _NormalMap_ST; // Is this the right way to do this? |
|
|
|
Varyings NormalsRenderingVertex(Attributes attributes) |
|
{ |
|
Varyings o = (Varyings)0; |
|
UNITY_SETUP_INSTANCE_ID(attributes); |
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
|
|
|
o.positionCS = TransformObjectToHClip(attributes.positionOS); |
|
o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap); |
|
o.color = attributes.color; |
|
o.normalWS = -GetViewForwardDir(); |
|
o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz); |
|
o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w; |
|
return o; |
|
} |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" |
|
|
|
half4 NormalsRenderingFragment(Varyings i) : SV_Target |
|
{ |
|
const half4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); |
|
const half3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv)); |
|
|
|
return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz); |
|
} |
|
ENDHLSL |
|
} |
|
|
|
Pass |
|
{ |
|
Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"} |
|
|
|
HLSLPROGRAM |
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
|
|
|
#pragma vertex UnlitVertex |
|
#pragma fragment UnlitFragment |
|
|
|
struct Attributes |
|
{ |
|
float3 positionOS : POSITION; |
|
float4 color : COLOR; |
|
float2 uv : TEXCOORD0; |
|
UNITY_VERTEX_INPUT_INSTANCE_ID |
|
}; |
|
|
|
struct Varyings |
|
{ |
|
float4 positionCS : SV_POSITION; |
|
float4 color : COLOR; |
|
float2 uv : TEXCOORD0; |
|
#if defined(DEBUG_DISPLAY) |
|
float3 positionWS : TEXCOORD2; |
|
#endif |
|
UNITY_VERTEX_OUTPUT_STEREO |
|
}; |
|
|
|
TEXTURE2D(_MainTex); |
|
SAMPLER(sampler_MainTex); |
|
float4 _MainTex_ST; |
|
float4 _Color; |
|
half4 _RendererColor; |
|
|
|
Varyings UnlitVertex(Attributes attributes) |
|
{ |
|
Varyings o = (Varyings)0; |
|
UNITY_SETUP_INSTANCE_ID(attributes); |
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
|
|
|
o.positionCS = TransformObjectToHClip(attributes.positionOS); |
|
#if defined(DEBUG_DISPLAY) |
|
o.positionWS = TransformObjectToWorld(v.positionOS); |
|
#endif |
|
o.uv = TRANSFORM_TEX(attributes.uv, _MainTex); |
|
o.color = attributes.color * _Color * _RendererColor; |
|
return o; |
|
} |
|
|
|
float4 UnlitFragment(Varyings i) : SV_Target |
|
{ |
|
float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); |
|
|
|
#if defined(DEBUG_DISPLAY) |
|
SurfaceData2D surfaceData; |
|
InputData2D inputData; |
|
half4 debugColor = 0; |
|
|
|
InitializeSurfaceData(mainTex.rgb, mainTex.a, surfaceData); |
|
InitializeInputData(i.uv, inputData); |
|
SETUP_DEBUG_DATA_2D(inputData, i.positionWS); |
|
|
|
if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) |
|
{ |
|
return debugColor; |
|
} |
|
#endif |
|
|
|
return mainTex; |
|
} |
|
ENDHLSL |
|
} |
|
} |
|
|
|
Fallback "Sprites/Default" |
|
}
|
|
|