UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteUnlitPass.hlsl

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2024-10-27 10:53:47 +03:00
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
half4 _RendererColor;
PackedVaryings vert(Attributes input)
{
Varyings output = (Varyings)0;
input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
output = BuildVaryings(input);
output.color *= _RendererColor * unity_SpriteColor; // vertex color has to applied here
PackedVaryings packedOutput = PackVaryings(output);
return packedOutput;
}
half4 frag(PackedVaryings packedInput) : SV_TARGET
{
Varyings unpacked = UnpackVaryings(packedInput);
UNITY_SETUP_INSTANCE_ID(unpacked);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
#ifdef UNIVERSAL_USELEGACYSPRITEBLOCKS
half4 color = surfaceDescription.SpriteColor;
#else
half4 color = half4(surfaceDescription.BaseColor, surfaceDescription.Alpha);
#endif
if (color.a == 0.0)
discard;
#if ALPHA_CLIP_THRESHOLD
clip(color.a - surfaceDescription.AlphaClipThreshold);
#endif
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(color.rgb, color.a, surfaceData);
InputData2D inputData;
InitializeInputData(unpacked.positionWS.xy, half2(unpacked.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, unpacked.positionWS, unpacked.positionCS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
// Disable vertex color multiplication. Users can get the color from VertexColor node
#if !defined(HAVE_VFX_MODIFICATION) && !defined(_DISABLE_COLOR_TINT)
color *= unpacked.color;
#endif
return color;
}