UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader
2024-10-27 10:53:47 +03:00

204 lines
7.7 KiB
Plaintext

Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
// 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] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (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
Cull Off
ZWrite Off
Pass
{
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#if defined(DEBUG_DISPLAY)
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/InputData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
#endif
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
#pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_SKINNED_VERTEX_INPUTS
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
#if defined(DEBUG_DISPLAY)
float3 positionWS : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_MainTex);
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START(UnityPerMaterial)
half4 _Color;
CBUFFER_END
Varyings UnlitVertex(Attributes v)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_SKINNED_VERTEX_COMPUTE(v);
v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy);
o.positionCS = TransformObjectToHClip(v.positionOS);
#if defined(DEBUG_DISPLAY)
o.positionWS = TransformObjectToWorld(v.positionOS);
#endif
o.uv = v.uv;
o.color = v.color * _Color * unity_SpriteColor;
return o;
}
half4 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_TEXTURE_DATA_2D_NO_TS(inputData, i.positionWS, i.positionCS, _MainTex);
if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
return mainTex;
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"}
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#if defined(DEBUG_DISPLAY)
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/InputData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
#endif
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
#pragma multi_compile_fragment _ DEBUG_DISPLAY
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_SKINNED_VERTEX_INPUTS
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);
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_MainTex);
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START( UnityPerMaterial )
half4 _Color;
CBUFFER_END
Varyings UnlitVertex(Attributes attributes)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(attributes);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_SKINNED_VERTEX_COMPUTE(attributes);
attributes.positionOS = UnityFlipSprite(attributes.positionOS, unity_SpriteProps.xy);
o.positionCS = TransformObjectToHClip(attributes.positionOS);
#if defined(DEBUG_DISPLAY)
o.positionWS = TransformObjectToWorld(attributes.positionOS);
#endif
o.uv = attributes.uv;
o.color = attributes.color * _Color * unity_SpriteColor;
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_TEXTURE_DATA_2D_NO_TS(inputData, i.positionWS, i.positionCS, _MainTex);
if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
return mainTex;
}
ENDHLSL
}
}
Fallback "Sprites/Default"
}