66 lines
2.1 KiB
HLSL
66 lines
2.1 KiB
HLSL
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
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#if USE_SHAPE_LIGHT_TYPE_0
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SHAPE_LIGHT(0)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_1
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SHAPE_LIGHT(1)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_2
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SHAPE_LIGHT(2)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_3
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SHAPE_LIGHT(3)
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#endif
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
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half4 _RendererColor;
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PackedVaryings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
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output = BuildVaryings(input);
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output.color *= _RendererColor * unity_SpriteColor; // vertex color has to applied here
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PackedVaryings packedOutput = PackVaryings(output);
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return packedOutput;
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}
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half4 frag(PackedVaryings packedInput) : SV_TARGET
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{
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Varyings unpacked = UnpackVaryings(packedInput);
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UNITY_SETUP_INSTANCE_ID(unpacked);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
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SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
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#ifdef UNIVERSAL_USELEGACYSPRITEBLOCKS
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half4 color = surfaceDescription.SpriteColor;
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#else
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half4 color = half4(surfaceDescription.BaseColor, surfaceDescription.Alpha);
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#endif
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#if ALPHA_CLIP_THRESHOLD
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clip(color.a - surfaceDescription.AlphaClipThreshold);
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#endif
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// Disable vertex color multiplication. Users can get the color from VertexColor node
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#if !defined(HAVE_VFX_MODIFICATION) && !defined(_DISABLE_COLOR_TINT)
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color *= unpacked.color;
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#endif
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SurfaceData2D surfaceData;
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InitializeSurfaceData(color.rgb, color.a, surfaceDescription.SpriteMask, surfaceData);
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InputData2D inputData;
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InitializeInputData(unpacked.texCoord0.xy, half2(unpacked.screenPosition.xy / unpacked.screenPosition.w), inputData);
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SETUP_DEBUG_DATA_2D(inputData, unpacked.positionWS, unpacked.positionCS);
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return CombinedShapeLightShared(surfaceData, inputData);
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}
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