UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/BRGPicking.shader
2024-10-27 10:53:47 +03:00

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// Use this shader as a fallback when trying to render using a BatchRendererGroup with a shader that doesn't define a ScenePickingPass or SceneSelectionPass.
Shader "Hidden/Universal Render Pipeline/BRGPicking"
{
// The shader does not use these properties, but they have to be declared to
// make the shader SRP Batcher compatible.
Properties
{
[HideInInspector] [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[HideInInspector] [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
[HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
SubShader
{
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
LOD 300
Pass
{
Name "ScenePickingPass"
Tags { "LightMode" = "Picking" }
Cull [_CullMode]
HLSLPROGRAM
#pragma target 4.5
#pragma editor_sync_compilation
#pragma multi_compile DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#define SCENEPICKINGPASS
float4 _SelectionID;
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
Varyings Vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
float4x4 objectToWorld = UNITY_DOTS_MATRIX_M;
float4 positionWS = mul(objectToWorld, float4(input.positionOS.xyz, 1.0));
output.positionCS = mul(unity_MatrixVP, positionWS);
return output;
}
half4 Frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
return unity_SelectionID;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags {"LightMode" = "SceneSelectionPass"}
Cull [_CullMode]
HLSLPROGRAM
#pragma target 4.5
#pragma editor_sync_compilation
#pragma multi_compile DOTS_INSTANCING_ON
#pragma vertex Vert
#pragma fragment Frag
#define SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
Varyings Vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
return output;
}
half4 Frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
return half4(_ObjectId, _PassValue, 1.0, 1.0);
}
ENDHLSL
}
}
FallBack Off
}