71 lines
2.0 KiB
Plaintext
71 lines
2.0 KiB
Plaintext
Shader "Infinite World/VoxelWorld/TextureArrayUnlit"
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{
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Properties
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{
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_TextureArray("Texture Array", 2DArray) = "white" {}
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_BaseColor("Base Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Geometry" "RenderPipeline"="UniversalPipeline" }
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LOD 100
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="SRPDefaultUnlit" }
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Cull Back
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ZWrite On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.5
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#pragma require 2darray
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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TEXTURE2D_ARRAY(_TextureArray);
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SAMPLER(sampler_TextureArray);
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CBUFFER_START(UnityPerMaterial)
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half4 _BaseColor;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv : TEXCOORD0;
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float2 textureData : TEXCOORD1;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float textureLayer : TEXCOORD1;
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS.xyz);
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output.positionHCS = positionInputs.positionCS;
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output.uv = input.uv;
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output.textureLayer = input.textureData.x;
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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float2 tiledUv = frac(input.uv);
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half4 albedo = SAMPLE_TEXTURE2D_ARRAY(_TextureArray, sampler_TextureArray, tiledUv, input.textureLayer);
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return albedo * _BaseColor;
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}
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ENDHLSL
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}
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}
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}
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