Files
TheDeclineOfWarriors/Assets/Features/VoxelWorld/Shaders/VoxelWorldTextureArrayUnlit.shader
T

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