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2026-02-23 22:01:07 +07:00

61 lines
1.7 KiB
HLSL

#ifndef ALLIN13DSHADER_URP_METAPASS
#define ALLIN13DSHADER_URP_METAPASS
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
#ifdef EDITOR_VISUALIZATION
float2 VizUV : TEXCOORD1;
float4 LightCoord : TEXCOORD2;
#endif
};
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalMetaPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
Varyings AllIn1VertexMeta(Attributes input)
{
Varyings output = (Varyings)0;
output.positionCS = UnityMetaVertexPosition(input.positionOS.xyz, input.uv1, input.uv2);
//output.uv = TRANSFORM_TEX(input.uv0, _BaseMap);
output.uv = input.uv0;
#ifdef EDITOR_VISUALIZATION
UnityEditorVizData(input.positionOS.xyz, input.uv0, input.uv1, input.uv2, output.VizUV, output.LightCoord);
#endif
return output;
}
half4 AllIn1FragmentMeta(Varyings input) : SV_Target
{
float2 uv = input.uv;
MetaInput metaInput;
metaInput.Albedo = ACCESS_PROP_FLOAT4(_Color).rgb * SAMPLE_TEXTURE2D(_MainTex, sampler__MainTex, uv).rgb;
metaInput.Emission = float3(0, 0, 0);
#ifdef _EMISSION_ON
metaInput.Emission = SAMPLE_TEX2D(_EmissionMap, uv) * ACCESS_PROP_FLOAT4(_EmissionColor) * ACCESS_PROP_FLOAT(_EmissionSelfGlow);
#endif
#ifdef EDITOR_VISUALIZATION
metaInput.VizUV = input.VizUV;
metaInput.LightCoord = input.LightCoord;
#endif
float4 res = UnityMetaFragment(metaInput);
return res;
}
#endif //Directional Lightmaps