源码 / Ch08/RoomWall.shader
Ch08/RoomWall.shader
// 盒体投影演示:房间的墙和天花板(无光照,颜色来自 RoomPattern)。 Shader "Cookbook/Ch08/RoomWall" { Properties { _Brightness("Brightness", Float) = 1 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) half _Brightness; CBUFFER_END ENDHLSL Pass { Name "Unlit" Tags { "LightMode"="UniversalForwardOnly" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Assets/Cookbook/Ch08/RoomPattern.hlsl" struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float3 normalWS : TEXCOORD1; }; Varyings vert(Attributes input) { Varyings o; o.positionWS = TransformObjectToWorld(input.positionOS.xyz); o.positionCS = TransformWorldToHClip(o.positionWS); o.normalWS = TransformObjectToWorldNormal(input.normalOS); return o; } half4 frag(Varyings i) : SV_Target { return half4(RoomPattern(i.positionWS, RoomFaceFromNormal(i.normalWS)) * _Brightness, 1); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R HLSLPROGRAM #pragma vertex Ch08DepthVert #pragma fragment Ch08NullFrag #include "Assets/Cookbook/Ch08/Ch08Passes.hlsl" ENDHLSL } } }