study/first_study/Library/PackageCache/com.unity.render-pipelines.universal@d10049dfa479/Shaders/2D/Include/2DCommon.hlsl
jh04010421 739d49f1a0 Unity | 2026.01.20
수업 실습 파일
2026-01-20 11:01:57 +09:00

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HLSL

#ifndef _2D_COMMON
#define _2D_COMMON
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_MainTex);
Varyings CommonUnlitVertex(Attributes input)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(input.positionOS);
#if defined(DEBUG_DISPLAY)
o.positionWS = TransformObjectToWorld(input.positionOS);
#endif
o.uv = input.uv;
return o;
}
half4 CommonUnlitFragment(Varyings input, half4 color)
{
float4 mainTex = color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InputData2D inputData;
half4 debugColor = 0;
InitializeSurfaceData(mainTex.rgb, mainTex.a, surfaceData);
InitializeInputData(input.uv, inputData);
SETUP_DEBUG_TEXTURE_DATA_2D_NO_TS(inputData, input.positionWS, input.positionCS, _MainTex);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
return mainTex;
}
#endif // _2D_COMMON