study/first_study/Library/PackageCache/com.unity.render-pipelines.universal@d10049dfa479/Shaders/2D/Sprite-Lit-Default.shader
jh04010421 739d49f1a0 Unity | 2026.01.20
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2026-01-20 11:01:57 +09:00

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Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
{
Properties
{
_MainTex("Diffuse", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
[MaterialToggle] _ZWrite("ZWrite", Float) = 0
// Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
[HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
}
SubShader
{
Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Off
ZWrite [_ZWrite]
Pass
{
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#pragma vertex LitVertex
#pragma fragment LitFragment
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShapeLightShared.hlsl"
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ SKINNED_SPRITE
struct Attributes
{
COMMON_2D_INPUTS
half4 color : COLOR;
UNITY_SKINNED_VERTEX_INPUTS
};
struct Varyings
{
COMMON_2D_LIT_OUTPUTS
half4 color : COLOR;
};
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Lit2DCommon.hlsl"
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START(UnityPerMaterial)
half4 _Color;
CBUFFER_END
Varyings LitVertex(Attributes input)
{
UNITY_SKINNED_VERTEX_COMPUTE(input);
SetUpSpriteInstanceProperties();
input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
Varyings o = CommonLitVertex(input);
o.color = input.color * _Color * unity_SpriteColor;
return o;
}
half4 LitFragment(Varyings input) : SV_Target
{
return CommonLitFragment(input, input.color);
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "NormalsRendering"}
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#pragma vertex NormalsRenderingVertex
#pragma fragment NormalsRenderingFragment
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ SKINNED_SPRITE
struct Attributes
{
COMMON_2D_NORMALS_INPUTS
float4 color : COLOR;
UNITY_SKINNED_VERTEX_INPUTS
};
struct Varyings
{
COMMON_2D_NORMALS_OUTPUTS
half4 color : COLOR;
};
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Normals2DCommon.hlsl"
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START( UnityPerMaterial )
half4 _Color;
CBUFFER_END
Varyings NormalsRenderingVertex(Attributes input)
{
UNITY_SKINNED_VERTEX_COMPUTE(input);
SetUpSpriteInstanceProperties();
input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
Varyings o = CommonNormalsVertex(input);
o.color = input.color * _Color * unity_SpriteColor;
return o;
}
half4 NormalsRenderingFragment(Varyings input) : SV_Target
{
return CommonNormalsFragment(input, input.color);
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"}
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
struct Attributes
{
COMMON_2D_INPUTS
half4 color : COLOR;
UNITY_SKINNED_VERTEX_INPUTS
};
struct Varyings
{
COMMON_2D_OUTPUTS
half4 color : COLOR;
};
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/2DCommon.hlsl"
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START(UnityPerMaterial)
half4 _Color;
CBUFFER_END
Varyings UnlitVertex(Attributes input)
{
UNITY_SKINNED_VERTEX_COMPUTE(input);
SetUpSpriteInstanceProperties();
input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
Varyings o = CommonUnlitVertex(input);
o.color = input.color *_Color * unity_SpriteColor;
return o;
}
half4 UnlitFragment(Varyings input) : SV_Target
{
return CommonUnlitFragment(input, input.color);
}
ENDHLSL
}
}
}