升级水插件
This commit is contained in:
@@ -0,0 +1,42 @@
|
||||
// Crest Water System
|
||||
// Copyright © 2024 Wave Harmonic. All rights reserved.
|
||||
|
||||
Shader "Hidden/Crest/Legacy/CaptureShadowMatrices"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Blend Off
|
||||
ColorMask 0
|
||||
Cull Off
|
||||
ZTest Always
|
||||
ZWrite Off
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
#pragma vertex Vertex
|
||||
#pragma fragment Fragment
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
|
||||
RWStructuredBuffer<float4x4> _Crest_WorldToShadow;
|
||||
float4x4 unity_WorldToShadow[4];
|
||||
|
||||
float4 Vertex(uint id : SV_VertexID) : SV_POSITION
|
||||
{
|
||||
return GetFullScreenTriangleVertexPosition(id);
|
||||
}
|
||||
|
||||
float4 Fragment(float4 pos : SV_POSITION) : SV_Target
|
||||
{
|
||||
_Crest_WorldToShadow[0] = unity_WorldToShadow[0];
|
||||
_Crest_WorldToShadow[1] = unity_WorldToShadow[1];
|
||||
_Crest_WorldToShadow[2] = unity_WorldToShadow[2];
|
||||
_Crest_WorldToShadow[3] = unity_WorldToShadow[3];
|
||||
return 0;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user