Files
2026-03-04 09:37:33 +08:00

120 lines
5.3 KiB
GLSL

Shader "HDRP/Unlit" {
Properties {
_UnlitColor ("Color", Vector) = (1,1,1,1)
_UnlitColorMap ("ColorMap", 2D) = "white" {}
[HideInInspector] _AlphaRemapMin ("AlphaRemapMin", Float) = 0
[HideInInspector] _AlphaRemapMax ("AlphaRemapMax", Float) = 1
[HDR] _EmissiveColor ("EmissiveColor", Vector) = (0,0,0,1)
_EmissiveColorMap ("EmissiveColorMap", 2D) = "white" {}
[HideInInspector] _EmissiveColorLDR ("EmissiveColor LDR", Vector) = (0,0,0,1)
[ToggleUI] _AlbedoAffectEmissive ("Albedo Affect Emissive", Float) = 0
[HideInInspector] _EmissiveIntensityUnit ("Emissive Mode", Float) = 0
[ToggleUI] _UseEmissiveIntensity ("Use Emissive Intensity", Float) = 0
_EmissiveIntensity ("Emissive Intensity", Float) = 1
_EmissiveExposureWeight ("Emissive Pre Exposure", Range(0, 1)) = 1
_DistortionVectorMap ("DistortionVectorMap", 2D) = "black" {}
[ToggleUI] _DistortionEnable ("Enable Distortion", Float) = 0
[ToggleUI] _DistortionOnly ("Distortion Only", Float) = 0
[ToggleUI] _DistortionDepthTest ("Distortion Depth Test Enable", Float) = 1
[Enum(Add, 0, Multiply, 1, Replace, 2)] _DistortionBlendMode ("Distortion Blend Mode", Float) = 0
[HideInInspector] _DistortionSrcBlend ("Distortion Blend Src", Float) = 0
[HideInInspector] _DistortionDstBlend ("Distortion Blend Dst", Float) = 0
[HideInInspector] _DistortionBlurSrcBlend ("Distortion Blur Blend Src", Float) = 0
[HideInInspector] _DistortionBlurDstBlend ("Distortion Blur Blend Dst", Float) = 0
[HideInInspector] _DistortionBlurBlendMode ("Distortion Blur Blend Mode", Float) = 0
_DistortionScale ("Distortion Scale", Float) = 1
_DistortionVectorScale ("Distortion Vector Scale", Float) = 2
_DistortionVectorBias ("Distortion Vector Bias", Float) = -1
_DistortionBlurScale ("Distortion Blur Scale", Float) = 1
_DistortionBlurRemapMin ("DistortionBlurRemapMin", Float) = 0
_DistortionBlurRemapMax ("DistortionBlurRemapMax", Float) = 1
[ToggleUI] _AlphaCutoffEnable ("Alpha Cutoff Enable", Float) = 0
_AlphaCutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
_TransparentSortPriority ("_TransparentSortPriority", Float) = 0
_SurfaceType ("__surfacetype", Float) = 0
_BlendMode ("__blendmode", Float) = 0
[HideInInspector] _SrcBlend ("__src", Float) = 1
[HideInInspector] _DstBlend ("__dst", Float) = 0
[HideInInspector] _AlphaSrcBlend ("__alphaSrc", Float) = 1
[HideInInspector] _AlphaDstBlend ("__alphaDst", Float) = 0
[ToggleUI] [HideInInspector] _ZWrite ("__zw", Float) = 1
[ToggleUI] [HideInInspector] _TransparentZWrite ("_TransparentZWrite", Float) = 0
[HideInInspector] _CullMode ("__cullmode", Float) = 2
[Enum(UnityEngine.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode ("_TransparentCullMode", Float) = 2
[Enum(UnityEngine.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode ("_OpaqueCullMode", Float) = 2
[HideInInspector] _ZTestModeDistortion ("_ZTestModeDistortion", Float) = 8
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent ("Transparent ZTest", Float) = 4
[HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4
[ToggleUI] _EnableFogOnTransparent ("Enable Fog", Float) = 0
[ToggleUI] _DoubleSidedEnable ("Double sided enable", Float) = 0
[Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode ("Double sided GI mode", Float) = 0
[HideInInspector] _StencilRef ("_StencilRef", Float) = 0
[HideInInspector] _StencilWriteMask ("_StencilWriteMask", Float) = 3
[HideInInspector] _StencilRefDepth ("_StencilRefDepth", Float) = 0
[HideInInspector] _StencilWriteMaskDepth ("_StencilWriteMaskDepth", Float) = 8
[HideInInspector] _StencilRefMV ("_StencilRefMV", Float) = 32
[HideInInspector] _StencilWriteMaskMV ("_StencilWriteMaskMV", Float) = 32
[ToggleUI] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0
[HideInInspector] _StencilRefDistortionVec ("_StencilRefDistortionVec", Float) = 2
[HideInInspector] _StencilWriteMaskDistortionVec ("_StencilWriteMaskDistortionVec", Float) = 2
_EmissionColor ("Color", Vector) = (1,1,1,1)
[HideInInspector] _IncludeIndirectLighting ("_IncludeIndirectLighting", Float) = 1
[HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
[HideInInspector] _Color ("Color", Vector) = (1,1,1,1)
[HideInInspector] _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
float4 _Color;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
}
ENDHLSL
}
}
Fallback "Hidden/HDRP/FallbackError"
//CustomEditor "Rendering.HighDefinition.UnlitGUI"
}