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- #ifndef UNIVERSAL_UNLIT_META_PASS_INCLUDED
- #define UNIVERSAL_UNLIT_META_PASS_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- #ifdef _TANGENT_TO_WORLD
- float4 tangentOS : TANGENT;
- #endif
- };
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- Varyings UniversalVertexMeta(Attributes input)
- {
- Varyings output;
- output.positionCS = MetaVertexPosition(input.positionOS, input.uv1, input.uv2,
- unity_LightmapST, unity_DynamicLightmapST);
- output.uv = TRANSFORM_TEX(input.uv0, _BaseMap);
- return output;
- }
- half4 UniversalFragmentMetaUnlit(Varyings input) : SV_Target
- {
- MetaInput metaInput = (MetaInput)0;
- metaInput.Albedo = _BaseColor.rgb * SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).rgb;
- return MetaFragment(metaInput);
- }
- //LWRP -> Universal Backwards Compatibility
- Varyings LightweightVertexMeta(Attributes input)
- {
- return UniversalVertexMeta(input);
- }
- half4 LightweightFragmentMetaUnlit(Varyings input) : SV_Target
- {
- return UniversalFragmentMetaUnlit(input);
- }
- #endif
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