Files
beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Depth Only/Lux URP Depth Only.shader
2024-11-20 15:21:28 +01:00

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Shader "Lux URP/Depth Only"
{
Properties
{
[Header(Surface Options)]
[Space(5)]
[Toggle(_ALPHATEST_ON)]
_AlphaClip ("Alpha Clipping", Float) = 0.0
_Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5
[Header(Surface Inputs)]
[Space(5)]
[MainTexture]
_BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "Opaque"
"Queue" = "Geometry"
}
LOD 100
// Depth -----------------------------------------------------
// Pass needed to receive proper shadows
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// Material Inputs
CBUFFER_START(UnityPerMaterial)
half _Cutoff;
CBUFFER_END
#if defined(_ALPHATEST_ON)
TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
#endif
struct VertexInput {
float3 positionOS : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
VertexOutput DepthOnlyVertex(VertexInput input)
{
VertexOutput output = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if defined(_ALPHATEST_ON)
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
#endif
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined(_ALPHATEST_ON)
half mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, input.uv.xy).a;
clip (mask - _Cutoff);
#endif
return 0;
}
ENDHLSL
}
// End Passes -----------------------------------------------------
}
FallBack "Hidden/InternalErrorShader"
//CustomEditor "LuxURPUniversalCustomShaderGUI"
}