79 lines
2.6 KiB
Plaintext
79 lines
2.6 KiB
Plaintext
Shader "Unlit/DepthPrepassTransparent"
|
|
{
|
|
Properties
|
|
{
|
|
// This property is necessary to receive the texture from the main material
|
|
_MainTex("Texture", 2D) = "white" {}
|
|
// This property is necessary to receive the alpha cutoff value from the main material
|
|
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
|
}
|
|
SubShader
|
|
{
|
|
// This pass is for the depth pre-pass.
|
|
// It writes depth for transparent objects that need it.
|
|
Tags { "RenderType" = "TransparentCutout" "RenderPipeline" = "UniversalPipeline" }
|
|
|
|
Pass
|
|
{
|
|
// Use the "DepthOnly" LightMode for URP to identify this as a depth pass.
|
|
Name "DepthOnly"
|
|
Tags { "LightMode" = "DepthOnly" }
|
|
|
|
// Write to the depth buffer
|
|
ZWrite On
|
|
// Do not write to any color channels
|
|
ColorMask 0
|
|
// Standard back-face culling
|
|
Cull Back
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
// Includes for URP core functionality
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
|
|
// Match the properties block
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
half _Cutoff;
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
// Standard vertex transformation
|
|
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
return output;
|
|
}
|
|
|
|
half4 frag(Varyings input) : SV_TARGET
|
|
{
|
|
// Sample the texture to get the alpha value
|
|
half alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a;
|
|
|
|
// Perform alpha clipping. Discard the fragment if its alpha is below the cutoff.
|
|
// This ensures the depth shape matches the visible shape.
|
|
clip(alpha - _Cutoff);
|
|
|
|
// We don't need to return a color as ColorMask is 0,
|
|
// but the function must return something.
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
} |