天津23维预案
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2 years ago
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Fluvio/FluidEffectReplaceDepth"
{
Properties
{
// Diffuse/alpha
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.001, 1.0)) = 0.5
_Cutoff2("Shadow/Depth Alpha Cutoff", Range(0.001, 1.0)) = 0.25
// Smoothness/metallic
_Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap ("Metallic", 2D) = "white" {}
// Normal
_BumpScale("Scale", Float) = 1.0
_BumpMap ("Normal Map", 2D) = "bump" {}
// Emission
_EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
// Vertex colors
[KeywordEnum(None, Albedo, Specular, Emission)] _VertexColorMode ("Vertex color mode", Float) = 1
// Culling
[HideInInspector] [PerRendererData]_CullFluid("Cull Fluid", Float) = -1.0
}
SubShader
{
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Fluvio" "PerformanceChecks"="False" }
Pass
{
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform sampler2D _BumpMap;
uniform float _BumpScale;
uniform fixed _Cutoff2;
fixed4 frag(v2f i) : SV_Target
{
fixed4 texcol = tex2D(_MainTex, i.uv);
clip(texcol.a - _Cutoff2);
float3 normal = i.nz.xyz + (UnpackNormal(tex2D(_BumpMap, i.uv)) *_BumpScale);
return EncodeDepthNormal(i.nz.w, normal);
}
ENDCG
}
}
}