[A] stencil blure
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136
Assets/ABPackage/fish/Stencli/F_bigbaikaloilfishStencli.mat
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136
Assets/ABPackage/fish/Stencli/F_bigbaikaloilfishStencli.mat
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1098
Assets/Scenes/Blur.unity
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1098
Assets/Scenes/Blur.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Blur.unity.meta
Normal file
7
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userData:
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highQualityFiltering:
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downscale:
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dirtTexture:
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paperWhite:
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maxNits:
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--- !u!114 &11400000
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MonoBehaviour:
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8
Assets/Test/stencil.meta
Normal file
8
Assets/Test/stencil.meta
Normal file
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|
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userData:
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assetBundleName:
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assetBundleVariant:
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483
Assets/Test/stencil/stencilLit.shader
Normal file
483
Assets/Test/stencil/stencilLit.shader
Normal file
@@ -0,0 +1,483 @@
|
|||||||
|
Shader "custom/stencilLit"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
// Specular vs Metallic workflow
|
||||||
|
_WorkflowMode("WorkflowMode", Float) = 1.0
|
||||||
|
|
||||||
|
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
|
||||||
|
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
|
||||||
|
|
||||||
|
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||||
|
|
||||||
|
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
|
||||||
|
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
|
||||||
|
|
||||||
|
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
|
||||||
|
_MetallicGlossMap("Metallic", 2D) = "white" {}
|
||||||
|
|
||||||
|
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
|
||||||
|
_SpecGlossMap("Specular", 2D) = "white" {}
|
||||||
|
|
||||||
|
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
|
||||||
|
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
|
||||||
|
|
||||||
|
_BumpScale("Scale", Float) = 1.0
|
||||||
|
_BumpMap("Normal Map", 2D) = "bump" {}
|
||||||
|
|
||||||
|
_Parallax("Scale", Range(0.005, 0.08)) = 0.005
|
||||||
|
_ParallaxMap("Height Map", 2D) = "black" {}
|
||||||
|
|
||||||
|
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
|
||||||
|
_OcclusionMap("Occlusion", 2D) = "white" {}
|
||||||
|
|
||||||
|
[HDR] _EmissionColor("Color", Color) = (0,0,0)
|
||||||
|
_EmissionMap("Emission", 2D) = "white" {}
|
||||||
|
|
||||||
|
_DetailMask("Detail Mask", 2D) = "white" {}
|
||||||
|
_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
|
||||||
|
_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
|
||||||
|
_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
|
||||||
|
[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
|
||||||
|
|
||||||
|
// SRP batching compatibility for Clear Coat (Not used in Lit)
|
||||||
|
[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
|
||||||
|
[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
|
||||||
|
|
||||||
|
// Blending state
|
||||||
|
_Surface("__surface", Float) = 0.0
|
||||||
|
_Blend("__blend", Float) = 0.0
|
||||||
|
_Cull("__cull", Float) = 2.0
|
||||||
|
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
|
||||||
|
[HideInInspector] _SrcBlend("__src", Float) = 1.0
|
||||||
|
[HideInInspector] _DstBlend("__dst", Float) = 0.0
|
||||||
|
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
|
||||||
|
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
|
||||||
|
[HideInInspector] _ZWrite("__zw", Float) = 1.0
|
||||||
|
[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
|
||||||
|
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
|
||||||
|
|
||||||
|
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
|
||||||
|
// Editmode props
|
||||||
|
_QueueOffset("Queue offset", Float) = 0.0
|
||||||
|
|
||||||
|
// ObsoleteProperties
|
||||||
|
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
|
||||||
|
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
|
||||||
|
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
|
||||||
|
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
|
||||||
|
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
|
||||||
|
|
||||||
|
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
|
||||||
|
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
|
||||||
|
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
|
||||||
|
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
|
||||||
|
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"RenderType" = "Opaque"
|
||||||
|
"RenderPipeline" = "UniversalPipeline"
|
||||||
|
"UniversalMaterialType" = "Lit"
|
||||||
|
"IgnoreProjector" = "True"
|
||||||
|
}
|
||||||
|
LOD 300
|
||||||
|
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
// Forward pass. Shades all light in a single pass. GI + emission + Fog
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
||||||
|
// no LightMode tag are also rendered by Universal Render Pipeline
|
||||||
|
Name "ForwardLit"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode" = "UniversalForward"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref 2
|
||||||
|
Comp Always
|
||||||
|
Pass Replace
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Render State Commands
|
||||||
|
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
|
||||||
|
ZWrite[_ZWrite]
|
||||||
|
Cull[_Cull]
|
||||||
|
AlphaToMask[_AlphaToMask]
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Shader Stages
|
||||||
|
#pragma vertex LitPassVertex
|
||||||
|
#pragma fragment LitPassFragment
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Material Keywords
|
||||||
|
#pragma shader_feature_local _NORMALMAP
|
||||||
|
#pragma shader_feature_local _PARALLAXMAP
|
||||||
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||||
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||||
|
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
|
||||||
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||||
|
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
|
||||||
|
#pragma shader_feature_local_fragment _EMISSION
|
||||||
|
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||||
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||||
|
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
||||||
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||||
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||||||
|
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Universal Pipeline keywords
|
||||||
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||||
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||||
|
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
|
||||||
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||||
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||||
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||||
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||||
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||||
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||||
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
||||||
|
#pragma multi_compile _ _LIGHT_LAYERS
|
||||||
|
#pragma multi_compile _ _FORWARD_PLUS
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||||
|
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Unity defined keywords
|
||||||
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||||
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||||
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||||
|
#pragma multi_compile _ LIGHTMAP_ON
|
||||||
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||||
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||||||
|
#pragma multi_compile_fog
|
||||||
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||||||
|
|
||||||
|
//--------------------------------------
|
||||||
|
// GPU Instancing
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
#pragma instancing_options renderinglayer
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||||
|
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "ShadowCaster"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode" = "ShadowCaster"
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Render State Commands
|
||||||
|
ZWrite On
|
||||||
|
ZTest LEqual
|
||||||
|
ColorMask 0
|
||||||
|
Cull[_Cull]
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Shader Stages
|
||||||
|
#pragma vertex ShadowPassVertex
|
||||||
|
#pragma fragment ShadowPassFragment
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Material Keywords
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||||
|
|
||||||
|
//--------------------------------------
|
||||||
|
// GPU Instancing
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Universal Pipeline keywords
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Unity defined keywords
|
||||||
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||||||
|
|
||||||
|
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
|
||||||
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Includes
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
||||||
|
// no LightMode tag are also rendered by Universal Render Pipeline
|
||||||
|
Name "GBuffer"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode" = "UniversalGBuffer"
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Render State Commands
|
||||||
|
ZWrite[_ZWrite]
|
||||||
|
ZTest LEqual
|
||||||
|
Cull[_Cull]
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma target 4.5
|
||||||
|
|
||||||
|
// Deferred Rendering Path does not support the OpenGL-based graphics API:
|
||||||
|
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
|
||||||
|
#pragma exclude_renderers gles3 glcore
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Shader Stages
|
||||||
|
#pragma vertex LitGBufferPassVertex
|
||||||
|
#pragma fragment LitGBufferPassFragment
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Material Keywords
|
||||||
|
#pragma shader_feature_local _NORMALMAP
|
||||||
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||||
|
//#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
||||||
|
#pragma shader_feature_local_fragment _EMISSION
|
||||||
|
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||||
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||||
|
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
||||||
|
#pragma shader_feature_local _PARALLAXMAP
|
||||||
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||||
|
|
||||||
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||||
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||||||
|
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||||
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Universal Pipeline keywords
|
||||||
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||||
|
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||||
|
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
||||||
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||||
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||||
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||||
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||||
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Unity defined keywords
|
||||||
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||||
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||||
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||||
|
#pragma multi_compile _ LIGHTMAP_ON
|
||||||
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||||
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||||||
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||||
|
|
||||||
|
//--------------------------------------
|
||||||
|
// GPU Instancing
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
#pragma instancing_options renderinglayer
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Includes
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "DepthOnly"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode" = "DepthOnly"
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Render State Commands
|
||||||
|
ZWrite On
|
||||||
|
ColorMask R
|
||||||
|
Cull[_Cull]
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Shader Stages
|
||||||
|
#pragma vertex DepthOnlyVertex
|
||||||
|
#pragma fragment DepthOnlyFragment
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Material Keywords
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Unity defined keywords
|
||||||
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||||||
|
|
||||||
|
//--------------------------------------
|
||||||
|
// GPU Instancing
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Includes
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
// This pass is used when drawing to a _CameraNormalsTexture texture
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "DepthNormals"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode" = "DepthNormals"
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Render State Commands
|
||||||
|
ZWrite On
|
||||||
|
Cull[_Cull]
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Shader Stages
|
||||||
|
#pragma vertex DepthNormalsVertex
|
||||||
|
#pragma fragment DepthNormalsFragment
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Material Keywords
|
||||||
|
#pragma shader_feature_local _NORMALMAP
|
||||||
|
#pragma shader_feature_local _PARALLAXMAP
|
||||||
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||||||
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Unity defined keywords
|
||||||
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Universal Pipeline keywords
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||||
|
|
||||||
|
//--------------------------------------
|
||||||
|
// GPU Instancing
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Includes
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
// This pass it not used during regular rendering, only for lightmap baking.
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Meta"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode" = "Meta"
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Render State Commands
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Shader Stages
|
||||||
|
#pragma vertex UniversalVertexMeta
|
||||||
|
#pragma fragment UniversalFragmentMetaLit
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Material Keywords
|
||||||
|
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||||
|
#pragma shader_feature_local_fragment _EMISSION
|
||||||
|
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||||
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||||
|
#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||||
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||||
|
#pragma shader_feature_local_fragment _SPECGLOSSMAP
|
||||||
|
#pragma shader_feature EDITOR_VISUALIZATION
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Includes
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
|
||||||
|
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Universal2D"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode" = "Universal2D"
|
||||||
|
}
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Render State Commands
|
||||||
|
Blend[_SrcBlend][_DstBlend]
|
||||||
|
ZWrite[_ZWrite]
|
||||||
|
Cull[_Cull]
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Shader Stages
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Material Keywords
|
||||||
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||||
|
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
||||||
|
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Includes
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
FallBack "Hidden/Universal Render Pipeline/FallbackError"
|
||||||
|
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
|
||||||
|
}
|
||||||
9
Assets/Test/stencil/stencilLit.shader.meta
Normal file
9
Assets/Test/stencil/stencilLit.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a9160a213b1b4477da0d4299be97a83d
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
14
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
Executable file → Normal file
14
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
Executable file → Normal file
@@ -2,20 +2,25 @@
|
|||||||
%TAG !u! tag:unity3d.com,2011:
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
--- !u!21 &2100000
|
--- !u!21 &2100000
|
||||||
Material:
|
Material:
|
||||||
serializedVersion: 6
|
serializedVersion: 8
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
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134
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134
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68
Packages/zzwater/shaders/FSStencilBlur.shader
Normal file
68
Packages/zzwater/shaders/FSStencilBlur.shader
Normal file
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ENDHLSL
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9
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Reference in New Issue
Block a user