pos = TransformObjectToHClip(i.vertex.xyz); o.uv = TRANSFORM_TEX(i.texcoord,_MainTex); o.normalWS = TransformObjectToWorldNormal(i.normal.xyz,true); return o; } UV变换主要是在这句代码,TRANSFORM_TEX是Unity内置函数 o.uv = TRANSFORM_TEX(i.texcoord,_MainTex); 可以理解为等价与下面的代码 ...
vertex = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } half4 frag(Varyings i) : SV_Target { half4 main = tex2D(_MainTex, i.uv); half4 col; col.r = 0; col.g = 0; col.b = main.a; col.a = 0; return col; } ENDHLSL } ...
3、URPo.posCS = TransformObjectToHClip(i.posOS.xyz); 截帧(_u_xlat0 = (_in_POSITION0.yyyy * _hlslcc_mtx4x4unity_ObjectToWorld[1])); (_u_xlat0 = ((_hlslcc_mtx4x4unity_ObjectToWorld[0] * _in_POSITION0.xxxx) + _u_xlat0)); (_u_xlat0 = ((_hlslcc_mtx4x4unity_ObjectToWo...
positionOS += input.normalOS * _VertexOffset; output.positionCS = TransformObjectToHClip(positionOS); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); return output; } half4 LitPassFragment(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); //---输入数据--- float2 UV =...
一、创建URP渲染管线项目 安装URP渲染管线 打开Unity3D,选择菜单栏上的“Window”,然后选择“Package Manager”。在Package Manager窗口中,选择“Universal RP”,并点击“Install”按钮来安装URP渲染管线。 创建URP渲染管线 安装完成后,在Project视图中可以看到新创建的URP渲染管线。创建一个新的Unity项目,并在项目设置中...
o.vertex=TransformObjectToHClip(v.vertex); o.worldPos=mul(unity_ObjectToWorld, v.vertex).xyz; o.screenPos=ComputeScreenPos(o.vertex);returno; } half4 frag (v2f i) : SV_Target { half2 screenPos= i.screenPos.xy /i.screenPos.w;//rebuild world position according to depthfloatdepth =SAMP...
return UnityObjectToClipPos(v); //把模型转换到裁剪空间 } fixed4 Pixel():SV_TARGET{ //计算模型表面每个像素值的颜色 return _BaseColor; } ENDCG } } } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. ...
{v2f o;v.vertex.xyz+=v.normal*0.2;o.vertex=TransformObjectToHClip(v.vertex);returno;}half4 frag(v2f i):SV_Target{returnhalf4(1,0,0,1)*_MainLightColor;}ENDHLSL}Pass{Tags{"LightMode"="SRPDefaultUnlit"}BlendSrcAlphaOneMinusSrcAlphaCullFrontZWriteOffHLSLPROGRAM#pragmavertex vert#pragma...
float3 normal = TransformObjectToWorldNormal(i.normal); 使用内置的Shadows.hlsl 文件中提供的方法计算阴影偏移(bias),然后将其转换到裁剪空间中: float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); ...
output.positionCS = TransformObjectToHClip(input.positionOS); output.uv = input.uv; return output; } float4 MipmapDebugPassFragment(Varyings input):SV_TARGET { float3 originColor = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex,input.uv);