123 lines
3.6 KiB
Text
123 lines
3.6 KiB
Text
Shader "Aetheria/Daemon Indirect"
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{
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Properties
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{
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[MainTexture] _BaseMap ("Texture", 2D) = "white" {}
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[MainColor] _BaseColor ("Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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Name "Forward"
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma target 4.5
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#pragma vertex Vert
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#pragma fragment Frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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float4 _BaseMap_ST;
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half4 _BaseColor;
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StructuredBuffer<float4x4> _AetheriaObjectToWorld;
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int _AetheriaInstanceCount;
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struct Attributes
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{
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float3 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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uint instanceId : SV_InstanceID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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const uint instanceCount = (uint)max(1, _AetheriaInstanceCount);
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const uint instanceId = min(input.instanceId, instanceCount - 1);
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const float4x4 objectToWorld = _AetheriaObjectToWorld[instanceId];
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const float3 worldPosition = mul(objectToWorld, float4(input.positionOS, 1.0)).xyz;
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output.positionCS = TransformWorldToHClip(worldPosition);
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output.uv = input.uv * _BaseMap_ST.xy + _BaseMap_ST.zw;
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return output;
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}
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half4 Frag(Varyings input) : SV_Target
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{
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return SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv) * _BaseColor;
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}
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ENDHLSL
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}
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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Pass
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{
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#pragma target 4.5
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _BaseMap;
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float4 _BaseMap_ST;
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fixed4 _BaseColor;
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StructuredBuffer<float4x4> _AetheriaObjectToWorld;
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int _AetheriaInstanceCount;
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struct appdata
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{
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float3 vertex : POSITION;
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float2 uv : TEXCOORD0;
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uint instanceId : SV_InstanceID;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(appdata input)
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{
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v2f output;
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const uint instanceCount = (uint)max(1, _AetheriaInstanceCount);
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const uint instanceId = min(input.instanceId, instanceCount - 1);
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const float4x4 objectToWorld = _AetheriaObjectToWorld[instanceId];
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const float3 worldPosition = mul(objectToWorld, float4(input.vertex, 1.0)).xyz;
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output.vertex = mul(UNITY_MATRIX_VP, float4(worldPosition, 1.0));
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output.uv = input.uv * _BaseMap_ST.xy + _BaseMap_ST.zw;
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return output;
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}
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fixed4 frag(v2f input) : SV_Target
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{
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return tex2D(_BaseMap, input.uv) * _BaseColor;
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}
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ENDCG
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}
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}
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}
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