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Custom/URP_BaseShader - Pastebin.com
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- Shader "Custom/URP_BaseShader"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _BaseColor("Base Color", color) = (1,1,1,1)
- _Smoothness("Smoothness", Range(0,1)) = 0
- _Metallic("Metallic", Range(0,1)) = 0
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
- LOD 100
- Pass
- {
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float4 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float2 uv : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- float3 normalWS : TEXCOORD2;
- float3 viewDir : TEXCOORD3;
- DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 4);
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _BaseColor;
- float _Smoothness, _Metallic;
- v2f vert (appdata v)
- {
- v2f o;
- o.positionWS = TransformObjectToWorld(v.vertex.xyz);
- o.normalWS = TransformObjectToWorldNormal(v.normal.xyz);
- o.viewDir = normalize(_WorldSpaceCameraPos - o.positionWS);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.vertex = TransformWorldToHClip(o.positionWS);
- OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUV );
- OUTPUT_SH(o.normalWS.xyz, o.vertexSH );
- return o;
- }
- half4 frag (v2f i) : SV_Target
- {
- half4 col = tex2D(_MainTex, i.uv);
- InputData inputdata = (InputData)0;
- inputdata.positionWS = i.positionWS;
- inputdata.normalWS = normalize(i.normalWS);
- inputdata.viewDirectionWS = i.viewDir;
- inputdata.bakedGI = SAMPLE_GI( i.lightmapUV, i.vertexSH, inputdata.normalWS );
- SurfaceData surfacedata;
- surfacedata.albedo = _BaseColor;
- surfacedata.specular = 0;
- surfacedata.metallic = _Metallic;
- surfacedata.smoothness = _Smoothness;
- surfacedata.normalTS = 0;
- surfacedata.emission = 0;
- surfacedata.occlusion = 1;
- surfacedata.alpha = 0;
- surfacedata.clearCoatMask = 0;
- surfacedata.clearCoatSmoothness = 0;
- return UniversalFragmentPBR(inputdata, surfacedata);
- }
- ENDHLSL
- }
- }
- }
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