unity-shader-SimpleChecker

参数图

效果图
SimpleChecker.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
Shader "HHF/Other/SimpleChecker"
{
Properties
{
[Enum(UnityEngine.Rendering.CullMode)]_Cull("Cull Mode", int) = 0
_Color("Color",Color) = (1,1,1,1)
_Repeat("Repeat",float) = 150
}

SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType"="Opaque" }
Cull [_Cull]

Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};

CBUFFER_START(UnityPerMaterial)
half _Repeat;
half4 _Color;
CBUFFER_END

v2f vert (a2v v)
{
v2f o;
o.pos = TransformObjectToHClip(v.vertex);
o.uv = v.uv * _Repeat;
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c;
float2 uv = floor(i.uv * 2) * 0.5;
float checker = frac(uv.x + uv.y) * 2;

c = checker * _Color;
return c;
}

ENDHLSL
}
}

SubShader
{
Tags { "RenderType"="Opaque" }
Cull [_Cull]

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};

half _Repeat;
half4 _Color;

v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv * _Repeat;
return o;
}

fixed4 frag (v2f i) : SV_Target
{
half4 c;
float2 uv = floor(i.uv * 2) * 0.5;
float checker = frac(uv.x + uv.y) * 2;

c = checker * _Color;
return c;
}

ENDCG
}
}

Fallback "Diffuse"
}