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| Shader "HHF/Example/DepthDecal" { Properties { _BaseColor("Base Color",color) = (1,1,1,1) _BaseMap("BaseMap", 2D) = "white" {} }
SubShader { Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
Pass { Blend One One
HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #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"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 positionVS : TEXCOORD1; };
CBUFFER_START(UnityPerMaterial) half4 _BaseColor; float4 _BaseMap_ST; CBUFFER_END TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap); TEXTURE2D(_CameraDepthTexture);SAMPLER(sampler_CameraDepthTexture); SAMPLER(smp);
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _BaseMap); o.positionVS = TransformWorldToView(TransformObjectToWorld(v.vertex.xyz));
return o; }
half4 frag(v2f i) : SV_Target { half4 c = 0;
float2 screenUV = i.positionCS.xy / _ScreenParams.xy; half4 depthMap = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV); half depthZ = LinearEyeDepth(depthMap.r, _ZBufferParams);
float4 depthVS = 1; depthVS.xy = i.positionVS.xy * depthZ / -i.positionVS.z; depthVS.z = depthZ; float3 depthWS = mul(unity_CameraToWorld, depthVS).xyz; float3 depthOS = mul(unity_WorldToObject, float4(depthWS, 1)).xyz;
float2 uv = depthOS.xy + 0.5; half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, saturate(uv)); c = baseMap * _BaseColor;
return c; } ENDHLSL } }
SubShader { Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
Pass { Blend One One
CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 positionVS : TEXCOORD1; };
half4 _BaseColor; sampler2D _BaseMap; float4 _BaseMap_ST; sampler2D _CameraDepthTexture;
v2f vert(appdata v) { v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _BaseMap); o.positionVS = mul(UNITY_MATRIX_MV, float4(v.vertex.xyz, 1));
return o; }
half4 frag(v2f i) : SV_Target { half4 c = 0;
float2 screenUV = i.positionCS.xy / _ScreenParams.xy; half4 depthMap = tex2D(_CameraDepthTexture, screenUV); half depthZ = LinearEyeDepth(depthMap.r);
float4 depthVS = 1; depthVS.xy = i.positionVS.xy * depthZ / -i.positionVS.z; depthVS.z = depthZ; float3 depthWS = mul(unity_CameraToWorld, depthVS); float3 depthOS = mul(unity_WorldToObject, float4(depthWS, 1));
float2 uv = depthOS.xy + 0.5; half4 baseMap = tex2D(_BaseMap, uv); c = baseMap * _BaseColor;
return c; } ENDCG } } }
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