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ChunilENG/Assets/Shaders/02_Selection_Objects.shader

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2025-02-20 09:59:37 +09:00
Shader "02_Selection/Objects"
{
Properties
{
_SelectionColor("Selection Color", Color) = (1,1,1,1)
_MaxDistance("Max Distance", float) = 15
// Transparency
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
// #pragma enable_d3d11_debug_symbols
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
ENDHLSL
SubShader
{
Pass
{
Name "FirstPass"
Tags { "LightMode" = "FirstPass" }
Blend Off
ZWrite On
ZTest LEqual
Cull Back
HLSLPROGRAM
// Toggle the alpha test
#define _ALPHATEST_ON
// Toggle transparency
// #define _SURFACE_TYPE_TRANSPARENT
// Toggle fog on transparent
#define _ENABLE_FOG_ON_TRANSPARENT
// List all the attributes needed in your shader (will be passed to the vertex shader)
// you can see the complete list of these attributes in VaryingMesh.hlsl
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
// List all the varyings needed in your fragment shader
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_POSITION_WS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl"
float _MaxDistance;
float4 _SelectionColor;
// Put the code to render the objects in your custom pass in this function
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
if( length(fragInputs.positionRWS) > _MaxDistance ) discard;
// Write back the data to the output structures
ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting
ZERO_INITIALIZE(SurfaceData, surfaceData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = 1;
builtinData.emissiveColor = float3(0, 0, 0);
surfaceData.color = float3(1,1,1) * _SelectionColor.rgb;
}
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
}