Files
2026-11-01 23:39:55 +02:00

51 lines
1.6 KiB
HLSL

#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
half4 _RendererColor;
PackedVaryings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
#if !_ENABLE_SORT_3D_AS_2D_COMPATIBLE
SetUpSpriteInstanceProperties();
input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
#endif
output = BuildVaryings(input);
#if !_ENABLE_SORT_3D_AS_2D_COMPATIBLE
output.color *= _RendererColor * unity_SpriteColor; // vertex color has to applied here
#endif
#if defined(DEBUG_DISPLAY)
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
#endif
PackedVaryings packedOutput = PackVaryings(output);
return packedOutput;
}
void frag(PackedVaryings packedInput, out uint outRenderingLayers : SV_Target0)
{
Varyings unpacked = UnpackVaryings(packedInput);
UNITY_SETUP_INSTANCE_ID(unpacked);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
#ifdef UNIVERSAL_USELEGACYSPRITEBLOCKS
half4 color = surfaceDescription.SpriteColor;
#else
half4 color = half4(surfaceDescription.BaseColor, surfaceDescription.Alpha);
#endif
if (color.a == 0.0)
discard;
#if ALPHA_CLIP_THRESHOLD
clip(color.a - surfaceDescription.AlphaClipThreshold);
#endif
outRenderingLayers = GetMeshRenderingLayer();
}