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Unity3d URP无光shader初始模板

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Unity3d URP无光shader初始模板

Shader "Unlit URP Shader"
{
    Properties
    {
        _BaseColor("Base Color",color) = (1,1,1,1)
        _BaseMap("BaseMap", 2D) = "white" {}
    }

    SubShader
    {
        Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
        LOD 100

        Pass
        {
            Name "Unlit"
            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog
            #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.core/ShaderLibrary/UnityInstancing.hlsl"


            struct Attributes
            {
                float4 positionOS       : POSITION;
                float2 uv               : TEXCOORD0;
            };

            struct Varyings
            {
                float4 positionCS       : SV_POSITION;
                float2 uv               : TEXCOORD0;
                float fogCoord          : TEXCOORD1;
            };

            CBUFFER_START(UnityPerMaterial)
            half4 _BaseColor;
            float4 _BaseMap_ST;
            CBUFFER_END
            TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap);
            // #define smp _linear_clampU_mirrorV
            // SAMPLER(smp);

            Varyings vert(Attributes v)
            {
                Varyings o = (Varyings)0;

                o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
                o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
                o.fogCoord = ComputeFogFactor(o.positionCS.z);

                return o;
            }

            half4 frag(Varyings i) : SV_Target
            {
                half4 c;
                half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
                c = baseMap * _BaseColor;
                c.rgb = MixFog(c.rgb, i.fogCoord);
                return c;
            }
            ENDHLSL
        }
    }
}

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