80 lines
2.4 KiB
Plaintext
80 lines
2.4 KiB
Plaintext
Shader "Hidden/VolumetricLights/DepthOnly"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_AlphaCutOff("Alpha CutOff", Float) = 0
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}
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SubShader
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{
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ColorMask 0
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ZWrite On
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Pass
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{
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Name "Volumetric Lights DepthOnly Pass"
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HLSLPROGRAM
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#pragma target 4.5
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#pragma vertex UnlitPassVertex
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#pragma fragment UnlitPassFragment
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#pragma multi_compile_local _ DEPTH_PREPASS_ALPHA_TEST
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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#if DEPTH_PREPASS_ALPHA_TEST
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CBUFFER_START(UnityPerMaterial)
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half _AlphaCutOff;
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float4 _BaseMap_ST;
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CBUFFER_END
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#ifdef UNITY_DOTS_INSTANCING_ENABLED
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UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
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UNITY_DOTS_INSTANCED_PROP(float, _AlphaCutOff)
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UNITY_DOTS_INSTANCED_PROP(float4, _BaseMap_ST)
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UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
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#define _AlphaCutOff UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float, _AlphaCutOff)
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#define _BaseMap_ST UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _BaseMap_ST)
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#endif
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#endif
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#include "DepthOnly_Include.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Volumetric Lights DepthOnly Pass" // for older GPUs with no DOTs instancing
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex UnlitPassVertex
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#pragma fragment UnlitPassFragment
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#pragma multi_compile_local _ DEPTH_PREPASS_ALPHA_TEST
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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#if DEPTH_PREPASS_ALPHA_TEST
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CBUFFER_START(UnityPerMaterial)
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half _AlphaCutOff;
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float4 _BaseMap_ST;
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CBUFFER_END
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#endif
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#include "DepthOnly_Include.hlsl"
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ENDHLSL
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}
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}
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}
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