提交 9711015a 编写于 作者: timchen1002's avatar timchen1002

update

上级 a3734483
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#ifndef CUSTOM_UNLIT_PASS_INCLUDED
#define CUSTOM_UNLIT_PASS_INCLUDED
#include "UnityInput.hlsl"
float3 TransformObjectToWorld (float3 positionOS)
{
return mul(unity_ObjectToworld, float4(positionOS, 1.0)).xyz;
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#ifndef CUSTOM_UNLIT_PASS_INCLUDED
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float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
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Shader "Custom RP/Unlit"
{
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Pass
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HLSLPROGRAM
#pragma vertex UnlitPassVertex
#pragma fragment UnlitPassFragment
#include "UnlitPass.hlsl"
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#ifndef CUSTOM_UNLIT_PASS_INCLUDED
#define CUSTOM_UNLIT_PASS_INCLUDED
#include "../ShaderLibrary/Common.hlsl"
float4 UnlitPassVertex(float3 positionOS : POSITION) : SV_POSITION {
float3 positionWS = TransformObjectToWorld(positionOS.xyz)
return float4(positionWS, 1.0);
}
float4 UnlitPassFragment(float3 positionOS : POSITION) : SV_TARGET {
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