修改场景物品的shader,改为接受光照
This commit is contained in:
@@ -35,6 +35,7 @@ Shader "Custom/SpriteWithGroundClip"
|
|||||||
Pass
|
Pass
|
||||||
{
|
{
|
||||||
Name "SpriteWithGroundClip"
|
Name "SpriteWithGroundClip"
|
||||||
|
Tags { "LightMode" = "UniversalForward" }
|
||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
#pragma vertex vert
|
#pragma vertex vert
|
||||||
@@ -42,6 +43,7 @@ Shader "Custom/SpriteWithGroundClip"
|
|||||||
#pragma multi_compile_instancing
|
#pragma multi_compile_instancing
|
||||||
|
|
||||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||||
|
|
||||||
struct Attributes
|
struct Attributes
|
||||||
{
|
{
|
||||||
@@ -92,6 +94,10 @@ Shader "Custom/SpriteWithGroundClip"
|
|||||||
half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
||||||
half4 color = texColor * input.color * _Color;
|
half4 color = texColor * input.color * _Color;
|
||||||
|
|
||||||
|
// 直接接受 Directional Light 的颜色和强度(color 已包含 intensity)
|
||||||
|
Light mainLight = GetMainLight();
|
||||||
|
color.rgb *= mainLight.color;
|
||||||
|
|
||||||
// 地面裁剪逻辑
|
// 地面裁剪逻辑
|
||||||
if (_EnableClip > 0.5)
|
if (_EnableClip > 0.5)
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user