修改场景物品的shader,改为接受光照

This commit is contained in:
2026-07-06 16:20:48 +08:00
parent 31f0db587a
commit ed9b2923e4
@@ -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)
{ {