266 lines
9.0 KiB
Plaintext
266 lines
9.0 KiB
Plaintext
Shader "Custom/SpriteWithGroundClip"
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{
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// 带地面裁剪和阴影的Sprite Shader
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// 当Sprite的世界Y坐标低于地面高度时,会被裁剪掉
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// 支持投射阴影(可选)
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_GroundHeight ("地面高度 (Y坐标)", Float) = 0.0
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[MaterialToggle] _EnableClip ("启用裁剪", Float) = 1.0
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_ClipSoftness ("裁剪边缘柔和度", Range(0, 0.5)) = 0.05
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// 阴影设置
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[MaterialToggle] _CastShadow ("投射阴影", Float) = 1.0
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_ShadowOpacity ("阴影透明度", Range(0, 1)) = 0.5
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_ShadowOffset ("阴影偏移 (Y方向)", Float) = -0.1
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_ShadowColor ("阴影颜色", Color) = (0, 0, 0, 0.5)
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// 颜色
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_Color ("颜色", Color) = (1, 1, 1, 1)
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// 光照设置
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_LightIntensity ("光照强度", Range(0, 2)) = 1.0
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_AmbientColor ("环境光颜色", Color) = (0.3, 0.3, 0.3, 1.0)
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[MaterialToggle] _ReceiveLighting ("接受光照", Float) = 1.0
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}
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SubShader
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{
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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Pass
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{
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Name "SpriteWithGroundClip"
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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float3 worldPos : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _Color;
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float _GroundHeight;
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float _EnableClip;
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float _ClipSoftness;
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float _LightIntensity;
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float4 _AmbientColor;
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float _ReceiveLighting;
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CBUFFER_END
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.uv = TRANSFORM_TEX(input.uv, _MainTex);
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output.color = input.color;
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output.worldPos = TransformObjectToWorld(input.positionOS.xyz);
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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// 采样纹理
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half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half4 color = texColor * input.color * _Color;
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// 光照计算
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if (_ReceiveLighting > 0.5)
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{
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// 获取主光源(颜色已包含强度)
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Light mainLight = GetMainLight();
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half3 lightColor = mainLight.color;
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// Sprite无网格法线,直接用光源颜色作为受光亮度
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// 环境光提供基础亮度,漫反射光叠加方向光颜色
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half3 ambient = _AmbientColor.rgb;
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half3 diffuse = lightColor * _LightIntensity;
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color.rgb *= (ambient + diffuse);
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}
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// 地面裁剪逻辑
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if (_EnableClip > 0.5)
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{
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float worldY = input.worldPos.y;
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float distanceToGround = worldY - _GroundHeight;
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// 如果在地面以下,裁剪掉
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if (distanceToGround < 0)
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{
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// 使用柔和边缘
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float alpha = smoothstep(0, _ClipSoftness, distanceToGround);
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color.a *= alpha;
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// 如果Alpha太小,直接丢弃
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if (color.a < 0.01)
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{
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discard;
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}
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}
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}
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return color;
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}
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ENDHLSL
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}
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// 阴影Pass
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On
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ZTest LEqual
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Cull Off
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HLSLPROGRAM
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 worldPos : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _Color;
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float _GroundHeight;
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float _EnableClip;
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float _ClipSoftness;
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float _CastShadow;
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float _ShadowOpacity;
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float _ShadowOffset;
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float4 _ShadowColor;
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float _LightIntensity;
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float4 _AmbientColor;
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float _ReceiveLighting;
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CBUFFER_END
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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Varyings ShadowPassVertex(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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// URP阴影Pass需要使用特殊的矩阵变换
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float4 positionCS = TransformWorldToHClip(positionWS);
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// 应用阴影偏移(向光源方向偏移)
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#if UNITY_REVERSED_Z
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positionCS.z -= unity_LightData.z;
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#else
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positionCS.z += unity_LightData.z;
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#endif
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output.positionCS = positionCS;
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output.uv = TRANSFORM_TEX(input.uv, _MainTex);
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output.worldPos = positionWS;
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return output;
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}
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half4 ShadowPassFragment(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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// 如果不投射阴影,直接丢弃
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if (_CastShadow < 0.5)
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{
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discard;
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}
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// 采样纹理获取Alpha
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half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half alpha = texColor.a * _Color.a;
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// 地面裁剪逻辑(与主Pass相同)
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if (_EnableClip > 0.5)
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{
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float worldY = input.worldPos.y;
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float distanceToGround = worldY - _GroundHeight;
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if (distanceToGround < 0)
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{
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float clipAlpha = smoothstep(0, _ClipSoftness, distanceToGround);
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alpha *= clipAlpha;
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if (alpha < 0.01)
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{
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discard;
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}
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}
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}
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// 如果Alpha太低,不投射阴影
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if (alpha < 0.1)
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{
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discard;
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}
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// 输出阴影(URP阴影格式)
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return half4(0, 0, 0, alpha * _ShadowOpacity);
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}
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ENDHLSL
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}
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}
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FallBack "Sprites/Default"
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}
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