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o.uv = TRANSFORM_TEX(v.uv, _BaseMap); + o.uv = v.uv;//TRANSFORM_TEX(v.uv, _BaseMap); o.Wpos = TransformObjectToWorld(v.positionOS); o.Wnormal=TransformObjectToWorldNormal(v.normal); @@ -62,7 +62,7 @@ Shader "Unlit URP Shader/Bur" { float2 offset=_MainTex_TexelSize.xy; half4 c; - float2 uv=i.positionCS.xy/_ScreenParams.xy*2; + float2 uv=i.uv;//i.positionCS.xy/_ScreenParams.xy*2; half4 baseMap = 0.4*SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex,uv); c = baseMap ;//* _BaseColor; { @@ -83,7 +83,7 @@ Shader "Unlit URP Shader/Bur" float2 offset=_MainTex_TexelSize.xy; half4 c=half4(0,0,0,0); - float2 uv=i.positionCS.xy/_ScreenParams.xy*2; + float2 uv=i.uv;//i.positionCS.xy/_ScreenParams.xy*2; //c = baseMap ;//* _BaseColor; { float f=0.4; diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/Bur.shader.meta b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/Bur.shader.meta similarity index 100% rename from Assets/Render/SpecialMaterials/JingTi/Bur/Bur.shader.meta rename to Assets/Render/SpecialMaterials/JingTi/Bur/Resources/Bur.shader.meta diff --git a/Assets/Render/SpecialMaterials/JingTi/Bur/BurRenderPassFeature.cs b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurRenderPassFeature.cs similarity index 83% rename from Assets/Render/SpecialMaterials/JingTi/Bur/BurRenderPassFeature.cs rename to Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurRenderPassFeature.cs index aacdccde..c8cb272f 100644 --- a/Assets/Render/SpecialMaterials/JingTi/Bur/BurRenderPassFeature.cs +++ b/Assets/Render/SpecialMaterials/JingTi/Bur/Resources/BurRenderPassFeature.cs @@ -46,7 +46,7 @@ public class BurRenderPassFeature : ScriptableRendererFeature cmd.GetTemporaryRT(BurTexture, dp); //cmd.DisableShaderKeyword("UNITY_SHADER_EDITOR"); cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,BurTemp); - //mat.SetFloat("_Value",Value); + // mat.SetFloat("_Value",3); cmd.SetGlobalVector("HorV",H); //cmd.SetRenderTarget(BurTexture); //cmd.ClearRenderTarget(false,true,Color.black); @@ -55,8 +55,8 @@ public class BurRenderPassFeature : ScriptableRendererFeature cmd.Blit(BurTexture,BurTemp,mat,0); cmd.Blit(BurTemp,BurTexture,mat,1); cmd.Blit(BurTexture,BurTemp,mat,1); - cmd.Blit(BurTemp,BurTexture,mat,1); - cmd.SetRenderTarget(renderingData.cameraData.renderer.cameraColorTarget); + cmd.Blit(BurTemp,renderingData.cameraData.renderer.cameraColorTarget,mat,1); + //cmd.SetRenderTarget(renderingData.cameraData.renderer.cameraColorTarget); cmd.ReleaseTemporaryRT(BurTemp); cmd.ReleaseTemporaryRT(BurTexture); @@ -91,20 +91,20 @@ public class BurRenderPassFeature : ScriptableRendererFeature // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { - if (renderingData.cameraData.camera.cameraType != CameraType.SceneView) - 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Properties - { - _BaseColor("Base Color",color) = (1,1,1,1) - _BaseMap("BaseMap", 2D) = "white" {} - } - - SubShader - { - Tags { "Queue"="Geometry" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } - LOD 100 - - Pass - { - Tags {"LightMode" = "UniversalForward"} - HLSLPROGRAM - // Required to compile gles 2.0 with standard srp library - #pragma prefer_hlslcc gles - #pragma exclude_renderers d3d11_9x - - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ _MAIN_LIGHT_SHADOWS //接受主光源阴影 - #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //投射主光源的阴影 - #pragma multi_compile _ _SHADOWS_SOFT //软阴影 - #pragma multi_compile _ _ADDITIONAL_LIGHTS //附加光源 - - #pragma vertex vert - #pragma fragment frag - - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - - - - struct Attributes - { - float4 positionOS : POSITION; - float2 uv : TEXCOORD0; - float3 normal:NORMAL; - }; - - struct Varyings - { - float4 positionCS : SV_POSITION; - float2 uv : TEXCOORD0; - float3 Wnormal : TEXCOORD1; - float3 Wpos:TEXCOORD2; - }; - - CBUFFER_START(UnityPerMaterial) - half4 _BaseColor; - float4 _BaseMap_ST; - CBUFFER_END - TEXTURE2D (_BurTexture);SAMPLER(sampler_BurTexture); - - - Varyings vert(Attributes v) - { - Varyings o = (Varyings)0; - - o.positionCS = TransformObjectToHClip(v.positionOS.xyz); - o.uv = TRANSFORM_TEX(v.uv, _BaseMap); - o.Wpos = TransformObjectToWorld(v.positionOS); - o.Wnormal=TransformObjectToWorldNormal(v.normal); - - return o; - } - - half4 frag(Varyings i) : SV_Target - { - float3 N=normalize(i.Wnormal); - float3 V=normalize(_WorldSpaceCameraPos.xyz-i.Wpos.xyz); - float2 uv=i.positionCS.xy/_ScreenParams.xy; - half4 c; - half4 baseMap = SAMPLE_TEXTURE2D(_BurTexture, sampler_BurTexture, uv); - c = baseMap * _BaseColor; - //c.rgb = MixFog(c.rgb, i.fogCoord); - //float _Me=0.6;//干净的透明玻璃漫反射少,所以金属度直接拉满 - - //间接高光和漫反射 - // float aa=1; - // BRDFData brdfData; - 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