116 lines
2.2 KiB
Plaintext
116 lines
2.2 KiB
Plaintext
/*
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Created by jiadong chen
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https://jiadong-chen.medium.com/
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*/
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Shader "chenjd/BuiltIn/AnimMapWithShadowShader"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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[Header(AnimMap)]
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_AnimMap("AnimMap", 2D) = "white" {}
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_AnimLen("Anim Length", Float) = 0
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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struct appdata
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{
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float4 vertex : POSITION;
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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 v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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return col;
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}
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struct v2fShadow {
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V2F_SHADOW_CASTER;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 fragShadow(v2fShadow i) : SV_Target
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{
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SHADOW_CASTER_FRAGMENT(i)
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}
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sampler2D _AnimMap;
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float4 _AnimMap_TexelSize;//x == 1/width
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float _AnimLen;
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v2f vert(appdata v, uint vid : SV_VertexID)
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{
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UNITY_SETUP_INSTANCE_ID(v);
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float f = _Time.y / _AnimLen;
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fmod(f, 1.0);
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float animMap_x = (vid + 0.5) * _AnimMap_TexelSize.x;
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float animMap_y = f;
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float4 pos = tex2Dlod(_AnimMap, float4(animMap_x, animMap_y, 0, 0));
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v2f o;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.vertex = UnityObjectToClipPos(pos);
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return o;
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}
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ENDCG
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SubShader
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{
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Pass
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{
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Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
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Cull off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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//开启gpu instancing
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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ENDCG
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}
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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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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragShadow
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#pragma target 2.0
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#pragma multi_compile_shadowcaster
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ENDCG
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}
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}
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}
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