DrawMeshInstancedIndirectを試す_Shader(その1)
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Shader "Custom/InstancedIndirectColor" | |
{ | |
SubShader | |
{ | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
#include "Lighting.cginc" | |
#include "AutoLight.cginc" | |
#include "UnityLightingCommon.cginc" | |
struct MeshProperties { | |
float4x4 mat; | |
float4 color; | |
}; | |
StructuredBuffer<MeshProperties> _Properties; | |
ENDCG | |
Pass | |
{ | |
Tags { "RenderType" = "Opaque" "LightMode"="ForwardBase" } | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_fwdbase_fullshadows | |
struct v2f { | |
float4 pos : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 uv : TEXCOORD0; | |
SHADOW_COORDS(1) | |
}; | |
float map(float v, float min1, float max1, float min2, float max2) { | |
return min2 + (v - min1) * (max2 - min2) / (max1 - min1); | |
} | |
v2f vert(appdata_full v, uint instanceID : SV_InstanceID) { | |
MeshProperties props = _Properties[instanceID]; | |
v2f o; | |
float4 pp = mul(props.mat, v.vertex); | |
o.pos = UnityObjectToClipPos(pp); | |
o.uv = v.texcoord; | |
o.color = props.color; | |
TRANSFER_SHADOW(o) | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target { | |
fixed4 col = i.color; | |
fixed4 shadow = map(SHADOW_ATTENUATION(i), 0, 1, 0.5, 1); | |
col *= shadow; | |
return col; | |
} | |
ENDCG | |
} | |
Pass | |
{ | |
Tags { "LightMode"="ShadowCaster" } | |
CGPROGRAM | |
#pragma vertex vert_shadow | |
#pragma fragment frag_shadow | |
#pragma multi_compile_shadowcaster | |
struct v2f_shadow { | |
V2F_SHADOW_CASTER; | |
}; | |
v2f_shadow vert_shadow(appdata_full v, uint instanceID : SV_InstanceID) | |
{ | |
MeshProperties props = _Properties[instanceID]; | |
v2f_shadow o; | |
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) | |
float4 pp = mul(props.mat, v.vertex); | |
o.pos = UnityObjectToClipPos(pp); | |
return o; | |
} | |
float4 frag_shadow(v2f_shadow i) : SV_Target | |
{ | |
SHADOW_CASTER_FRAGMENT(i) | |
} | |
ENDCG | |
} | |
} | |
} |
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