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DrawMeshInstancedを試す_Shader(その2)
Shader "Custom/InstancedColorV2"
{
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
ENDCG
Pass
{
Tags { "RenderType" = "Opaque" "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma multi_compile_fwdbase
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);
}
float4 _Colors[1023]; // Max instanced batch size.
v2f vert(appdata_full v, uint instanceID: SV_InstanceID) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v)
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.color = _Colors[instanceID];
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_instancing
#pragma multi_compile_shadowcaster
struct v2f {
V2F_SHADOW_CASTER;
};
v2f vert_shadow(appdata_base v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v)
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag_shadow(v2f i) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}
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