Umbra with stage

This commit is contained in:
Williams
2026-08-07 15:24:54 +02:00
parent 8a5523ff54
commit 1d0ad8f26a
82 changed files with 36368 additions and 0 deletions
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Shader "Kronnect/UmbraScreenSpaceShadows/SimpleShader"
{
Properties
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[MainTexture] _BaseMap ("Base Map", 2D) = "white" {}
[MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
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#pragma fragment Fragment
#pragma target 2.0
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
float4 _BaseColor;
CBUFFER_END
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
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struct Varyings
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float4 positionHCS : SV_POSITION;
float4 shadowCoord : TEXCOORD0;
float2 uv : TEXCOORD1;
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Varyings Vertex(Attributes input)
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Varyings output;
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output.uv = input.uv * _BaseMap_ST.xy + _BaseMap_ST.zw;
return output;
}
half4 Fragment(Varyings input) : SV_Target
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half shadowAtten = MainLightRealtimeShadow(input.shadowCoord);
half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
return _BaseColor * baseMap * shadowAtten;
}
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