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- #ifndef UNLIT_INCLUDED
- #define UNLIT_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
- half4 UniversalFragmentUnlit(InputData inputData, SurfaceData surfaceData)
- {
- half3 albedo = surfaceData.albedo;
- #if defined(DEBUG_DISPLAY)
- half4 debugColor;
- if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
- {
- return debugColor;
- }
- #endif
- half4 finalColor = half4(albedo + surfaceData.emission, surfaceData.alpha);
- return finalColor;
- }
- // Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments.
- half4 UniversalFragmentUnlit(InputData inputData, half3 color, half alpha)
- {
- SurfaceData surfaceData;
- surfaceData.albedo = color;
- surfaceData.alpha = alpha;
- surfaceData.emission = 0;
- surfaceData.metallic = 0;
- surfaceData.occlusion = 1;
- surfaceData.smoothness = 1;
- surfaceData.specular = 0;
- surfaceData.clearCoatMask = 0;
- surfaceData.clearCoatSmoothness = 1;
- surfaceData.normalTS = half3(0, 0, 1);
- return UniversalFragmentUnlit(inputData, surfaceData);
- }
- #endif
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