UnlitMetaPass.hlsl 446 B

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  1. #ifndef UNIVERSAL_UNLIT_META_PASS_INCLUDED
  2. #define UNIVERSAL_UNLIT_META_PASS_INCLUDED
  3. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalMetaPass.hlsl"
  4. half4 UniversalFragmentMetaUnlit(Varyings input) : SV_Target
  5. {
  6. MetaInput metaInput = (MetaInput)0;
  7. metaInput.Albedo = _BaseColor.rgb * SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).rgb;
  8. return UniversalFragmentMeta(input, metaInput);
  9. }
  10. #endif