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Description

Description

You will find inside Assets/Ressources/Materials the shader files needed for the tutorial

  • SolidColor is a simple vertex and pixel shader which output a single color for each fragment
  • GeometryShader is a simple geometry shader which will make the underlying geometry grows over time, also apply a smooth gradient based on 2 input properties inside the editor.
  • SolidWithShadow same as SolidColor but add an extra include file at the end which will allow the mesh to cast a shadow on the scene, the codes came from a default ShaderGraph file, see in Shader graph's editor "View Generated Shader"

Preview

            HLSLPROGRAM
            // List all the attributes needed in your shader (will be passed to the vertex shader)
            // you can see the complete list of these attributes in VaryingMesh.hlsl
            #define ATTRIBUTES_NEED_TEXCOORD0
            #define ATTRIBUTES_NEED_NORMAL
            #define ATTRIBUTES_NEED_TANGENT

            // List all the varyings needed in your fragment shader
            #define VARYINGS_NEED_TEXCOORD0
            #define VARYINGS_NEED_TANGENT_TO_WORLD
            
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"

            float4 _ColorMap_ST;
            float4 _Color;

            PackedVaryingsType Vert(AttributesMesh inputMesh)
            {
                VaryingsType varyingsType;
                varyingsType.vmesh = VertMesh(inputMesh);
                return PackVaryingsType(varyingsType);
            }

            float4 Frag(PackedVaryingsToPS packedInput) : SV_Target
            {

                float4 outColor = float4(0.0, 0.2, 0.8, 1.0);
                return outColor;
            }

            #pragma vertex Vert
            #pragma fragment Frag

            ENDHLSL

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