Procedural Drawing

This commit is contained in:
2021-01-31 14:03:48 +08:00
parent a64346ee62
commit 2f409b3606
12 changed files with 419 additions and 24 deletions

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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
StructuredBuffer<float3> _Positions;
#endif
float _Step;
void ConfigureProcedural()
{
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
float3 position = _Positions[unity_InstanceID];
unity_ObjectToWorld = 0.0;
unity_ObjectToWorld._m03_m13_m23_m33 = float4(position, 1.0);
unity_ObjectToWorld._m00_m11_m22 = _Step;
#endif
}
void ShaderGraphFunction_float (float3 In, out float3 Out) {
Out = In;
}
void ShaderGraphFunction_half (half3 In, out half3 Out) {
Out = In;
}

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Shader "Graph/Point Surface GPU"
{
Properties
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SubShader
{
CGPROGRAM
#pragma surface ConfigureSurface Standard fullforwardshadows addshadow
#pragma instancing_options assumeuniformscaling procedural:ConfigureProcedural
#pragma editor_sync_compilation
#pragma target 4.5
#include "Point GPU.hlsl"
struct Input
{
float3 worldPos;
};
float _Smoothness;
void ConfigureSurface(Input input, inout SurfaceOutputStandard surface)
{
surface.Albedo = saturate(input.worldPos * 0.5 + 0.5);
surface.Smoothness = _Smoothness;
}
ENDCG
}
FallBack "Diffuse"
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