Created
June 23, 2017 03:49
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instance rendering example
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Shader "SpaceFramework/PlanetShaderInstance" | |
{ | |
Properties | |
{ | |
_MainTex("Color Texture", 2D) = "white" {} | |
} | |
CGINCLUDE | |
#include "SFCommon.cginc" | |
#include "UnityCG.cginc" | |
StructuredBuffer<SQuadNodeVertex> _Meshes; | |
sampler2D _MainTex; | |
sampler2D _NormalMap; | |
ENDCG | |
SubShader | |
{ | |
Tags{ "RenderType" = "Opaque" } | |
LOD 100 | |
Pass | |
{ | |
//Cull Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_instancing | |
UNITY_INSTANCING_CBUFFER_START(MyProperties) | |
UNITY_DEFINE_INSTANCED_PROP(float, _MeshId) | |
UNITY_INSTANCING_CBUFFER_END | |
struct appdata | |
{ | |
float4 pos : POSITION; | |
uint vertexId: SV_VertexID; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 pos : SV_POSITION; | |
float2 uv: TEXCOORD0; | |
float3 uBase: TEXCOORD1; | |
float3 vBase: TEXCOORD2; | |
}; | |
v2f vert(appdata v) | |
{ | |
v2f o = (v2f)0; | |
UNITY_SETUP_INSTANCE_ID(v); | |
int meshId = (int)UNITY_ACCESS_INSTANCED_PROP(_MeshId); | |
int vId = v.vertexId + meshId * VERTEX_PITCH; | |
SQuadNodeVertex input = _Meshes[vId]; | |
o.pos = UnityObjectToClipPos(input.pos); | |
o.uv = input.uv; | |
//float3 normal = applyRotation(float3(0, 0, 1), input.rot); | |
//o.normal = UnityObjectToWorldDir(normal); | |
o.rot = input.rot; | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
float3 rawN = tex2D(_NormalMap, i.uv); | |
rawN.xy = rawN.xy * 2 - 1; | |
float3 normal = normalize(applyRotation(rawN, i.rot)); | |
return tex2D(_MainTex, i.uv) *saturate(dot(float3(0.732, 0, 0.732), UnityObjectToWorldDir(normal))); | |
} | |
ENDCG | |
} | |
} | |
} |
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