78 lines
1.8 KiB
Plaintext
78 lines
1.8 KiB
Plaintext
Shader "Hidden/GPUInstancer/Billboard/AlbedoBake"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Cutoff("Cutoff" , Range(0,1)) = 0.3
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_GPUIBillboardBrightness("Brightness", Range(0, 1)) = 0.5
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_GPUIBillboardCutoffOverride("Cutoff Override", Range(0, 1)) = 0.0
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_IsLinearSpace("Add Gama Correction", Float) = 0.0
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}
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SubShader
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{
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "../Include/GPUIBillboardInclude.cginc"
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sampler2D _MainTex;
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float _Cutoff;
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float4 _Color;
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float _GPUIBillboardBrightness;
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float _GPUIBillboardCutoffOverride;
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float _IsLinearSpace;
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (float4 vertex : POSITION, float2 uv : TEXCOORD0)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(vertex);
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o.uv = uv.xy;
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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if (_GPUIBillboardCutoffOverride > 0.0){
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_Cutoff = _GPUIBillboardCutoffOverride;
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}
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float4 c = tex2D(_MainTex, i.uv);
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clip(c.a-_Cutoff); // discard if below cutoff
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if (_Color.r > 0 || _Color.g > 0 || _Color.b > 0){
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c.rgb = saturate(c * _Color).rgb;
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}
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c.a = 1; // set the non-discarded pixels back to full alpha
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// Adjust brightness
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float brightness = _GPUIBillboardBrightness * 2 - 1;
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//float channelValue = max(0, sign(brightness));
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//c.rgb = lerp (c.rgb, channelValue, abs(brightness));
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c.rgb += c.rgb * brightness; // more like contrast.
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// Account fot gamma correction if necessary
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return c * (1 - _IsLinearSpace) + (_IsLinearSpace * float4(LinearToGamma(c.rgb), 1));
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}
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ENDCG
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}
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}
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}
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