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ZHGD_Web/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/BillboardAlbedoBake_GPUI.shader
2025-07-13 23:16:20 +08:00

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