URP光照阴影
结果展示
Shader展示
Shader "GD/Mobile/Diffuse"
{
Properties
{
_BaseMap ("Base (RGB)", 2D) = "white" {
}
_BaseColor ("MainColor", Color) = (1,1,1,1)
_AddMap ("AddMap", 2D) = "white" {
}
_Brightness ("Brightness", Range(1,3)) = 1
_Saturation("Saturation", Range(0.5,3)) = 1
_Contrast("Contrast", Range(0.5,3)) = 1
[HideInInspector]_Cutoff("Cutoff",float)=0.5
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType"="Opaque"
"Queue"="Geometry"
"IgnoreProjector" = "True"
}
Pass
{
Name"URPDiffuse"
Tags{
"LightMode"="UniversalForward"}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _SHADOWS_SOFT