初始化仓库
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@@ -0,0 +1,91 @@
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Shader "Custom/SimpleInstancedFlash"
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{
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Properties
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{
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_BaseColor ("Base Color", Color) = (1,1,1,1)
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_FlashColor ("Flash Color", Color) = (1,1,1,1) // 闪白颜色
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_FlashAmount ("Flash Amount", Range(0, 1)) = 0 // 0=不闪, 1=全闪
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SubShader
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Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry+10" }
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Name "ForwardLit"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// 开启 GPU Instancing 必须的宏
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID // 1. 输入结构体必须包含 Instance ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID // 2. 输出结构体必须包含 Instance ID
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};
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// 3. 定义 Instancing 缓冲区 (这里定义的数据每个物体都可以不同)
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(float4, _BaseColor)
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UNITY_DEFINE_INSTANCED_PROP(float4, _FlashColor)
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UNITY_DEFINE_INSTANCED_PROP(float, _FlashAmount)
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UNITY_INSTANCING_BUFFER_END(Props)
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Varyings vert(Attributes input)
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{
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Varyings output;
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// 4. 设置 Instance ID
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.positionCS = vertexInput.positionCS;
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, float4(0,0,0,0));
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output.normalWS = normalInput.normalWS;
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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// 5. 片元着色器也要 Setup Instance ID
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UNITY_SETUP_INSTANCE_ID(input);
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// 6. 使用宏读取属性 (代替直接写 _BaseColor)
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float4 baseColor = UNITY_ACCESS_INSTANCED_PROP(Props, _BaseColor);
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float4 flashColor = UNITY_ACCESS_INSTANCED_PROP(Props, _FlashColor);
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float flashAmount = UNITY_ACCESS_INSTANCED_PROP(Props, _FlashAmount);
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// 简单光照计算 (Lambert)
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Light mainLight = GetMainLight();
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float NdotL = saturate(dot(input.normalWS, mainLight.direction));
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float3 lighting = baseColor.rgb * (mainLight.color * NdotL + unity_AmbientSky.rgb); // 加上环境光防止背光全黑
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// 混合闪白效果
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float3 finalColor = lerp(lighting, flashColor.rgb, flashAmount);
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return float4(finalColor, baseColor.a);
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}
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ENDHLSL
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}
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}
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}
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