4
2

Delete article

Deleted articles cannot be recovered.

Draft of this article would be also deleted.

Are you sure you want to delete this article?

More than 3 years have passed since last update.

UniversalRP 2D Rendererで3Dモデルを正しく表示する

Last updated at Posted at 2020-05-09

UniversalPP 2D のScriptable RP Settingに3Dオブジェクトを乗せた時に

浮いてしまったり、

スクリーンショット 2020-05-09 20.40.46.png

表裏関係がおかしくなってしまっていたのですが、

スクリーンショット 2020-05-09 20.43.09.png

Sprite-Litのシェーダーを改変して、3Dモデルが破綻なく表示されるようにしました。

movie.gif

Sprite-Lit-3D.shader
Shader "Universal Render Pipeline/2D/Sprite-Lit-3D"
{
    Properties
    {
        [MainTexture] _MainTex("Diffuse", 2D) = "white" {}
        [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
        [HDR] _EmissionColor("Emission", Color) = (0,0,0,0)
        _MaskTex("Mask", 2D) = "white" {}
        _NormalMap("Normal Map", 2D) = "bump" {}

        // Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
        [HideInInspector] _Color("Tint", Color) = (1,1,1,1)
        [HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
        [HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
        [HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
        [HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
    }

    HLSLINCLUDE
    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
    ENDHLSL

    SubShader
    {
        Tags {"Queue" = "Geometry" "RenderType" = "Opacue" "RenderPipeline" = "UniversalPipeline" }

        Blend SrcAlpha OneMinusSrcAlpha
        Cull Back
        ZWrite On

        Pass
        {
            Tags { "LightMode" = "Universal2D" }
            HLSLPROGRAM
            #pragma prefer_hlslcc gles
            #pragma vertex CombinedShapeLightVertex
            #pragma fragment CombinedShapeLightFragment
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
            #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __

            struct Attributes
            {
                float3 positionOS   : POSITION;
                float4 color        : COLOR;
                float2  uv           : TEXCOORD0;
            };

            struct Varyings
            {
                float4  positionCS  : SV_POSITION;
                float4  color       : COLOR;
                float2	uv          : TEXCOORD0;
                float2	lightingUV  : TEXCOORD1;
            };

            #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);
            TEXTURE2D(_MaskTex);
            SAMPLER(sampler_MaskTex);
            TEXTURE2D(_NormalMap);
            SAMPLER(sampler_NormalMap);
            half4 _MainTex_ST;
            half4 _NormalMap_ST;
            half4 _BaseColor;
            half4 _EmissionColor;

            #if USE_SHAPE_LIGHT_TYPE_0
            SHAPE_LIGHT(0)
            #endif

            #if USE_SHAPE_LIGHT_TYPE_1
            SHAPE_LIGHT(1)
            #endif

            #if USE_SHAPE_LIGHT_TYPE_2
            SHAPE_LIGHT(2)
            #endif

            #if USE_SHAPE_LIGHT_TYPE_3
            SHAPE_LIGHT(3)
            #endif

            Varyings CombinedShapeLightVertex(Attributes v)
            {
                Varyings o = (Varyings)0;

                o.positionCS = TransformObjectToHClip(v.positionOS);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                float4 clipVertex = o.positionCS / o.positionCS.w;
                o.lightingUV = ComputeScreenPos(clipVertex).xy;
                o.color = v.color * _BaseColor;
                return o;
            }

            #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"

            half4 CombinedShapeLightFragment(Varyings i) : SV_Target
            {
                half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);

                return CombinedShapeLightShared(main, mask, i.lightingUV)+main*_EmissionColor;
            }
            ENDHLSL
        }

        Pass
        {
            Tags { "LightMode" = "NormalsRendering"}
            HLSLPROGRAM
            #pragma prefer_hlslcc gles
            #pragma vertex NormalsRenderingVertex
            #pragma fragment NormalsRenderingFragment

            struct Attributes
            {
                float3 positionOS   : POSITION;
                float4 color		: COLOR;
                float2 uv			: TEXCOORD0;
                float4 tangent      : TANGENT;
            };

            struct Varyings
            {
                float4  positionCS		: SV_POSITION;
                float4  color			: COLOR;
                float2	uv				: TEXCOORD0;
                float3  normalWS		: TEXCOORD1;
                float3  tangentWS		: TEXCOORD2;
                float3  bitangentWS		: TEXCOORD3;
            };

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);
            TEXTURE2D(_NormalMap);
            SAMPLER(sampler_NormalMap);
            float4 _NormalMap_ST;  // Is this the right way to do this?

            Varyings NormalsRenderingVertex(Attributes attributes)
            {
                Varyings o = (Varyings)0;

                o.positionCS = TransformObjectToHClip(attributes.positionOS);
                o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap);
                o.uv = attributes.uv;
                o.color = attributes.color;
                o.normalWS = TransformObjectToWorldDir(attributes.positionOS);
                o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz);
                o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w;
                return o;
            }

            #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"

            float4 NormalsRenderingFragment(Varyings i) : SV_Target
            {
                float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv));
                return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz);
            }
            ENDHLSL
        }
        Pass
        {
            Tags { "LightMode" = "UniversalForward" "Queue"="Geometry" "RenderType"="Opacue"}

            HLSLPROGRAM
            #pragma prefer_hlslcc gles
            #pragma vertex UnlitVertex
            #pragma fragment UnlitFragment

            struct Attributes
            {
                float3 positionOS   : POSITION;
                float4 color		: COLOR;
                float2 uv			: TEXCOORD0;
            };

            struct Varyings
            {
                float4  positionCS		: SV_POSITION;
                float4  color			: COLOR;
                float2	uv				: TEXCOORD0;
            };

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);
            float4 _MainTex_ST;

            Varyings UnlitVertex(Attributes attributes)
            {
                Varyings o = (Varyings)0;

                o.positionCS = TransformObjectToHClip(attributes.positionOS);
                o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
                o.uv = attributes.uv;
                o.color = attributes.color;
                return o;
            }

            float4 UnlitFragment(Varyings i) : SV_Target
            {
                float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                return mainTex;
            }
            ENDHLSL
        }
    }

    FallBack "Universal Render Pipeline/Unlit"
}
4
2
0

Register as a new user and use Qiita more conveniently

  1. You get articles that match your needs
  2. You can efficiently read back useful information
  3. You can use dark theme
What you can do with signing up
4
2

Delete article

Deleted articles cannot be recovered.

Draft of this article would be also deleted.

Are you sure you want to delete this article?