fix:风机初始化代码提交
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Shader "Hidden/EnviroApplyShadowsHDRP"
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{
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Properties
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{
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//_MainTex ("Texture", any) = "white" {}
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//_CloudsTex ("Texture", any) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile __ ENVIROHDRP
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#if defined (ENVIROHDRP)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
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struct appdata
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{
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uint vertexID : SV_VertexID;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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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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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID);
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o.uv = GetFullScreenTriangleTexCoord(v.vertexID);
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return o;
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}
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float _Intensity;
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float4 _HandleScales;
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TEXTURE2D_X(_MainTex);
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TEXTURE2D_X(_CloudsTex);
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SAMPLER(sampler_CloudsTex);
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float4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float4 sceneColor = SAMPLE_TEXTURE2D_X_LOD(_MainTex,s_trilinear_clamp_sampler, i.uv, 0);
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float4 cloudTex = SAMPLE_TEXTURE2D_X(_CloudsTex,sampler_CloudsTex, i.uv * _HandleScales.xy);
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float shadowsClouds = saturate(1-(cloudTex.b * _Intensity));
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float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a);
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return final;
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}
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#else
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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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 (appdata v)
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{
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v2f o;
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o.vertex = v.vertex;
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float4 frag (v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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// just invert the colors
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col.rgb = 1 - col.rgb;
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return col;
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}
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#endif
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ENDHLSL
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}
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}
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}
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