unityzgy/Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScreenSpaceReflections.shader
ayuan9957 8cfebcb657 feat: 丘陵地形优化与注册 + 地形材质调整
- 丘陵.unity: 地形材质优化(增大tileSize), 添加枯草2种, 替换树木为杨树+阔叶树, 平滑平坦区域过渡, Splatmap用Perlin噪声平滑混合减少突兀边界, 调整减少黄色层次
- 丘陵注册到程序: AB打包, SAMap.txt, SQLite数据库(替换平原), 本地化XML, 8192x8192地图图片(含绿色起点区域)
- 海岛/沙漠/山地: PermissibleArea MeshRenderer统一禁用, 移除临时砾石道路层
- 山地/海岛/沙漠: 地形材质参数调整
2026-07-29 15:50:34 +08:00

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Shader "Hidden/PostProcessing/ScreenSpaceReflections"
{
// We need to use internal Unity lighting structures and functions for this effect so we have to
// stick to CGPROGRAM instead of HLSLPROGRAM
CGINCLUDE
#include "UnityCG.cginc"
#pragma target 5.0
// Ported from StdLib, we can't include it as it'll conflict with internal Unity includes
struct AttributesDefault
{
float3 vertex : POSITION;
};
struct VaryingsDefault
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoordStereo : TEXCOORD1;
};
VaryingsDefault VertDefault(AttributesDefault v)
{
VaryingsDefault o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = (v.vertex.xy + 1.0) * 0.5;
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
return o;
}
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScreenSpaceReflections.hlsl"
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
// 0 - Test
Pass
{
CGPROGRAM
#pragma vertex VertDefault
#pragma fragment FragTest
ENDCG
}
// 1 - Resolve
Pass
{
CGPROGRAM
#pragma vertex VertDefault
#pragma fragment FragResolve
ENDCG
}
// 2 - Reproject
Pass
{
CGPROGRAM
#pragma vertex VertDefault
#pragma fragment FragReproject
ENDCG
}
// 3 - Composite
Pass
{
CGPROGRAM
#pragma vertex VertDefault
#pragma fragment FragComposite
ENDCG
}
}
}