From 12e228583a65052aff28140a9402e5f0b0940629 Mon Sep 17 00:00:00 2001 From: LunarEclipse <949886@qq.com> Date: Tue, 24 Sep 2024 02:41:27 +0800 Subject: [PATCH] fix: [URP] Tiling and Offset values not work on the ui image when using a Material with URP Shaders in Unity 6 --- .../Shaders/2D/Sprite-Lit-Default.shader | 3 ++- .../Shaders/2D/Sprite-Unlit-Default.shader | 3 ++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Lit-Default.shader b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Lit-Default.shader index 970bac7efb8..89cd4c4158a 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Lit-Default.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Lit-Default.shader @@ -247,6 +247,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. CBUFFER_START( UnityPerMaterial ) half4 _Color; + float4 _MainTex_ST; CBUFFER_END Varyings UnlitVertex(Attributes attributes) @@ -261,7 +262,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" #if defined(DEBUG_DISPLAY) o.positionWS = TransformObjectToWorld(attributes.positionOS); #endif - o.uv = attributes.uv; + o.uv = TRANSFORM_TEX(attributes.uv, _MainTex); o.color = attributes.color * _Color * unity_SpriteColor; return o; } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader index ae87a2594a4..182f5e9e21e 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader @@ -155,6 +155,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default" // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. CBUFFER_START( UnityPerMaterial ) half4 _Color; + float4 _MainTex_ST; CBUFFER_END Varyings UnlitVertex(Attributes attributes) @@ -169,7 +170,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default" #if defined(DEBUG_DISPLAY) o.positionWS = TransformObjectToWorld(attributes.positionOS); #endif - o.uv = attributes.uv; + o.uv = TRANSFORM_TEX(attributes.uv, _MainTex); o.color = attributes.color * _Color * unity_SpriteColor; return o; }