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Small tweaks, removed unneeded shaders and variants

/main
Andre McGrail 6 年前
当前提交
40418733
共有 17 个文件被更改,包括 873 次插入1736 次删除
  1. 2
      Assets/Objects/environment/Trees/Materials/Softvegetation.mat
  2. 35
      Assets/Objects/environment/Trees/Prefabs/Bush_Large_01.prefab
  3. 2
      Assets/Scripts/Effects/LODLightmaps.cs
  4. 113
      Assets/Shaders/CustomTerrain.ShaderGraph
  5. 63
      Assets/Shaders/LWVegetationShader.shader
  6. 3
      Assets/Shaders/PackedPBR.ShaderGraph
  7. 7
      Assets/Textures/Island/Materials/BushTest.mat
  8. 385
      Assets/scenes/Island.unity
  9. 677
      Assets/scenes/Testing/WaterPerf.unity
  10. 52
      Assets/Shaders/LWDitheredVegetation.ShaderGraph
  11. 10
      Assets/Shaders/LWDitheredVegetation.ShaderGraph.meta
  12. 9
      Assets/Shaders/LWSoftVegetationShader.shader.meta
  13. 502
      Assets/Shaders/dumpingGround.shader
  14. 9
      Assets/Shaders/dumpingGround.shader.meta
  15. 372
      Assets/Shaders/LWSoftVegetationShader.shader
  16. 359
      Assets/Shaders/NewUnlitShader.shader
  17. 9
      Assets/Shaders/NewUnlitShader.shader.meta

2
Assets/Objects/environment/Trees/Materials/Softvegetation.mat


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35
Assets/Objects/environment/Trees/Prefabs/Bush_Large_01.prefab


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2
Assets/Scripts/Effects/LODLightmaps.cs


using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(LODGroup))]
[RequireComponent(typeof(LODGroup))][ExecuteInEditMode]
public class LODLightmaps : MonoBehaviour {
LODGroup _lodGrp;

113
Assets/Shaders/CustomTerrain.ShaderGraph
文件差异内容过多而无法显示
查看文件

63
Assets/Shaders/LWVegetationShader.shader


Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
AlphaToMask On
Cull Off
HLSLPROGRAM

// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#define _ALPHATEST_ON 1
#define _METALLICSPECGLOSSMAP 1
#pragma shader_feature _SPECULAR_SETUP
// -------------------------------------
// Lightweight Pipeline keywords

// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
//#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
//--------------------------------------

#pragma vertex VegetationVertex
#pragma fragment LitPassFragment
// struct VegetationVertexInput
// {
// float4 vertex : POSITION;
// float3 normal : NORMAL;
// float4 tangent : TANGENT;
// float2 texcoord : TEXCOORD0;
// float2 lightmapUV : TEXCOORD1;
// float4 color : COLOR;
// UNITY_VERTEX_INPUT_INSTANCE_ID
// };
// struct VegetationVertexOutput
// {
// float3 uv : TEXCOORD0;//z holds vert AO
// float4 lightmapUVOrVertexSH : TEXCOORD1; // holds either lightmapUV or vertex SH. depending on LIGHTMAP_ON
// float3 positionWS : TEXCOORD2;
// half3 normal : TEXCOORD3;
// #if _NORMALMAP
// half3 tangent : TEXCOORD4;
// half3 binormal : TEXCOORD5;
// #endif
// half3 viewDir : TEXCOORD6;
// half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
// float4 clipPos : SV_POSITION;
// half occlusion : TEXCOORD8;
// UNITY_VERTEX_INPUT_INSTANCE_ID
// };
// UNITY_INSTANCING_BUFFER_START(Props)
// UNITY_DEFINE_INSTANCED_PROP(half4, _Position)
// UNITY_INSTANCING_BUFFER_END(Props)
void InitializeInputData(VegetationVertexOutput IN, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;

ZWrite On
ZTest LEqual
AlphaToMask On
Cull[_Cull]
HLSLPROGRAM

// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#define _ALPHATEST_ON 1
//--------------------------------------
// GPU Instancing

ZWrite On
ColorMask 0
AlphaToMask On
Cull[_Cull]
HLSLPROGRAM

// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#define _ALPHATEST_ON 1
//--------------------------------------
// GPU Instancing

#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMeta
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#define _METALLICSPECGLOSSMAP 1
#pragma shader_feature EDITOR_VISUALIZATION
#pragma shader_feature _SPECGLOSSMAP

3
Assets/Shaders/PackedPBR.ShaderGraph
文件差异内容过多而无法显示
查看文件

7
Assets/Textures/Island/Materials/BushTest.mat


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385
Assets/scenes/Island.unity


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52
Assets/Shaders/LWDitheredVegetation.ShaderGraph
文件差异内容过多而无法显示
查看文件

10
Assets/Shaders/LWDitheredVegetation.ShaderGraph.meta


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9
Assets/Shaders/LWSoftVegetationShader.shader.meta


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502
Assets/Shaders/dumpingGround.shader


Shader "PBR Master"
{
Properties
{
[NoScaleOffset] Texture_4CCF661D("splat01", 2D) = "white" {}
[NoScaleOffset] Texture_E3D097C6("Bush", 2D) = "white" {}
[NoScaleOffset] Texture_2D2A40E("BushNormal", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderPipeline" = "LightweightPipeline"}
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Pass
{
Tags{"LightMode" = "LightweightForward"}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _SHADOWS_ENABLED
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
TEXTURE2D(Texture_4CCF661D); SAMPLER(samplerTexture_4CCF661D);
TEXTURE2D(Texture_E3D097C6); SAMPLER(samplerTexture_E3D097C6);
TEXTURE2D(Texture_2D2A40E); SAMPLER(samplerTexture_2D2A40E);
struct SurfaceInputs{
float3 ObjectSpaceNormal;
float3 TangentSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpacePosition;
};
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SurfaceDescription{
float3 Albedo;
float3 Normal;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
};
GraphVertexInput PopulateVertexData(GraphVertexInput v){
return v;
}
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
float _Split_67AEB824_R = IN.WorldSpacePosition[0];
float _Split_67AEB824_G = IN.WorldSpacePosition[1];
float _Split_67AEB824_B = IN.WorldSpacePosition[2];
float _Split_67AEB824_A = 0;
float4 _Combine_77E891A3_RGBA;
float3 _Combine_77E891A3_RGB;
float2 _Combine_77E891A3_RG;
Unity_Combine_float(_Split_67AEB824_R, _Split_67AEB824_B, 0, 0, _Combine_77E891A3_RGBA, _Combine_77E891A3_RGB, _Combine_77E891A3_RG);
float4 _SampleTexture2D_DC0075E6_RGBA = SAMPLE_TEXTURE2D(Texture_E3D097C6, samplerTexture_E3D097C6, _Combine_77E891A3_RG);
float _SampleTexture2D_DC0075E6_R = _SampleTexture2D_DC0075E6_RGBA.r;
float _SampleTexture2D_DC0075E6_G = _SampleTexture2D_DC0075E6_RGBA.g;
float _SampleTexture2D_DC0075E6_B = _SampleTexture2D_DC0075E6_RGBA.b;
float _SampleTexture2D_DC0075E6_A = _SampleTexture2D_DC0075E6_RGBA.a;
surface.Albedo = (_SampleTexture2D_DC0075E6_RGBA.xyz);
surface.Normal = IN.TangentSpaceNormal;
surface.Emission = IsGammaSpace() ? float3(0, 0, 0) : SRGBToLinear(float3(0, 0, 0));
surface.Metallic = 0;
surface.Smoothness = 0.5;
surface.Occlusion = 1;
surface.Alpha = 1;
surface.AlphaClipThreshold = 0;
return surface;
}
struct GraphVertexOutput
{
float4 clipPos : SV_POSITION;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 0);
half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
#ifdef _SHADOWS_ENABLED
float4 shadowCoord : TEXCOORD2;
#endif
float3 WorldSpaceNormal : TEXCOORD3;
float3 WorldSpaceTangent : TEXCOORD4;
float3 WorldSpaceBiTangent : TEXCOORD5;
float3 WorldSpaceViewDirection : TEXCOORD6;
float3 WorldSpacePosition : TEXCOORD7;
half4 uv1 : TEXCOORD8;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);
GraphVertexOutput o = (GraphVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.WorldSpaceNormal = mul(v.normal,(float3x3)UNITY_MATRIX_I_M);
o.WorldSpaceTangent = mul((float3x3)UNITY_MATRIX_M,v.tangent);
o.WorldSpaceBiTangent = normalize(cross(o.WorldSpaceNormal, o.WorldSpaceTangent.xyz) * v.tangent.w);
o.WorldSpaceViewDirection = SafeNormalize(_WorldSpaceCameraPos.xyz - mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1.0)).xyz);
o.WorldSpacePosition = mul(UNITY_MATRIX_M,v.vertex);
o.uv1 = v.texcoord1;
float3 lwWNormal = TransformObjectToWorldNormal(v.normal);
float3 lwWorldPos = TransformObjectToWorld(v.vertex.xyz);
float4 clipPos = TransformWorldToHClip(lwWorldPos);
// We either sample GI from lightmap or SH.
// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
// see DECLARE_LIGHTMAP_OR_SH macro.
// The following funcions initialize the correct variable with correct data
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(lwWNormal, o.vertexSH);
half3 vertexLight = VertexLighting(lwWorldPos, lwWNormal);
half fogFactor = ComputeFogFactor(clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
o.clipPos = clipPos;
#ifdef _SHADOWS_ENABLED
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else
o.shadowCoord = TransformWorldToShadowCoord(posWS);
#endif
#endif
return o;
}
half4 frag (GraphVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
float3 WorldSpaceNormal = normalize(IN.WorldSpaceNormal);
float3 WorldSpaceTangent = IN.WorldSpaceTangent;
float3 WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
float3 WorldSpaceViewDirection = normalize(IN.WorldSpaceViewDirection);
float3 WorldSpacePosition = IN.WorldSpacePosition;
float3x3 tangentSpaceTransform = float3x3(WorldSpaceTangent,WorldSpaceBiTangent,WorldSpaceNormal);
float3 ObjectSpaceNormal = mul(WorldSpaceNormal,(float3x3)UNITY_MATRIX_M);
float3 TangentSpaceNormal = mul(WorldSpaceNormal,(float3x3)tangentSpaceTransform);
float3 ObjectSpaceTangent = mul((float3x3)UNITY_MATRIX_I_M,WorldSpaceTangent);
float3 ObjectSpaceBiTangent = mul((float3x3)UNITY_MATRIX_I_M,WorldSpaceBiTangent);
float4 uv1 = IN.uv1;
SurfaceInputs surfaceInput = (SurfaceInputs)0;
surfaceInput.ObjectSpaceNormal = ObjectSpaceNormal;
surfaceInput.TangentSpaceNormal = TangentSpaceNormal;
surfaceInput.ObjectSpaceTangent = ObjectSpaceTangent;
surfaceInput.ObjectSpaceBiTangent = ObjectSpaceBiTangent;
surfaceInput.WorldSpacePosition = WorldSpacePosition;
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
float3 Albedo = float3(0.5, 0.5, 0.5);
float3 Specular = float3(0, 0, 0);
float Metallic = 1;
float3 Normal = float3(0, 0, 1);
float3 Emission = 0;
float Smoothness = 0.5;
float Occlusion = 1;
float Alpha = 1;
float AlphaClipThreshold = 0;
Albedo = surf.Albedo;
Normal = surf.Normal;
Emission = surf.Emission;
Metallic = surf.Metallic;
Smoothness = surf.Smoothness;
Occlusion = surf.Occlusion;
Alpha = surf.Alpha;
AlphaClipThreshold = surf.AlphaClipThreshold;
InputData inputData;
inputData.positionWS = WorldSpacePosition;
#ifdef _NORMALMAP
inputData.normalWS = TangentToWorldNormal(Normal, WorldSpaceTangent, WorldSpaceBiTangent, WorldSpaceNormal);
#else
#if !SHADER_HINT_NICE_QUALITY
inputData.normalWS = WorldSpaceNormal;
#else
inputData.normalWS = normalize(WorldSpaceNormal);
#endif
#endif
#if !SHADER_HINT_NICE_QUALITY
// viewDirection should be normalized here, but we avoid doing it as it's close enough and we save some ALU.
inputData.viewDirectionWS = WorldSpaceViewDirection;
#else
inputData.viewDirectionWS = normalize(WorldSpaceViewDirection);
#endif
#ifdef _SHADOWS_ENABLED
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
half4 color = LightweightFragmentPBR(
inputData,
Albedo,
Metallic,
Specular,
Smoothness,
Occlusion,
Emission,
Alpha);
// Computes fog factor per-vertex
ApplyFog(color.rgb, IN.fogFactorAndVertexLight.x);
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
return color;
}
ENDHLSL
}
Pass
{
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull Back
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
Cull Back
ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature EDITOR_VISUALIZATION
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMeta
#pragma shader_feature _SPECGLOSSMAP
// new
//#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMetaCommon.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
//#include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl"
TEXTURE2D(Texture_4CCF661D); SAMPLER(samplerTexture_4CCF661D);
TEXTURE2D(Texture_E3D097C6); SAMPLER(samplerTexture_E3D097C6);
TEXTURE2D(Texture_2D2A40E); SAMPLER(samplerTexture_2D2A40E);
struct SurfaceInputs{
float3 ObjectSpaceNormal;
float3 TangentSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpacePosition;
};
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SurfaceDescription{
float3 Albedo;
float3 Normal;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
};
GraphVertexInput PopulateVertexData(GraphVertexInput v){
return v;
}
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
float _Split_67AEB824_R = IN.WorldSpacePosition[0];
float _Split_67AEB824_G = IN.WorldSpacePosition[1];
float _Split_67AEB824_B = IN.WorldSpacePosition[2];
float _Split_67AEB824_A = 0;
float4 _Combine_77E891A3_RGBA;
float3 _Combine_77E891A3_RGB;
float2 _Combine_77E891A3_RG;
Unity_Combine_float(_Split_67AEB824_R, _Split_67AEB824_B, 0, 0, _Combine_77E891A3_RGBA, _Combine_77E891A3_RGB, _Combine_77E891A3_RG);
float4 _SampleTexture2D_DC0075E6_RGBA = SAMPLE_TEXTURE2D(Texture_E3D097C6, samplerTexture_E3D097C6, _Combine_77E891A3_RG);
float _SampleTexture2D_DC0075E6_R = _SampleTexture2D_DC0075E6_RGBA.r;
float _SampleTexture2D_DC0075E6_G = _SampleTexture2D_DC0075E6_RGBA.g;
float _SampleTexture2D_DC0075E6_B = _SampleTexture2D_DC0075E6_RGBA.b;
float _SampleTexture2D_DC0075E6_A = _SampleTexture2D_DC0075E6_RGBA.a;
surface.Albedo = (_SampleTexture2D_DC0075E6_RGBA.xyz);
surface.Normal = IN.TangentSpaceNormal;
surface.Emission = IsGammaSpace() ? float3(0, 0, 0) : SRGBToLinear(float3(0, 0, 0));
surface.Metallic = 0;
surface.Smoothness = 0.5;
surface.Occlusion = 1;
surface.Alpha = 1;
surface.AlphaClipThreshold = 0;
return surface;
}
// new
half4 LightweightFragmentMeta(MetaVertexOuput IN) : SV_Target
{
float4 uv0 = float4(IN.uv, 0, 0);
SurfaceInputs surfaceInput = (SurfaceInputs)0;
surfaceInput.ObjectSpaceNormal = ObjectSpaceNormal;
surfaceInput.TangentSpaceNormal = TangentSpaceNormal;
surfaceInput.ObjectSpaceTangent = ObjectSpaceTangent;
surfaceInput.ObjectSpaceBiTangent = ObjectSpaceBiTangent;
surfaceInput.WorldSpacePosition = WorldSpacePosition;
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
float3 Albedo = float3(0.5, 0.5, 0.5);
float3 Specular = float3(0, 0, 0);
float Metallic = 1;
float3 Normal = float3(0, 0, 1);
float3 Emission = 0;
float Smoothness = 0.5;
float Occlusion = 1;
float Alpha = 1;
float AlphaClipThreshold = 0;
Albedo = surf.Albedo;
Normal = surf.Normal;
Emission = surf.Emission;
Metallic = surf.Metallic;
Smoothness = surf.Smoothness;
Occlusion = surf.Occlusion;
Alpha = surf.Alpha;
AlphaClipThreshold = surf.AlphaClipThreshold;
MetaInput o;
o.Albedo = surf.Albedo;
o.SpecularColor = 0;
o.Emission = surf.Emission;
return MetaFragment(o);
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}

9
Assets/Shaders/dumpingGround.shader.meta


fileFormatVersion: 2
guid: 241213a2f4dea44e59579a119fdad932
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

372
Assets/Shaders/LWSoftVegetationShader.shader


Shader "BoatAttack/LWSoftVegetationShader"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
// Blending state
[HideInInspector] _Mode("__mode", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
SubShader
{
// Lightweight Pipeline tag is required. If Lightweight pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Lightweight Pipeline and Builtin Unity Pipeline
Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
// Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Lightweight Pipeline
Tags{"LightMode" = "LightweightForward"}
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
#pragma prefer_hlslcc gles
#pragma target 3.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#define _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ FOG_LINEAR FOG_EXP2
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// LW doesn't support dynamic GI. So we save 30% shader variants if we assume
// LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set
#ifdef DIRLIGHTMAP_COMBINED
#define LIGHTMAP_ON
#endif
// Including the following two function is enought for shading with Lightweight Pipeline. Everything is included in them.
// Core.hlsl will include SRP shader library, all constant buffers not related to materials (perobject, percamera, perframe).
// It also includes matrix/space conversion functions and fog.
// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions
// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows.
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#pragma vertex VegetationVertex
#pragma fragment LitPassFragment
float4 SmoothCurve( float4 x ) {
return x * x *( 3.0 - 2.0 * x );
}
float4 TriangleWave( float4 x ) {
return abs( frac( x + 0.5 ) * 2.0 - 1.0 );
}
float4 SmoothTriangleWave( float4 x ) {
return SmoothCurve( TriangleWave( x ) );
}
struct LightweightVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VegetationVertexOutput
{
float3 uv : TEXCOORD0;//z holds vert AO
float4 lightmapUVOrVertexSH : TEXCOORD1; // holds either lightmapUV or vertex SH. depending on LIGHTMAP_ON
float3 positionWS : TEXCOORD2;
half3 normal : TEXCOORD3;
#if _NORMALMAP
half3 tangent : TEXCOORD4;
half3 binormal : TEXCOORD5;
#endif
half3 viewDir : TEXCOORD6;
half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
float4 clipPos : SV_POSITION;
half occlusion : TEXCOORD8;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// Not required but included here for simplicity. This defines all material related constants for the Standard surface shader like _Color, _MainTex, and so on.
// These are specific to this shader. You should define your own constants.
#include "LWRP/ShaderLibrary/InputSurface.hlsl"
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(half4, _Position)
UNITY_INSTANCING_BUFFER_END(Props)
//vert
VegetationVertexOutput VegetationVertex(LightweightVertexInput v)
{
VegetationVertexOutput o = (VegetationVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
// Pretty much same as builtin Unity shader library.
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
// SRP shader library adds some functions to convert between spaces.
// TransformObjectToHClip and some other functions are defined.
o.positionWS = TransformObjectToWorld(v.vertex.xyz);
o.clipPos = TransformWorldToHClip(o.positionWS);
/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
//half phaseOffset = UNITY_ACCESS_INSTANCED_PROP(Props, _PhaseOffset);
float4 objectOrigin = UNITY_ACCESS_INSTANCED_PROP(Props, _Position);
///////Main Bending
float fBendScale = 0.05;//main bend opacity
float fLength = length(v.vertex.xyz);//distance to origin
float2 vWind = float2(sin(_Time.y + objectOrigin.x) * 0.1, sin(_Time.y + objectOrigin.z) * 0.1);//wind direction
// Bend factor - Wind variation is done on the CPU.
float fBF = v.vertex.y * fBendScale;
// Smooth bending factor and increase its nearby height limit.
fBF += 1.0;
fBF *= fBF;
fBF = fBF * fBF - fBF;
// Displace position
float3 vNewPos = v.vertex.xyz;
vNewPos.xz += vWind.xy * fBF;
// Rescale
v.vertex.xyz = normalize(vNewPos.xyz) * fLength;
////////Detail blending
float fSpeed = 0.25;//leaf occil
float fDetailFreq = 0.3;//detail leaf occil
float fEdgeAtten = v.color.x;//leaf stiffness(red)
float fDetailAmp = 0.1;//leaf edge amplitude of movement
float fBranchAtten = 1 - v.color.z;//branch stiffness(blue)
float fBranchAmp = 1.5;//branch amplitude of movement
float fBranchPhase = v.color.y * 3.3;//leaf phase(green)
// Phases (object, vertex, branch)
float fObjPhase = dot(objectOrigin.xyz, 1);
fBranchPhase += fObjPhase;
float fVtxPhase = dot(v.vertex.xyz, v.color.y + fBranchPhase);
// x is used for edges; y is used for branches
float2 vWavesIn = _Time.y + float2(fVtxPhase, fBranchPhase );
// 1.975, 0.793, 0.375, 0.193 are good frequencies
float4 vWaves = (frac( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0 ) * fSpeed * fDetailFreq;
vWaves = SmoothTriangleWave( vWaves );
float2 vWavesSum = vWaves.xz + vWaves.yw;
// Edge (xy) and branch bending (z)
v.vertex.xyz += vWavesSum.xyx * float3(fEdgeAtten * fDetailAmp * v.normal.x, fBranchAtten * fBranchAmp, fEdgeAtten * fDetailAmp * v.normal.z);
//////////////////////////////////////////////////////////////////////////////////////////////////////
o.positionWS = TransformObjectToWorld(v.vertex.xyz);
o.clipPos = TransformWorldToHClip(o.positionWS);
o.viewDir = SafeNormalize(_WorldSpaceCameraPos - o.positionWS);
// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal
#ifdef _NORMALMAP
OutputTangentToWorld(v.tangent, v.normal, o.tangent, o.binormal, o.normal);
#else
o.normal = TransformObjectToWorldNormal(v.normal);
#endif
// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients
// are packed in lightmapUVOrVertexSH to save interpolator.
// The following funcions initialize
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUVOrVertexSH);
OUTPUT_SH(o.normal, o.lightmapUVOrVertexSH);
half3 vertexLight = VertexLighting(o.positionWS, o.normal);
half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
o.occlusion = v.color.a;
return o;
}
//frag
half4 LitPassFragment(VegetationVertexOutput IN, half facing : VFACE) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(IN.uv.xy, surfaceData);
#if _NORMALMAP
half3 normalWS = TangentToWorldNormal(surfaceData.normalTS, IN.tangent, IN.binormal, IN.normal);
#else
half3 normalWS = normalize(IN.normal);
#endif
half3 bakedGI = SampleSH(normalWS);
surfaceData.albedo *= IN.occlusion;
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
Light mainLight = GetMainLight(IN.positionWS);
half3 color = GlobalIllumination(brdfData, bakedGI, surfaceData.occlusion, normalWS, IN.viewDir);
float fogFactor = IN.fogFactorAndVertexLight.x;
color += LightingPhysicallyBased(brdfData, mainLight, normalWS, IN.viewDir);
// Computes fog factor per-vertex
ApplyFog(color.rgb, fogFactor);
return half4(color, surfaceData.alpha);
}
ENDHLSL
}
Pass
{
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMeta
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature EDITOR_VISUALIZATION
#pragma shader_feature _SPECGLOSSMAP
#include "LWRP/ShaderLibrary/LightweightPassMeta.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}

359
Assets/Shaders/NewUnlitShader.shader


Shader "PBR Master"
{
Properties
{
[NoScaleOffset] Texture_AE91C5C2("Albedo_Roughness", 2D) = "white" {}
[NoScaleOffset] Texture_DE8BF47E("Normal_AO", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderPipeline" = "LightweightPipeline"}
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Pass
{
Tags{"LightMode" = "LightweightForward"}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ FOG_LINEAR FOG_EXP2
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#define _NORMALMAP 1
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
TEXTURE2D(Texture_AE91C5C2); SAMPLER(samplerTexture_AE91C5C2);
TEXTURE2D(Texture_DE8BF47E); SAMPLER(samplerTexture_DE8BF47E);
struct SurfaceInputs{
half4 uv0;
};
void Unity_Subtract_float4(float4 A, float4 B, out float4 Out)
{
Out = A - B;
}
void Unity_Multiply_float (float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SurfaceDescription{
float3 Albedo;
float3 Normal;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
};
GraphVertexInput PopulateVertexData(GraphVertexInput v){
return v;
}
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
float4 _SampleTexture2D_903562CE_RGBA = SAMPLE_TEXTURE2D(Texture_AE91C5C2, samplerTexture_AE91C5C2, IN.uv0.xy);
float _SampleTexture2D_903562CE_R = _SampleTexture2D_903562CE_RGBA.r;
float _SampleTexture2D_903562CE_G = _SampleTexture2D_903562CE_RGBA.g;
float _SampleTexture2D_903562CE_B = _SampleTexture2D_903562CE_RGBA.b;
float _SampleTexture2D_903562CE_A = _SampleTexture2D_903562CE_RGBA.a;
float4 _SampleTexture2D_D53F4AE6_RGBA = SAMPLE_TEXTURE2D(Texture_DE8BF47E, samplerTexture_DE8BF47E, IN.uv0.xy);
float _SampleTexture2D_D53F4AE6_R = _SampleTexture2D_D53F4AE6_RGBA.r;
float _SampleTexture2D_D53F4AE6_G = _SampleTexture2D_D53F4AE6_RGBA.g;
float _SampleTexture2D_D53F4AE6_B = _SampleTexture2D_D53F4AE6_RGBA.b;
float _SampleTexture2D_D53F4AE6_A = _SampleTexture2D_D53F4AE6_RGBA.a;
float4 _Subtract_2BA4AC9D_Out;
Unity_Subtract_float4(_SampleTexture2D_D53F4AE6_RGBA, float4(0.5, 0.5, 0.5, 0.5), _Subtract_2BA4AC9D_Out);
float4 _Multiply_2407F12D_Out;
Unity_Multiply_float(_Subtract_2BA4AC9D_Out, float4(2, 2, 2, 0), _Multiply_2407F12D_Out);
surface.Albedo = (_SampleTexture2D_903562CE_RGBA.xyz);
surface.Normal = (_Multiply_2407F12D_Out.xyz);
surface.Emission = IsGammaSpace() ? float3(0, 0, 0) : SRGBToLinear(float3(0, 0, 0));
surface.Metallic = 0;
surface.Smoothness = _SampleTexture2D_903562CE_A;
surface.Occlusion = _SampleTexture2D_D53F4AE6_A;
surface.Alpha = 1;
surface.AlphaClipThreshold = 0;
return surface;
}
struct GraphVertexOutput
{
float4 clipPos : SV_POSITION;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 0);
half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
float4 shadowCoord : TEXCOORD2;
float3 WorldSpaceNormal : TEXCOORD3;
float3 WorldSpaceTangent : TEXCOORD4;
float3 WorldSpaceBiTangent : TEXCOORD5;
float3 WorldSpaceViewDirection : TEXCOORD6;
float3 WorldSpacePosition : TEXCOORD7;
half4 uv0 : TEXCOORD8;
half4 uv1 : TEXCOORD9;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);
GraphVertexOutput o = (GraphVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.WorldSpaceNormal = mul(v.normal,(float3x3)UNITY_MATRIX_I_M);
o.WorldSpaceTangent = mul((float3x3)UNITY_MATRIX_M,v.tangent);
o.WorldSpaceBiTangent = normalize(cross(o.WorldSpaceNormal, o.WorldSpaceTangent.xyz) * v.tangent.w);
o.WorldSpaceViewDirection = SafeNormalize(_WorldSpaceCameraPos.xyz - mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1.0)).xyz);
o.WorldSpacePosition = mul(UNITY_MATRIX_M,v.vertex);
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
float3 lwWNormal = TransformObjectToWorldNormal(v.normal);
float3 lwWorldPos = TransformObjectToWorld(v.vertex.xyz);
float4 clipPos = TransformWorldToHClip(lwWorldPos);
// We either sample GI from lightmap or SH.
// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
// see DECLARE_LIGHTMAP_OR_SH macro.
// The following funcions initialize the correct variable with correct data
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(lwWNormal, o.vertexSH);
half3 vertexLight = VertexLighting(lwWorldPos, lwWNormal);
half fogFactor = ComputeFogFactor(clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
o.clipPos = clipPos;
o.shadowCoord = ComputeShadowCoord(o.clipPos);
return o;
}
half4 frag (GraphVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
float3 WorldSpaceNormal = normalize(IN.WorldSpaceNormal);
float3 WorldSpaceTangent = IN.WorldSpaceTangent;
float3 WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
float3 WorldSpaceViewDirection = normalize(IN.WorldSpaceViewDirection);
float3 WorldSpacePosition = IN.WorldSpacePosition;
float4 uv0 = IN.uv0;
float4 uv1 = IN.uv1;
SurfaceInputs surfaceInput = (SurfaceInputs)0;
surfaceInput.uv0 = uv0;
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
float3 Albedo = float3(0.5, 0.5, 0.5);
float3 Specular = float3(0, 0, 0);
float Metallic = 1;
float3 Normal = float3(0, 0, 1);
float3 Emission = 0;
float Smoothness = 0.5;
float Occlusion = 1;
float Alpha = 1;
float AlphaClipThreshold = 0;
Albedo = surf.Albedo;
Normal = surf.Normal;
Emission = surf.Emission;
Metallic = surf.Metallic;
Smoothness = surf.Smoothness;
Occlusion = surf.Occlusion;
Alpha = surf.Alpha;
AlphaClipThreshold = surf.AlphaClipThreshold;
InputData inputData;
inputData.positionWS = WorldSpacePosition;
#ifdef _NORMALMAP
inputData.normalWS = TangentToWorldNormal(Normal, WorldSpaceTangent, WorldSpaceBiTangent, WorldSpaceNormal);
#else
#if !SHADER_HINT_NICE_QUALITY
inputData.normalWS = WorldSpaceNormal;
#else
inputData.normalWS = normalize(WorldSpaceNormal);
#endif
#endif
#if !SHADER_HINT_NICE_QUALITY
// viewDirection should be normalized here, but we avoid doing it as it's close enough and we save some ALU.
inputData.viewDirectionWS = WorldSpaceViewDirection;
#else
inputData.viewDirectionWS = normalize(WorldSpaceViewDirection);
#endif
inputData.shadowCoord = IN.shadowCoord;
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
half4 color = LightweightFragmentPBR(
inputData,
Albedo,
Metallic,
Specular,
Smoothness,
Occlusion,
Emission,
Alpha);
// Computes fog factor per-vertex
ApplyFog(color.rgb, IN.fogFactorAndVertexLight.x);
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
return color;
}
ENDHLSL
}
Pass
{
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull Back
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMeta
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature EDITOR_VISUALIZATION
#pragma shader_feature _SPECGLOSSMAP
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}

9
Assets/Shaders/NewUnlitShader.shader.meta


fileFormatVersion: 2
guid: 7935162ae16ed4d9ca189f532a35c367
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
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