Shader "BoatAttack/LWVegetationShader" { Properties { _MainTex("Albedo", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Gloss("Gloss", Range(0.0, 1.0)) = 0.5 [Toggle(_CORRECTNORMALS)] _CorrectNormals("Correct Normals", Float) = 1.0 [Toggle(_VERTEXANIMATION)] _VertexAnimation("Vertex Animation", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} } 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" "IgnoreProjector" = "True"} // ------------------------------------------------------------------ // 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"} ZWrite On AlphaToMask On 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 exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #define _ALPHATEST_ON 1 #pragma shader_feature _NORMALMAP #pragma shader_feature _CORRECTNORMALS #pragma shader_feature _VERTEXANIMATION // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ _SHADOWS_ENABLED #pragma multi_compile _ _LOCAL_SHADOWS_ENABLED #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _SHADOWS_CASCADE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile_fog #pragma multi_compile _ LOD_FADE_CROSSFADE //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // 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" // 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 "InputSurfaceVegetation.hlsl" #include "Vegetation.hlsl" #pragma vertex VegetationVertex #pragma fragment LitPassFragment void InitializeInputData(VegetationVertexOutput IN, half3 normalTS, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = IN.posWS; #ifdef _NORMALMAP half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w); inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz); #else half3 viewDir = IN.viewDir; inputData.normalWS = FragmentNormalWS(IN.normal); #endif inputData.viewDirectionWS = FragmentViewDirWS(viewDir); #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); } //vert VegetationVertexOutput VegetationVertex(VegetationVertexInput v) { VegetationVertexOutput o = (VegetationVertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.uv.xy = v.texcoord; float3 posWS = TransformObjectToWorld(v.position.xyz); o.clipPos = TransformWorldToHClip(posWS); #if _VERTEXANIMATION /////////////////////////////////////vegetation stuff////////////////////////////////////////////////// float3 objectOrigin = UNITY_ACCESS_INSTANCED_PROP(Props, _Position).xyz; v.position.xyz = VegetationDeformation(v.position.xyz, objectOrigin, v.normal, v.color.x, v.color.z, v.color.y); ////////////////////////////////////////////////////////////////////////////////////////////////////// posWS = TransformObjectToWorld(v.position.xyz); o.clipPos = TransformWorldToHClip(posWS); #endif half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - posWS); #ifdef _NORMALMAP o.normal.w = viewDir.x; o.tangent.w = viewDir.y; o.binormal.w = viewDir.z; #else o.viewDir = viewDir; #endif // initializes o.normal and if _NORMALMAP also o.tangent and o.binormal OUTPUT_NORMAL(v, o); // 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.lightmapUV); OUTPUT_SH(o.normal.xyz, o.vertexSH); half3 vertexLight = VertexLighting(o.posWS, o.normal.xyz); #if defined(FOG_EXP) half fogFactor = ComputeGlobalFogFactor(posWS); #else half fogFactor = ComputeFogFactor(o.clipPos.z); #endif o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #ifdef _SHADOWS_ENABLED #if SHADOWS_SCREEN o.shadowCoord = ComputeShadowCoord(o.clipPos); #else o.shadowCoord = TransformWorldToShadowCoord(posWS); #endif #endif 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, surfaceData); surfaceData.occlusion = IN.occlusion; InputData inputData; InitializeInputData(IN, surfaceData.normalTS, inputData); #if _CORRECTNORMALS inputData.normalWS *= facing; surfaceData.albedo *= lerp(half3(0.4, 1.6, 0.4), 1, (facing * 0.5 + 0.5)); #endif half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); ApplyFog(color.rgb, inputData.fogCoord); #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group LODDitheringTransition(IN.clipPos, unity_LODFade.x); #endif return color; } ENDHLSL } Pass { Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual AlphaToMask On Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #define _ALPHATEST_ON 1 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex ShadowPassVegetationVertex #pragma fragment ShadowPassVegetationFragment #include "InputSurfaceVegetation.hlsl" #include "ShadowPassVegetation.hlsl" ENDHLSL } Pass { Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 AlphaToMask On Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #define _ALPHATEST_ON 1 #pragma shader_feature _VERTEXANIMATION //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #include "InputSurfaceVegetation.hlsl" #include "LWRP/ShaderLibrary/Core.hlsl" #include "Vegetation.hlsl" VegetationVertexOutput DepthOnlyVertex(VegetationVertexInput v) { VegetationVertexOutput o = (VegetationVertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); #if _VERTEXANIMATION /////////////////////////////////////vegetation stuff////////////////////////////////////////////////// //half phaseOffset = UNITY_ACCESS_INSTANCED_PROP(Props, _PhaseOffset); float3 objectOrigin = UNITY_ACCESS_INSTANCED_PROP(Props, _Position).xyz; v.position.xyz = VegetationDeformation(v.position.xyz, objectOrigin, v.normal, v.color.x, v.color.z, v.color.y); #endif o.uv.xy = v.texcoord; o.clipPos = TransformObjectToHClip(v.position.xyz); return o; } half4 DepthOnlyFragment(VegetationVertexOutput IN) : SV_TARGET { half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)).a; clip(alpha - _Cutoff); #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group LODDitheringTransition(IN.clipPos, unity_LODFade.x); #endif return 0; } 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 #define _METALLICSPECGLOSSMAP 1 #pragma shader_feature EDITOR_VISUALIZATION #pragma shader_feature _SPECGLOSSMAP #include "InputSurfaceVegetation.hlsl" #include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl" ENDHLSL } } FallBack "Hidden/InternalErrorShader" }