Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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#ifndef UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED
#define UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct GrassVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct GrassVertexOutput
{
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128
half3 normal : TEXCOORD3;
half3 viewDir : TEXCOORD4;
half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
#ifdef _MAIN_LIGHT_SHADOWS
float4 shadowCoord : TEXCOORD6;
#endif
half4 color : TEXCOORD7;
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(GrassVertexOutput input, out InputData inputData)
{
inputData.positionWS = input.posWSShininess.xyz;
half3 viewDirWS = input.viewDir;
#if SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
inputData.normalWS = NormalizeNormalPerPixel(input.normal);
inputData.viewDirectionWS = viewDirWS;
#ifdef _MAIN_LIGHT_SHADOWS
inputData.shadowCoord = input.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = input.fogFactorAndVertexLight.x;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
}
void InitializeVertData(GrassVertexInput input, inout GrassVertexOutput vertData)
{
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
vertData.uv = input.texcoord;
vertData.posWSShininess.xyz = vertexInput.positionWS;
vertData.posWSShininess.w = 32;
vertData.clipPos = vertexInput.positionCS;
vertData.viewDir = GetCameraPositionWS() - vertexInput.positionWS;
#if !SHADER_QUALITY_NICE_HINT
vertData.viewDir = SafeNormalize(vertData.viewDir);
#endif
vertData.normal = TransformObjectToWorldNormal(input.normal);
// 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(input.lightmapUV, unity_LightmapST, vertData.lightmapUV);
OUTPUT_SH(vertData.normal, vertData.vertexSH);
half3 vertexLight = VertexLighting(vertexInput.positionWS, vertData.normal.xyz);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
vertData.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _MAIN_LIGHT_SHADOWS
vertData.shadowCoord = GetShadowCoord(vertexInput);
#endif
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Grass: appdata_full usage
// color - .xyz = color, .w = wave scale
// normal - normal
// tangent.xy - billboard extrusion
// texcoord - UV coords
// texcoord1 - 2nd UV coords
GrassVertexOutput WavingGrassVert(GrassVertexInput v)
{
GrassVertexOutput o = (GrassVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
// _WaveAndDistance.z == 0 for MeshLit
float waveAmount = v.color.a * _WaveAndDistance.z;
o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
InitializeVertData(v, o);
return o;
}
GrassVertexOutput WavingGrassBillboardVert(GrassVertexInput v)
{
GrassVertexOutput o = (GrassVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainBillboardGrass (v.vertex, v.tangent.xy);
// wave amount defined by the grass height
float waveAmount = v.tangent.y;
o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
InitializeVertData(v, o);
return o;
}
// Used for StandardSimpleLighting shader
half4 LitPassFragmentGrass(GrassVertexOutput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.uv;
half4 diffuseAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
half3 diffuse = diffuseAlpha.rgb * input.color.rgb;
half alpha = diffuseAlpha.a;
AlphaDiscard(alpha, _Cutoff);
alpha *= input.color.a;
half3 emission = 0;
half4 specularGloss = 0.1;// SampleSpecularSmoothness(uv, diffuseAlpha.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
half shininess = input.posWSShininess.w;
InputData inputData;
InitializeInputData(input, inputData);
half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
return color;
};
struct VertexInput
{
float4 position : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
half4 color : TEXCOORD1;
float4 clipPos : SV_POSITION;
};
VertexOutput DepthOnlyVertex(VertexInput v)
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
// MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
// _WaveAndDistance.z == 0 for MeshLit
float waveAmount = v.color.a * _WaveAndDistance.z;
o.color = TerrainWaveGrass(v.position, waveAmount, v.color);
o.clipPos = TransformObjectToHClip(v.position.xyz);
return o;
}
half4 DepthOnlyFragment(VertexOutput IN) : SV_TARGET
{
Alpha(SampleAlbedoAlpha(IN.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)).a, IN.color, _Cutoff);
return 0;
}
#endif