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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Shader "BoatAttack/LWVegetationShader"
{
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
[ToggleOff] _CorrectNormals("Correct Normals", 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] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
}
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" "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"}
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
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
#pragma shader_feature _NORMALMAP
#define _ALPHATEST_ON 1
#define _METALLICSPECGLOSSMAP 1
#pragma shader_feature _CORRECTNORMALS_OFF
// -------------------------------------
// 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
// 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 "LWRP/ShaderLibrary/InputSurfacePBR.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 = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 posWS = TransformObjectToWorld(v.position.xyz);
o.clipPos = TransformWorldToHClip(posWS);
/////////////////////////////////////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);
//////////////////////////////////////////////////////////////////////////////////////////////////////
posWS = TransformObjectToWorld(v.position.xyz);
o.clipPos = TransformWorldToHClip(posWS);
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);
half fogFactor = ComputeFogFactor(o.clipPos.z);
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);
InputData inputData;
InitializeInputData(IN, surfaceData.normalTS, inputData);
#if !defined(_CORRECTNORMALS_OFF)
inputData.normalWS *= facing;
#endif
half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, min(surfaceData.occlusion, IN.occlusion), surfaceData.emission, surfaceData.alpha);
ApplyFog(color.rgb, inputData.fogCoord);
return color;
}
ENDHLSL
}
Pass
{
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
AlphaToMask On
Cull[_Cull]
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 ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
AlphaToMask On
Cull[_Cull]
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
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "Vegetation.hlsl"
VegetationVertexOutput DepthOnlyVertex(VegetationVertexInput v)
{
VegetationVertexOutput o = (VegetationVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
/////////////////////////////////////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);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.clipPos = TransformObjectToHClip(v.position.xyz);
return o;
}
half4 DepthOnlyFragment(VegetationVertexOutput IN) : SV_TARGET
{
Alpha(SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)).a, _Color, _Cutoff);
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 "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
//CustomEditor "LightweightStandardGUI"
}