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
{
_BaseMap("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" {}
_BendStrength("Bend Strength", Range(0.00, 0.20)) = 0.05
}
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" = "UniversalPipeline" "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" = "UniversalForward"}
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 _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
#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 "Packages/com.unity.render-pipelines.lightweight/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.bitangent.w);
inputData.normalWS = normalize(TransformTangentToWorld(normalTS, half3x3(IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz)));
#else
half3 viewDir = IN.viewDir;
inputData.normalWS = TransformObjectToWorldNormal(IN.normal);
#endif
inputData.viewDirectionWS = viewDir;
#if defined(_MAIN_LIGHT_SHADOWS)
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 input)
{
VegetationVertexOutput output = (VegetationVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.uv.xy = input.texcoord;
#if _VERTEXANIMATION
/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
float4 objectOrigin = UNITY_MATRIX_M[1];
input.positionOS = VegetationDeformation(input.positionOS, objectOrigin.xyz, input.normalOS, input.color.x, input.color.z, input.color.y, _BendStrength);
//////////////////////////////////////////////////////////////////////////////////////////////////////
#endif
VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS);
VertexNormalInputs vertexTBN = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 vertexLight = VertexLighting(vertexPosition.positionWS, output.normal.xyz);
half fogFactor = ComputeFogFactor(vertexPosition.positionCS.z);
half3 viewDir = GetCameraPositionWS() - vertexPosition.positionWS;
output.clipPos = vertexPosition.positionCS;
#ifdef _NORMALMAP
output.normal = half4(vertexTBN.normalWS, viewDir.x);
output.tangent = half4(vertexTBN.tangentWS, viewDir.y);
output.bitangent = half4(vertexTBN.bitangentWS, viewDir.z);
#else
output.normal = vertexTBN.normalWS;
output.viewDir = viewDir;
#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(input.lightmapUV, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(output.normal.xyz, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(_MAIN_LIGHT_SHADOWS)
output.shadowCoord = GetShadowCoord(vertexPosition);
#endif
output.occlusion = input.color.a;
return output;
}
//frag
half4 LitPassFragment(VegetationVertexOutput IN, half facing : VFACE) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(IN.uv.xy, surfaceData);
surfaceData.occlusion = IN.occlusion;
InputData inputData;
InitializeInputData(IN, surfaceData.normalTS, inputData);
#if _CORRECTNORMALS
inputData.normalWS *= facing;
#endif
half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(IN.clipPos.xyz, unity_LODFade.x);
#endif
//return half4(inputData.normalWS.xyz, 1);
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
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
#pragma shader_feature _VERTEXANIMATION
//--------------------------------------
// 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 "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Vegetation.hlsl"
VegetationVertexOutput DepthOnlyVertex(VegetationVertexInput input)
{
VegetationVertexOutput output = (VegetationVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _VERTEXANIMATION
/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
float4 objectOrigin = UNITY_MATRIX_M[1];
input.positionOS = VegetationDeformation(input.positionOS, objectOrigin.xyz, input.normalOS, input.color.x, input.color.z, input.color.y, _BendStrength);
#endif
VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS);
output.uv.xy = input.texcoord;
output.clipPos = vertexPosition.positionCS;
return output;
}
half4 DepthOnlyFragment(VegetationVertexOutput IN) : SV_TARGET
{
half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
clip(alpha - _Cutoff);
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(IN.clipPos.xyz, unity_LODFade.x);
#endif
return 1;
}
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 UniversalVertexMeta
#pragma fragment UniversalFragmentMeta
#define _METALLICSPECGLOSSMAP 1
#pragma shader_feature _SPECGLOSSMAP
#include "InputSurfaceVegetation.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}