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
_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
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
// -------------------------------------
// Lightweight Pipeline keywords
// We have no good approach exposed to skip shader variants, e.g, ideally we would like to skip _CASCADE for all puctual lights
// Lightweight combines light classification and shadows keywords to reduce shader variants.
// Lightweight shader library declares defines based on these keywords to avoid having to check them in the shaders
// Core.hlsl defines _MAIN_LIGHT_DIRECTIONAL and _MAIN_LIGHT_SPOT (point lights can't be main light)
// Shadow.hlsl defines _SHADOWS_ENABLED, _SHADOWS_SOFT, _SHADOWS_CASCADE, _SHADOWS_PERSPECTIVE
#pragma multi_compile _ _MAIN_LIGHT_DIRECTIONAL_SHADOW _MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE _MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT _MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT _MAIN_LIGHT_SPOT_SHADOW _MAIN_LIGHT_SPOT_SHADOW_SOFT
#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#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 _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED 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;
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);
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);
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 * facing, IN.viewDir);
float fogFactor = IN.fogFactorAndVertexLight.x;
color += LightingPhysicallyBased(brdfData, mainLight, normalWS * facing, 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
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/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 vert
#pragma fragment frag
#include "LWRP/ShaderLibrary/Core.hlsl"
float4 vert(float4 pos : POSITION) : SV_POSITION
{
return TransformObjectToHClip(pos.xyz);
}
half4 frag() : SV_TARGET
{
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
#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"
CustomEditor "LightweightStandardGUI"
}