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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350 行
10 KiB

Shader "BoatAttack/PackedPBR"
{
Properties
{
[NoScaleOffset] _MainTex("Albedo_Roughness", 2D) = "white" {}
[NoScaleOffset] Texture_DE8BF47E("Normal_AO", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags{ "RenderPipeline" = "LightweightPipeline"}
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Pass
{
Tags{"LightMode" = "LightweightForward"}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 3.0
// -------------------------------------
// Lightweight Pipeline keywords
#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 _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#define _NORMALMAP 1
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(Texture_DE8BF47E); SAMPLER(samplerTexture_DE8BF47E);
struct SurfaceInputs{
half4 uv0;
};
void Unity_Subtract_float4(float4 A, float4 B, out float4 Out)
{
Out = A - B;
}
void Unity_Multiply_float (float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SurfaceDescription{
float3 Albedo;
float3 Normal;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
};
GraphVertexInput PopulateVertexData(GraphVertexInput v){
return v;
}
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
float4 _SampleTexture2D_903562CE_RGBA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv0.xy);
float _SampleTexture2D_903562CE_R = _SampleTexture2D_903562CE_RGBA.r;
float _SampleTexture2D_903562CE_G = _SampleTexture2D_903562CE_RGBA.g;
float _SampleTexture2D_903562CE_B = _SampleTexture2D_903562CE_RGBA.b;
float _SampleTexture2D_903562CE_A = _SampleTexture2D_903562CE_RGBA.a;
float4 _SampleTexture2D_D53F4AE6_RGBA = SAMPLE_TEXTURE2D(Texture_DE8BF47E, samplerTexture_DE8BF47E, IN.uv0.xy);
float _SampleTexture2D_D53F4AE6_R = _SampleTexture2D_D53F4AE6_RGBA.r;
float _SampleTexture2D_D53F4AE6_G = _SampleTexture2D_D53F4AE6_RGBA.g;
float _SampleTexture2D_D53F4AE6_B = _SampleTexture2D_D53F4AE6_RGBA.b;
float _SampleTexture2D_D53F4AE6_A = _SampleTexture2D_D53F4AE6_RGBA.a;
float4 _Subtract_2BA4AC9D_Out;
Unity_Subtract_float4(_SampleTexture2D_D53F4AE6_RGBA, float4(0.5, 0.5, 0.5, 0.5), _Subtract_2BA4AC9D_Out);
float4 _Multiply_2407F12D_Out;
Unity_Multiply_float(_Subtract_2BA4AC9D_Out, float4(2, 2, 2, 0), _Multiply_2407F12D_Out);
surface.Albedo = (_SampleTexture2D_903562CE_RGBA.xyz);
surface.Normal = (_Multiply_2407F12D_Out.xyz);
surface.Emission = IsGammaSpace() ? float3(0, 0, 0) : SRGBToLinear(float3(0, 0, 0));
surface.Metallic = 0;
surface.Smoothness = _SampleTexture2D_903562CE_A;
surface.Occlusion = _SampleTexture2D_D53F4AE6_A;
surface.Alpha = 1;
surface.AlphaClipThreshold = 0;
return surface;
}
struct GraphVertexOutput
{
float4 clipPos : SV_POSITION;
float4 lightmapUVOrVertexSH : TEXCOORD0;
half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
float4 shadowCoord : TEXCOORD2;
float3 WorldSpaceNormal : TEXCOORD3;
float3 WorldSpaceTangent : TEXCOORD4;
float3 WorldSpaceBiTangent : TEXCOORD5;
float3 WorldSpaceViewDirection : TEXCOORD6;
float3 WorldSpacePosition : TEXCOORD7;
half4 uv0 : TEXCOORD8;
half4 uv1 : TEXCOORD9;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);
GraphVertexOutput o = (GraphVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.WorldSpaceNormal = mul(v.normal,(float3x3)UNITY_MATRIX_I_M);
o.WorldSpaceTangent = mul((float3x3)UNITY_MATRIX_M,v.tangent);
o.WorldSpaceBiTangent = normalize(cross(o.WorldSpaceNormal, o.WorldSpaceTangent.xyz) * v.tangent.w);
o.WorldSpaceViewDirection = SafeNormalize(_WorldSpaceCameraPos.xyz - mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1.0)).xyz);
o.WorldSpacePosition = mul(UNITY_MATRIX_M,v.vertex);
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
float3 lwWNormal = TransformObjectToWorldNormal(v.normal);
float3 lwWorldPos = TransformObjectToWorld(v.vertex.xyz);
float4 clipPos = TransformWorldToHClip(lwWorldPos);
// 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.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH);
OUTPUT_SH(lwWNormal, o.lightmapUVOrVertexSH);
half3 vertexLight = VertexLighting(lwWorldPos, lwWNormal);
half fogFactor = ComputeFogFactor(clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
o.clipPos = clipPos;
o.shadowCoord = ComputeShadowCoord(o.clipPos);
return o;
}
half4 frag (GraphVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
float3 WorldSpaceNormal = normalize(IN.WorldSpaceNormal);
float3 WorldSpaceTangent = IN.WorldSpaceTangent;
float3 WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
float3 WorldSpaceViewDirection = normalize(IN.WorldSpaceViewDirection);
float3 WorldSpacePosition = IN.WorldSpacePosition;
float4 uv0 = IN.uv0;
float4 uv1 = IN.uv1;
SurfaceInputs surfaceInput = (SurfaceInputs)0;
surfaceInput.uv0 = uv0;
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
float3 Albedo = float3(0.5, 0.5, 0.5);
float3 Specular = float3(0, 0, 0);
float Metallic = 1;
float3 Normal = float3(0, 0, 1);
float3 Emission = 0;
float Smoothness = 0.5;
float Occlusion = 1;
float Alpha = 1;
float AlphaClipThreshold = 0;
Albedo = surf.Albedo;
Normal = surf.Normal;
Emission = surf.Emission;
Metallic = surf.Metallic;
Smoothness = surf.Smoothness;
Occlusion = surf.Occlusion;
Alpha = surf.Alpha;
AlphaClipThreshold = surf.AlphaClipThreshold;
InputData inputData;
inputData.positionWS = WorldSpacePosition;
#ifdef _NORMALMAP
inputData.normalWS = TangentToWorldNormal(Normal, WorldSpaceTangent, WorldSpaceBiTangent, WorldSpaceNormal);
#else
inputData.normalWS = normalize(WorldSpaceNormal);
#endif
#ifdef SHADER_API_MOBILE
// viewDirection should be normalized here, but we avoid doing it as it's close enough and we save some ALU.
inputData.viewDirectionWS = WorldSpaceViewDirection;
#else
inputData.viewDirectionWS = normalize(WorldSpaceViewDirection);
#endif
inputData.shadowCoord = IN.shadowCoord;
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SampleGI(IN.lightmapUVOrVertexSH, inputData.normalWS);
half4 color = LightweightFragmentPBR(
inputData,
Albedo,
Metallic,
Specular,
Smoothness,
Occlusion,
Emission,
Alpha);
// Computes fog factor per-vertex
ApplyFog(color.rgb, IN.fogFactorAndVertexLight.x);
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
return color;
}
ENDHLSL
}
Pass
{
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull Back
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
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
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 LightweightFragmentMetaSimple
#pragma shader_feature _SPECULAR_SETUP
#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"
}