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359 行
11 KiB
359 行
11 KiB
Shader "PBR Master"
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{
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Properties
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{
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[NoScaleOffset] Texture_CA4EFDF0("Normal", 2D) = "white" {}
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}
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SubShader
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{
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Tags{ "RenderPipeline" = "LightweightPipeline"}
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Tags
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{
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"RenderType"="Opaque"
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"Queue"="Geometry"
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}
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Pass
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{
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Tags{"LightMode" = "LightweightForward"}
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Blend One Zero
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Cull Back
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ZTest LEqual
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ZWrite On
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma target 3.0
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// -------------------------------------
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// Lightweight Pipeline keywords
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// We have no good approach exposed to skip shader variants, e.g, ideally we would like to skip _CASCADE for all puctual lights
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// Lightweight combines light classification and shadows keywords to reduce shader variants.
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// Lightweight shader library declares defines based on these keywords to avoid having to check them in the shaders
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// Core.hlsl defines _MAIN_LIGHT_DIRECTIONAL and _MAIN_LIGHT_SPOT (point lights can't be main light)
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// Shadow.hlsl defines _SHADOWS_ENABLED, _SHADOWS_SOFT, _SHADOWS_CASCADE, _SHADOWS_PERSPECTIVE
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#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
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#pragma multi_compile _ _MAIN_LIGHT_COOKIE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _VERTEX_LIGHTS
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ FOG_LINEAR FOG_EXP2
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED LIGHTMAP_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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// LW doesn't support dynamic GI. So we save 30% shader variants if we assume
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// LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set
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#ifdef DIRLIGHTMAP_COMBINED
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#define LIGHTMAP_ON
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#define _NORMALMAP 1
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#include "LWRP/ShaderLibrary/Core.hlsl"
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#include "LWRP/ShaderLibrary/Lighting.hlsl"
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#include "CoreRP/ShaderLibrary/Color.hlsl"
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#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
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#include "ShaderGraphLibrary/Functions.hlsl"
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TEXTURE2D(Texture_CA4EFDF0); SAMPLER(samplerTexture_CA4EFDF0);
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float4 _SampleTexture2D_C5B52E0_UV;
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float4 _PBRMaster_98E8DF63_Albedo;
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float4 _PBRMaster_98E8DF63_Emission;
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float _PBRMaster_98E8DF63_Metallic;
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float _PBRMaster_98E8DF63_Smoothness;
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float _PBRMaster_98E8DF63_Occlusion;
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float _PBRMaster_98E8DF63_Alpha;
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float _PBRMaster_98E8DF63_AlphaClipThreshold;
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struct SurfaceInputs{
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half4 uv0;
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};
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struct GraphVertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 texcoord0 : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct SurfaceDescription{
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float3 Albedo;
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float3 Normal;
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float3 Emission;
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float Metallic;
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float Smoothness;
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float Occlusion;
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float Alpha;
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float AlphaClipThreshold;
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};
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GraphVertexInput PopulateVertexData(GraphVertexInput v){
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return v;
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}
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SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
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SurfaceDescription surface = (SurfaceDescription)0;
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float4 _SampleTexture2D_C5B52E0_RGBA = SAMPLE_TEXTURE2D(Texture_CA4EFDF0, samplerTexture_CA4EFDF0, IN.uv0.xy);
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_SampleTexture2D_C5B52E0_RGBA.rgb = UnpackNormalmapRGorAG(_SampleTexture2D_C5B52E0_RGBA);
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float _SampleTexture2D_C5B52E0_R = _SampleTexture2D_C5B52E0_RGBA.r;
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float _SampleTexture2D_C5B52E0_G = _SampleTexture2D_C5B52E0_RGBA.g;
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float _SampleTexture2D_C5B52E0_B = _SampleTexture2D_C5B52E0_RGBA.b;
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float _SampleTexture2D_C5B52E0_A = _SampleTexture2D_C5B52E0_RGBA.a;
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surface.Albedo = _PBRMaster_98E8DF63_Albedo;
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surface.Normal = (_SampleTexture2D_C5B52E0_RGBA.xyz);
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surface.Emission = _PBRMaster_98E8DF63_Emission;
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surface.Metallic = _PBRMaster_98E8DF63_Metallic;
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surface.Smoothness = _PBRMaster_98E8DF63_Smoothness;
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surface.Occlusion = _PBRMaster_98E8DF63_Occlusion;
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surface.Alpha = _PBRMaster_98E8DF63_Alpha;
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surface.AlphaClipThreshold = _PBRMaster_98E8DF63_AlphaClipThreshold;
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return surface;
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}
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struct GraphVertexOutput
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{
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float4 clipPos : SV_POSITION;
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float4 lightmapUVOrVertexSH : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
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float4 shadowCoord : TEXCOORD2;
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float3 WorldSpaceNormal : TEXCOORD3;
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float3 WorldSpaceTangent : TEXCOORD4;
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float3 WorldSpaceBiTangent : TEXCOORD5;
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float3 WorldSpaceViewDirection : TEXCOORD6;
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float3 WorldSpacePosition : TEXCOORD7;
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half4 uv0 : TEXCOORD8;
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half4 uv1 : TEXCOORD9;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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GraphVertexOutput vert (GraphVertexInput v)
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{
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v = PopulateVertexData(v);
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GraphVertexOutput o = (GraphVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.WorldSpaceNormal = mul(v.normal,(float3x3)UNITY_MATRIX_I_M);
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o.WorldSpaceTangent = mul((float3x3)UNITY_MATRIX_M,v.tangent);
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o.WorldSpaceBiTangent = normalize(cross(o.WorldSpaceNormal, o.WorldSpaceTangent.xyz) * v.tangent.w);
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o.WorldSpaceViewDirection = SafeNormalize(_WorldSpaceCameraPos.xyz - mul(GetObjectToWorldMatrix(), float4(v.vertex.xyz, 1.0)).xyz);
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o.WorldSpacePosition = mul(UNITY_MATRIX_M,v.vertex);
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o.uv0 = v.texcoord0;
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o.uv1 = v.texcoord1;
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float3 lwWNormal = TransformObjectToWorldNormal(v.normal);
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float3 lwWorldPos = TransformObjectToWorld(v.vertex.xyz);
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float4 clipPos = TransformWorldToHClip(lwWorldPos);
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// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients
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// are packed in lightmapUVOrVertexSH to save interpolator.
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// The following funcions initialize
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OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH);
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OUTPUT_SH(lwWNormal, o.lightmapUVOrVertexSH);
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half3 vertexLight = VertexLighting(lwWorldPos, lwWNormal);
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half fogFactor = ComputeFogFactor(clipPos.z);
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o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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o.clipPos = clipPos;
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#if defined(_SHADOWS_ENABLED) && !defined(_SHADOWS_CASCADE)
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o.shadowCoord = ComputeShadowCoord(lwWorldPos);
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#else
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o.shadowCoord = float4(0, 0, 0, 0);
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#endif
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return o;
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}
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half4 frag (GraphVertexOutput IN) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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float3 WorldSpaceNormal = normalize(IN.WorldSpaceNormal);
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float3 WorldSpaceTangent = IN.WorldSpaceTangent;
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float3 WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
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float3 WorldSpaceViewDirection = normalize(IN.WorldSpaceViewDirection);
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float3 WorldSpacePosition = IN.WorldSpacePosition;
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float4 uv0 = IN.uv0;
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float4 uv1 = IN.uv1;
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SurfaceInputs surfaceInput = (SurfaceInputs)0;
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surfaceInput.uv0 = uv0;
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SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
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float3 Albedo = float3(0.5, 0.5, 0.5);
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float3 Specular = float3(0, 0, 0);
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float Metallic = 1;
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float3 Normal = float3(0, 0, 1);
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float3 Emission = 0;
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float Smoothness = 0.5;
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float Occlusion = 1;
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float Alpha = 1;
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float AlphaClipThreshold = 0;
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Albedo = surf.Albedo;
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Normal = surf.Normal;
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Emission = surf.Emission;
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Metallic = surf.Metallic;
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Smoothness = surf.Smoothness;
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Occlusion = surf.Occlusion;
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Alpha = surf.Alpha;
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AlphaClipThreshold = surf.AlphaClipThreshold;
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InputData inputData;
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inputData.positionWS = WorldSpacePosition;
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#ifdef _NORMALMAP
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inputData.normalWS = TangentToWorldNormal(Normal, WorldSpaceTangent, WorldSpaceBiTangent, WorldSpaceNormal);
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#else
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inputData.normalWS = normalize(WorldSpaceNormal);
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#endif
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#ifdef SHADER_API_MOBILE
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// viewDirection should be normalized here, but we avoid doing it as it's close enough and we save some ALU.
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inputData.viewDirectionWS = WorldSpaceViewDirection;
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#else
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inputData.viewDirectionWS = normalize(WorldSpaceViewDirection);
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#endif
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#ifdef _SHADOWS_ENABLED
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inputData.shadowCoord = IN.shadowCoord;
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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inputData.fogCoord = IN.fogFactorAndVertexLight.x;
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inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
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inputData.bakedGI = SampleGI(IN.lightmapUVOrVertexSH, inputData.normalWS);
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half4 color = LightweightFragmentPBR(
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inputData,
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Albedo,
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Metallic,
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Specular,
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Smoothness,
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Occlusion,
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Emission,
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Alpha);
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// Computes fog factor per-vertex
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ApplyFog(color.rgb, IN.fogFactorAndVertexLight.x);
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#if _AlphaClip
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clip(Alpha - AlphaClipThreshold);
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#endif
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return color;
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}
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ENDHLSL
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}
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Pass
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{
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On ZTest LEqual
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma target 2.0
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
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ENDHLSL
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}
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Pass
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{
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#include "LWRP/ShaderLibrary/Core.hlsl"
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float4 vert(float4 pos : POSITION) : SV_POSITION
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{
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return TransformObjectToHClip(pos.xyz);
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}
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half4 frag() : SV_TARGET
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{
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return 0;
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}
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Tags{"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma vertex LightweightVertexMeta
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#pragma fragment LightweightFragmentMeta
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#pragma shader_feature _SPECULAR_SETUP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICSPECGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature EDITOR_VISUALIZATION
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#pragma shader_feature _SPECGLOSSMAP
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#include "LWRP/ShaderLibrary/LightweightPassMeta.hlsl"
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ENDHLSL
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}
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}
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}
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