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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359 行
11 KiB

Shader "PBR Master"
{
Properties
{
[NoScaleOffset] Texture_CA4EFDF0("Normal", 2D) = "white" {}
}
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
// 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
#pragma vertex vert
#pragma fragment frag
#define _NORMALMAP 1
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
TEXTURE2D(Texture_CA4EFDF0); SAMPLER(samplerTexture_CA4EFDF0);
float4 _SampleTexture2D_C5B52E0_UV;
float4 _PBRMaster_98E8DF63_Albedo;
float4 _PBRMaster_98E8DF63_Emission;
float _PBRMaster_98E8DF63_Metallic;
float _PBRMaster_98E8DF63_Smoothness;
float _PBRMaster_98E8DF63_Occlusion;
float _PBRMaster_98E8DF63_Alpha;
float _PBRMaster_98E8DF63_AlphaClipThreshold;
struct SurfaceInputs{
half4 uv0;
};
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_C5B52E0_RGBA = SAMPLE_TEXTURE2D(Texture_CA4EFDF0, samplerTexture_CA4EFDF0, IN.uv0.xy);
_SampleTexture2D_C5B52E0_RGBA.rgb = UnpackNormalmapRGorAG(_SampleTexture2D_C5B52E0_RGBA);
float _SampleTexture2D_C5B52E0_R = _SampleTexture2D_C5B52E0_RGBA.r;
float _SampleTexture2D_C5B52E0_G = _SampleTexture2D_C5B52E0_RGBA.g;
float _SampleTexture2D_C5B52E0_B = _SampleTexture2D_C5B52E0_RGBA.b;
float _SampleTexture2D_C5B52E0_A = _SampleTexture2D_C5B52E0_RGBA.a;
surface.Albedo = _PBRMaster_98E8DF63_Albedo;
surface.Normal = (_SampleTexture2D_C5B52E0_RGBA.xyz);
surface.Emission = _PBRMaster_98E8DF63_Emission;
surface.Metallic = _PBRMaster_98E8DF63_Metallic;
surface.Smoothness = _PBRMaster_98E8DF63_Smoothness;
surface.Occlusion = _PBRMaster_98E8DF63_Occlusion;
surface.Alpha = _PBRMaster_98E8DF63_Alpha;
surface.AlphaClipThreshold = _PBRMaster_98E8DF63_AlphaClipThreshold;
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;
#if defined(_SHADOWS_ENABLED) && !defined(_SHADOWS_CASCADE)
o.shadowCoord = ComputeShadowCoord(lwWorldPos);
#else
o.shadowCoord = float4(0, 0, 0, 0);
#endif
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
#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 = 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
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 "Packages/com.unity.render-pipelines.lightweight/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 "Packages/com.unity.render-pipelines.lightweight/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 _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 "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/LightweightPassMeta.hlsl"
ENDHLSL
}
}
}