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310 行
13 KiB
310 行
13 KiB
Shader "BoatAttack/LWVegetationShader"
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{
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Properties
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{
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_BaseMap("Albedo", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Gloss("Gloss", Range(0.0, 1.0)) = 0.5
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[Toggle(_CORRECTNORMALS)] _CorrectNormals("Correct Normals", Float) = 1.0
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[Toggle(_VERTEXANIMATION)] _VertexAnimation("Vertex Animation", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_BendStrength("Bend Strength", Range(0.00, 0.20)) = 0.05
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}
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SubShader
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{
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// Lightweight Pipeline tag is required. If Lightweight pipeline is not set in the graphics settings
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// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
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// material work with both Lightweight Pipeline and Builtin Unity Pipeline
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
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// ------------------------------------------------------------------
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// Base forward pass (directional light, emission, lightmaps, ...)
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Pass
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{
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// Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Lightweight Pipeline
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Tags{"LightMode" = "UniversalForward"}
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ZWrite On
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AlphaToMask On
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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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// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#define _ALPHATEST_ON 1
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _CORRECTNORMALS
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#pragma shader_feature _VERTEXANIMATION
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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// -------------------------------------
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// Unity defined keywords
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//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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//#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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// Including the following two function is enought for shading with Lightweight Pipeline. Everything is included in them.
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// Core.hlsl will include SRP shader library, all constant buffers not related to materials (perobject, percamera, perframe).
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// It also includes matrix/space conversion functions and fog.
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// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions
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// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows.
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//#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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// Not required but included here for simplicity. This defines all material related constants for the Standard surface shader like _Color, _MainTex, and so on.
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// These are specific to this shader. You should define your own constants.
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#include "InputSurfaceVegetation.hlsl"
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#include "Vegetation.hlsl"
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#pragma vertex VegetationVertex
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#pragma fragment LitPassFragment
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void InitializeInputData(VegetationVertexOutput IN, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = IN.posWS;
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#ifdef _NORMALMAP
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half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.bitangent.w);
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inputData.normalWS = normalize(TransformTangentToWorld(normalTS, half3x3(IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz)));
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#else
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half3 viewDir = IN.viewDir;
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inputData.normalWS = TransformObjectToWorldNormal(IN.normal);
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#endif
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inputData.viewDirectionWS = viewDir;
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#if defined(_MAIN_LIGHT_SHADOWS)
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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 = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
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}
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//vert
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VegetationVertexOutput VegetationVertex(VegetationVertexInput input)
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{
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VegetationVertexOutput output = (VegetationVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.uv.xy = input.texcoord;
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#if _VERTEXANIMATION
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/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
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float4 objectOrigin = UNITY_MATRIX_M[1];
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input.positionOS = VegetationDeformation(input.positionOS, objectOrigin.xyz, input.normalOS, input.color.x, input.color.z, input.color.y, _BendStrength);
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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#endif
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VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS);
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VertexNormalInputs vertexTBN = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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half3 vertexLight = VertexLighting(vertexPosition.positionWS, output.normal.xyz);
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half fogFactor = ComputeFogFactor(vertexPosition.positionCS.z);
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half3 viewDir = GetCameraPositionWS() - vertexPosition.positionWS;
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output.clipPos = vertexPosition.positionCS;
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#ifdef _NORMALMAP
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output.normal = half4(vertexTBN.normalWS, viewDir.x);
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output.tangent = half4(vertexTBN.tangentWS, viewDir.y);
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output.bitangent = half4(vertexTBN.bitangentWS, viewDir.z);
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#else
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output.normal = vertexTBN.normalWS;
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output.viewDir = viewDir;
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#endif
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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(input.lightmapUV, unity_LightmapST, output.lightmapUV);
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OUTPUT_SH(output.normal.xyz, output.vertexSH);
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#if defined(_MAIN_LIGHT_SHADOWS)
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output.shadowCoord = GetShadowCoord(vertexPosition);
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#endif
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output.occlusion = input.color.a;
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return output;
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}
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//frag
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half4 LitPassFragment(VegetationVertexOutput IN, half facing : VFACE) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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SurfaceData surfaceData;
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InitializeStandardLitSurfaceData(IN.uv.xy, surfaceData);
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surfaceData.occlusion = IN.occlusion;
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InputData inputData;
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InitializeInputData(IN, surfaceData.normalTS, inputData);
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#if _CORRECTNORMALS
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inputData.normalWS *= facing;
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#endif
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half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
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LODDitheringTransition(IN.clipPos.xyz, unity_LODFade.x);
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#endif
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//return half4(inputData.normalWS.xyz, 1);
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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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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ZTest LEqual
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AlphaToMask On
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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 exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#define _ALPHATEST_ON 1
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#pragma shader_feature _VERTEXANIMATION
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex ShadowPassVegetationVertex
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#pragma fragment ShadowPassVegetationFragment
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#include "InputSurfaceVegetation.hlsl"
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#include "ShadowPassVegetation.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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AlphaToMask On
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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 exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#define _ALPHATEST_ON 1
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#pragma shader_feature _VERTEXANIMATION
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#include "InputSurfaceVegetation.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Vegetation.hlsl"
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VegetationVertexOutput DepthOnlyVertex(VegetationVertexInput input)
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{
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VegetationVertexOutput output = (VegetationVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if _VERTEXANIMATION
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/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
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float4 objectOrigin = UNITY_MATRIX_M[1];
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input.positionOS = VegetationDeformation(input.positionOS, objectOrigin.xyz, input.normalOS, input.color.x, input.color.z, input.color.y, _BendStrength);
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#endif
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VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS);
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output.uv.xy = input.texcoord;
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output.clipPos = vertexPosition.positionCS;
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return output;
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}
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half4 DepthOnlyFragment(VegetationVertexOutput IN) : SV_TARGET
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{
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half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
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clip(alpha - _Cutoff);
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#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
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LODDitheringTransition(IN.clipPos.xyz, unity_LODFade.x);
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#endif
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return 1;
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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 UniversalVertexMeta
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#pragma fragment UniversalFragmentMeta
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#define _METALLICSPECGLOSSMAP 1
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#pragma shader_feature _SPECGLOSSMAP
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#include "InputSurfaceVegetation.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
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ENDHLSL
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}
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}
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FallBack "Hidden/InternalErrorShader"
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}
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