您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
317 行
12 KiB
317 行
12 KiB
Shader "BoatAttack/LWVegetationShader"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex("Albedo", 2D) = "white" {}
|
|
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
|
_Gloss("Gloss", Range(0.0, 1.0)) = 0.5
|
|
[Toggle(_CORRECTNORMALS)] _CorrectNormals("Correct Normals", Float) = 1.0
|
|
[Toggle(_VERTEXANIMATION)] _VertexAnimation("Vertex Animation", Float) = 1.0
|
|
_BumpMap("Normal Map", 2D) = "bump" {}
|
|
}
|
|
|
|
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" "IgnoreProjector" = "True"}
|
|
|
|
// ------------------------------------------------------------------
|
|
// 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"}
|
|
|
|
ZWrite On
|
|
AlphaToMask On
|
|
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 exclude_renderers d3d11_9x
|
|
#pragma target 2.0
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#define _ALPHATEST_ON 1
|
|
#pragma shader_feature _NORMALMAP
|
|
#pragma shader_feature _CORRECTNORMALS
|
|
#pragma shader_feature _VERTEXANIMATION
|
|
|
|
// -------------------------------------
|
|
// Lightweight Pipeline keywords
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile _ _VERTEX_LIGHTS
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
|
#pragma multi_compile _ _SHADOWS_ENABLED
|
|
#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
|
|
#pragma multi_compile _ _SHADOWS_SOFT
|
|
#pragma multi_compile _ _SHADOWS_CASCADE
|
|
|
|
// -------------------------------------
|
|
// Unity defined keywords
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile_fog
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
// 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"
|
|
// 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 "InputSurfaceVegetation.hlsl"
|
|
#include "Vegetation.hlsl"
|
|
|
|
#pragma vertex VegetationVertex
|
|
#pragma fragment LitPassFragment
|
|
|
|
void InitializeInputData(VegetationVertexOutput IN, half3 normalTS, out InputData inputData)
|
|
{
|
|
inputData = (InputData)0;
|
|
|
|
inputData.positionWS = IN.posWS;
|
|
#ifdef _NORMALMAP
|
|
half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w);
|
|
inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz);
|
|
#else
|
|
half3 viewDir = IN.viewDir;
|
|
inputData.normalWS = FragmentNormalWS(IN.normal);
|
|
#endif
|
|
|
|
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
|
|
#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 = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
|
|
}
|
|
|
|
//vert
|
|
VegetationVertexOutput VegetationVertex(VegetationVertexInput v)
|
|
{
|
|
VegetationVertexOutput o = (VegetationVertexOutput)0;
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
o.uv.xy = v.texcoord;
|
|
|
|
float3 posWS = TransformObjectToWorld(v.position.xyz);
|
|
o.clipPos = TransformWorldToHClip(posWS);
|
|
|
|
#if _VERTEXANIMATION
|
|
/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
|
|
float3 objectOrigin = UNITY_ACCESS_INSTANCED_PROP(Props, _Position).xyz;
|
|
v.position.xyz = VegetationDeformation(v.position.xyz, objectOrigin, v.normal, v.color.x, v.color.z, v.color.y);
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
posWS = TransformObjectToWorld(v.position.xyz);
|
|
o.clipPos = TransformWorldToHClip(posWS);
|
|
#endif
|
|
half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - posWS);
|
|
|
|
#ifdef _NORMALMAP
|
|
o.normal.w = viewDir.x;
|
|
o.tangent.w = viewDir.y;
|
|
o.binormal.w = viewDir.z;
|
|
#else
|
|
o.viewDir = viewDir;
|
|
#endif
|
|
|
|
// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal
|
|
OUTPUT_NORMAL(v, o);
|
|
|
|
// 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.lightmapUV);
|
|
OUTPUT_SH(o.normal.xyz, o.vertexSH);
|
|
|
|
half3 vertexLight = VertexLighting(o.posWS, o.normal.xyz);
|
|
#if defined(FOG_EXP)
|
|
half fogFactor = ComputeGlobalFogFactor(posWS);
|
|
#else
|
|
half fogFactor = ComputeFogFactor(o.clipPos.z);
|
|
#endif
|
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
#ifdef _SHADOWS_ENABLED
|
|
#if SHADOWS_SCREEN
|
|
o.shadowCoord = ComputeShadowCoord(o.clipPos);
|
|
#else
|
|
o.shadowCoord = TransformWorldToShadowCoord(posWS);
|
|
#endif
|
|
#endif
|
|
|
|
o.occlusion = v.color.a;
|
|
|
|
return o;
|
|
}
|
|
|
|
//frag
|
|
half4 LitPassFragment(VegetationVertexOutput IN, half facing : VFACE) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
|
|
SurfaceData surfaceData;
|
|
InitializeStandardLitSurfaceData(IN.uv, surfaceData);
|
|
|
|
surfaceData.occlusion = IN.occlusion;
|
|
|
|
InputData inputData;
|
|
InitializeInputData(IN, surfaceData.normalTS, inputData);
|
|
|
|
#if _CORRECTNORMALS
|
|
inputData.normalWS *= facing;
|
|
surfaceData.albedo *= lerp(half3(0.4, 1.6, 0.4), 1, (facing * 0.5 + 0.5));
|
|
#endif
|
|
|
|
half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
|
|
|
|
ApplyFog(color.rgb, inputData.fogCoord);
|
|
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
|
|
LODDitheringTransition(IN.clipPos, unity_LODFade.x);
|
|
#endif
|
|
return color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Tags{"LightMode" = "ShadowCaster"}
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask On
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
// Required to compile gles 2.0 with standard srp library
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma target 2.0
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#define _ALPHATEST_ON 1
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
#pragma vertex ShadowPassVegetationVertex
|
|
#pragma fragment ShadowPassVegetationFragment
|
|
|
|
#include "InputSurfaceVegetation.hlsl"
|
|
#include "ShadowPassVegetation.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Tags{"LightMode" = "DepthOnly"}
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask On
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
// Required to compile gles 2.0 with standard srp library
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma target 2.0
|
|
|
|
#pragma vertex DepthOnlyVertex
|
|
#pragma fragment DepthOnlyFragment
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#define _ALPHATEST_ON 1
|
|
#pragma shader_feature _VERTEXANIMATION
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
|
|
#include "InputSurfaceVegetation.hlsl"
|
|
#include "LWRP/ShaderLibrary/Core.hlsl"
|
|
#include "Vegetation.hlsl"
|
|
|
|
VegetationVertexOutput DepthOnlyVertex(VegetationVertexInput v)
|
|
{
|
|
VegetationVertexOutput o = (VegetationVertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
#if _VERTEXANIMATION
|
|
/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
|
|
//half phaseOffset = UNITY_ACCESS_INSTANCED_PROP(Props, _PhaseOffset);
|
|
float3 objectOrigin = UNITY_ACCESS_INSTANCED_PROP(Props, _Position).xyz;
|
|
|
|
v.position.xyz = VegetationDeformation(v.position.xyz, objectOrigin, v.normal, v.color.x, v.color.z, v.color.y);
|
|
#endif
|
|
|
|
o.uv.xy = v.texcoord;
|
|
o.clipPos = TransformObjectToHClip(v.position.xyz);
|
|
return o;
|
|
}
|
|
|
|
half4 DepthOnlyFragment(VegetationVertexOutput IN) : SV_TARGET
|
|
{
|
|
half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)).a;
|
|
clip(alpha - _Cutoff);
|
|
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
|
|
LODDitheringTransition(IN.clipPos, unity_LODFade.x);
|
|
#endif
|
|
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
|
|
|
|
#define _METALLICSPECGLOSSMAP 1
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#pragma shader_feature _SPECGLOSSMAP
|
|
|
|
#include "InputSurfaceVegetation.hlsl"
|
|
#include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
}
|
|
FallBack "Hidden/InternalErrorShader"
|
|
}
|