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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#ifndef UNIVERSAL_SPEEDTREE7COMMON_PASSES_INCLUDED
#define UNIVERSAL_SPEEDTREE7COMMON_PASSES_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct SpeedTreeVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float2 texcoord3 : TEXCOORD3;
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SpeedTreeVertexOutput
{
#ifdef VERTEX_COLOR
half4 color : COLOR;
#endif
half3 uvHueVariation : TEXCOORD0;
#ifdef GEOM_TYPE_BRANCH_DETAIL
half3 detail : TEXCOORD1;
#endif
half4 fogFactorAndVertexLight : TEXCOORD2; // x: fogFactor, yzw: vertex light
#ifdef EFFECT_BUMP
half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
#else
half3 normalWS : TEXCOORD3;
half3 viewDirWS : TEXCOORD4;
#endif
#ifdef _MAIN_LIGHT_SHADOWS
float4 shadowCoord : TEXCOORD6;
#endif
float3 positionWS : TEXCOORD7;
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SpeedTreeVertexDepthOutput
{
half3 uvHueVariation : TEXCOORD0;
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(SpeedTreeVertexOutput input, half3 normalTS, out InputData inputData)
{
inputData.positionWS = input.positionWS.xyz;
#ifdef EFFECT_BUMP
inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
#else
inputData.normalWS = input.normalWS;
inputData.viewDirectionWS = input.viewDirWS;
#endif
#if SHADER_HINT_NICE_QUALITY
inputData.viewDirectionWS = SafeNormalize(inputData.viewDirectionWS);
#endif
#ifdef _MAIN_LIGHT_SHADOWS
inputData.shadowCoord = input.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = input.fogFactorAndVertexLight.x;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
inputData.bakedGI = half3(0, 0, 0); // No GI currently.
}
half4 SpeedTree7Frag(SpeedTreeVertexOutput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(input.clipPos.xyz, unity_LODFade.x);
#endif
#endif
half2 uv = input.uvHueVariation.xy;
half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
diffuse.a *= _Color.a;
#ifdef SPEEDTREE_ALPHATEST
clip(diffuse.a - _Cutoff);
#endif
half3 diffuseColor = diffuse.rgb;
#ifdef GEOM_TYPE_BRANCH_DETAIL
half4 detailColor = tex2D(_DetailTex, input.detail.xy);
diffuseColor.rgb = lerp(diffuseColor.rgb, detailColor.rgb, input.detail.z < 2.0f ? saturate(input.detail.z) : detailColor.a);
#endif
#ifdef EFFECT_HUE_VARIATION
half3 shiftedColor = lerp(diffuseColor.rgb, _HueVariation.rgb, input.uvHueVariation.z);
half maxBase = max(diffuseColor.r, max(diffuseColor.g, diffuseColor.b));
half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b));
maxBase /= newMaxBase;
maxBase = maxBase * 0.5f + 0.5f;
// preserve vibrance
shiftedColor.rgb *= maxBase;
diffuseColor.rgb = saturate(shiftedColor);
#endif
#ifdef EFFECT_BUMP
half3 normalTs = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
#ifdef GEOM_TYPE_BRANCH_DETAIL
half3 detailNormal = SampleNormal(input.detail.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
normalTs = lerp(normalTs, detailNormal, input.detail.z < 2.0f ? saturate(input.detail.z) : detailColor.a);
#endif
#else
half3 normalTs = half3(0, 0, 1);
#endif
InputData inputData;
InitializeInputData(input, normalTs, inputData);
#ifdef VERTEX_COLOR
diffuseColor.rgb *= input.color.rgb;
#else
diffuseColor.rgb *= _Color.rgb;
#endif
half4 color = UniversalFragmentBlinnPhong(inputData, diffuseColor.rgb, half4(0, 0, 0, 0), 0, 0, diffuse.a);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
return color;
}
half4 SpeedTree7FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(input.clipPos.xyz, unity_LODFade.x);
#endif
#endif
half2 uv = input.uvHueVariation.xy;
half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
diffuse.a *= _Color.a;
#ifdef SPEEDTREE_ALPHATEST
clip(diffuse.a - _Cutoff);
#endif
#if defined(SCENESELECTIONPASS)
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
return half4(_ObjectId, _PassValue, 1.0, 1.0);
#else
return half4(0, 0, 0, 0);
#endif
}
#endif