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HDRenderPipeline: First draft of tesselation, working for base layer only
HDRenderPipeline: First draft of tesselation, working for base layer only
need a big refactor, will change all code for performance but it is to allow artists to work./main
sebastienlagarde
8 年前
当前提交
120fb435
共有 9 个文件被更改,包括 574 次插入 和 48 次删除
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11Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
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32Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
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32Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
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6Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTesselation.hlsl
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20Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl
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504Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTesselation.shader
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTesselation.shader.meta
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Shader "HDRenderPipeline/LayeredLitTesselation" |
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{ |
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Properties |
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{ |
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// Following set of parameters represent the parameters node inside the MaterialGraph. |
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist. |
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear |
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_BaseColor0("BaseColor0", Color) = (1, 1, 1, 1) |
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_BaseColor1("BaseColor1", Color) = (1, 1, 1, 1) |
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_BaseColor2("BaseColor2", Color) = (1, 1, 1, 1) |
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_BaseColor3("BaseColor3", Color) = (1, 1, 1, 1) |
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_BaseColorMap0("BaseColorMap0", 2D) = "white" {} |
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_BaseColorMap1("BaseColorMap1", 2D) = "white" {} |
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_BaseColorMap2("BaseColorMap2", 2D) = "white" {} |
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_BaseColorMap3("BaseColorMap3", 2D) = "white" {} |
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_Metallic0("Metallic0", Range(0.0, 1.0)) = 0 |
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_Metallic1("Metallic1", Range(0.0, 1.0)) = 0 |
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_Metallic2("Metallic2", Range(0.0, 1.0)) = 0 |
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_Metallic3("Metallic3", Range(0.0, 1.0)) = 0 |
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_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 0.5 |
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_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5 |
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_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5 |
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_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5 |
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_MaskMap0("MaskMap0", 2D) = "white" {} |
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_MaskMap1("MaskMap1", 2D) = "white" {} |
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_MaskMap2("MaskMap2", 2D) = "white" {} |
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_MaskMap3("MaskMap3", 2D) = "white" {} |
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_SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {} |
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_SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {} |
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_SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {} |
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_SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {} |
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_NormalMap0("NormalMap0", 2D) = "bump" {} |
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_NormalMap1("NormalMap1", 2D) = "bump" {} |
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_NormalMap2("NormalMap2", 2D) = "bump" {} |
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_NormalMap3("NormalMap3", 2D) = "bump" {} |
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_NormalScale0("_NormalScale0", Range(0.0, 2.0)) = 1 |
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_NormalScale1("_NormalScale1", Range(0.0, 2.0)) = 1 |
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_NormalScale2("_NormalScale2", Range(0.0, 2.0)) = 1 |
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_NormalScale3("_NormalScale3", Range(0.0, 2.0)) = 1 |
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_HeightMap0("HeightMap0", 2D) = "black" {} |
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_HeightMap1("HeightMap1", 2D) = "black" {} |
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_HeightMap2("HeightMap2", 2D) = "black" {} |
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_HeightMap3("HeightMap3", 2D) = "black" {} |
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_HeightScale0("Height Scale0", Float) = 1 |
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_HeightScale1("Height Scale1", Float) = 1 |
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_HeightScale2("Height Scale2", Float) = 1 |
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_HeightScale3("Height Scale3", Float) = 1 |
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_HeightBias0("Height Bias0", Float) = 0 |
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_HeightBias1("Height Bias1", Float) = 0 |
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_HeightBias2("Height Bias2", Float) = 0 |
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_HeightBias3("Height Bias3", Float) = 0 |
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_DetailMap0("DetailMap0", 2D) = "black" {} |
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_DetailMap1("DetailMap1", 2D) = "black" {} |
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_DetailMap2("DetailMap2", 2D) = "black" {} |
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_DetailMap3("DetailMap3", 2D) = "black" {} |
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_DetailMask0("DetailMask0", 2D) = "white" {} |
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_DetailMask1("DetailMask1", 2D) = "white" {} |
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_DetailMask2("DetailMask2", 2D) = "white" {} |
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_DetailMask3("DetailMask3", 2D) = "white" {} |
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_DetailAlbedoScale0("_DetailAlbedoScale0", Range(-2.0, 2.0)) = 1 |
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_DetailAlbedoScale1("_DetailAlbedoScale1", Range(-2.0, 2.0)) = 1 |
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_DetailAlbedoScale2("_DetailAlbedoScale2", Range(-2.0, 2.0)) = 1 |
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_DetailAlbedoScale3("_DetailAlbedoScale3", Range(-2.0, 2.0)) = 1 |
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_DetailNormalScale0("_DetailNormalScale0", Range(0.0, 2.0)) = 1 |
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_DetailNormalScale1("_DetailNormalScale1", Range(0.0, 2.0)) = 1 |
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_DetailNormalScale2("_DetailNormalScale2", Range(0.0, 2.0)) = 1 |
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_DetailNormalScale3("_DetailNormalScale3", Range(0.0, 2.0)) = 1 |
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_DetailSmoothnessScale0("_DetailSmoothnessScale0", Range(-2.0, 2.0)) = 1 |
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_DetailSmoothnessScale1("_DetailSmoothnessScale1", Range(-2.0, 2.0)) = 1 |
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_DetailSmoothnessScale2("_DetailSmoothnessScale2", Range(-2.0, 2.0)) = 1 |
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_DetailSmoothnessScale3("_DetailSmoothnessScale3", Range(-2.0, 2.0)) = 1 |
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_DetailHeightScale0("_DetailHeightScale0", Range(-2.0, 2.0)) = 1 |
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_DetailHeightScale1("_DetailHeightScale1", Range(-2.0, 2.0)) = 1 |
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_DetailHeightScale2("_DetailHeightScale2", Range(-2.0, 2.0)) = 1 |
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_DetailHeightScale3("_DetailHeightScale3", Range(-2.0, 2.0)) = 1 |
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_DetailAOScale0("_DetailAOScale0", Range(-2.0, 2.0)) = 1 |
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_DetailAOScale1("_DetailAOScale1", Range(-2.0, 2.0)) = 1 |
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_DetailAOScale2("_DetailAOScale2", Range(-2.0, 2.0)) = 1 |
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_DetailAOScale3("_DetailAOScale3", Range(-2.0, 2.0)) = 1 |
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// Specific to planar mapping |
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_TexWorldScale0("TexWorldScale0", Float) = 1.0 |
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_TexWorldScale1("TexWorldScale1", Float) = 1.0 |
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_TexWorldScale2("TexWorldScale2", Float) = 1.0 |
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_TexWorldScale3("TexWorldScale3", Float) = 1.0 |
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// Layer blending options |
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_LayerMaskMap("LayerMaskMap", 2D) = "white" {} |
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[ToggleOff] _LayerMaskVertexColor("Use Vertex Color Mask", Float) = 0.0 |
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[ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0 |
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_HeightOffset1("_HeightOffset1", Range(-0.3, 0.3)) = 0.0 |
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_HeightOffset2("_HeightOffset2", Range(-0.3, 0.3)) = 0.0 |
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_HeightOffset3("_HeightOffset3", Range(-0.3, 0.3)) = 0.0 |
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_HeightFactor1("_HeightFactor1", Range(0, 5)) = 1 |
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_HeightFactor2("_HeightFactor2", Range(0, 5)) = 1 |
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_HeightFactor3("_HeightFactor3", Range(0, 5)) = 1 |
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_BlendSize1("_BlendSize1", Range(0, 0.05)) = 0.0 |
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_BlendSize2("_BlendSize2", Range(0, 0.05)) = 0.0 |
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_BlendSize3("_BlendSize3", Range(0, 0.05)) = 0.0 |
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_InheritBaseLayer1("_InheritBaseLayer1", Range(0, 1.0)) = 0.0 |
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_InheritBaseLayer2("_InheritBaseLayer2", Range(0, 1.0)) = 0.0 |
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_InheritBaseLayer3("_InheritBaseLayer3", Range(0, 1.0)) = 0.0 |
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_VertexColorHeightFactor("_VertexColorHeightFactor", Float) = 0.3 |
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} |
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_EmissiveColor("EmissiveColor", Color) = (0, 0, 0) |
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} |
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_EmissiveIntensity("EmissiveIntensity", Float) = 0 |
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[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 |
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[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 |
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[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 |
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[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 |
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[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 |
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
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// Blending state |
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[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 |
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[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0 |
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0 |
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0 |
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0 |
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0 |
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[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 |
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[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0 |
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[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1 |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 |
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[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0 |
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[Enum(DetailMapNormal, 0, DetailMapAOHeight, 1)] _DetailMapMode("DetailMap mode", Float) = 0 |
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 |
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[HideInInspector] _LayerCount("_LayerCount", Float) = 2.0 |
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// WARNING |
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// All the following properties that concern the UV mapping are the same as in the Lit shader. |
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// This means that they will get overridden when synchronizing the various layers. |
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// To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties |
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_TexWorldScale0("Tiling", Float) = 1.0 |
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_TexWorldScale1("Tiling", Float) = 1.0 |
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_TexWorldScale2("Tiling", Float) = 1.0 |
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_TexWorldScale3("Tiling", Float) = 1.0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3("UV Set for base3", Float) = 0 |
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[HideInInspector] _UVMappingMask0("_UVMappingMask0", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVMappingMask1("_UVMappingMask1", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVMappingMask2("_UVMappingMask2", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVMappingMask3("_UVMappingMask3", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVMappingPlanar0("_UVMappingPlanar0", Float) = 0.0 |
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[HideInInspector] _UVMappingPlanar1("_UVMappingPlanar1", Float) = 0.0 |
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[HideInInspector] _UVMappingPlanar2("_UVMappingPlanar2", Float) = 0.0 |
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[HideInInspector] _UVMappingPlanar3("_UVMappingPlanar3", Float) = 0.0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail0("UV Set for detail0", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail1("UV Set for detail1", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail2("UV Set for detail2", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail3("UV Set for detail3", Float) = 0 |
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[HideInInspector] _UVDetailsMappingMask0("_UVDetailsMappingMask0", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVDetailsMappingMask1("_UVDetailsMappingMask1", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0) |
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// Tesselation specific |
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_TesselationFactor("Tesselation Factor", Float) = 3.0 |
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} |
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HLSLINCLUDE |
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#pragma target 5.0 |
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#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev |
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#pragma shader_feature _ALPHATEST_ON |
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#pragma shader_feature _DISTORTION_ON |
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#pragma shader_feature _DEPTHOFFSET_ON |
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#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR |
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
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#pragma shader_feature _LAYER_MAPPING_TRIPLANAR_0 |
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#pragma shader_feature _LAYER_MAPPING_TRIPLANAR_1 |
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#pragma shader_feature _LAYER_MAPPING_TRIPLANAR_2 |
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#pragma shader_feature _LAYER_MAPPING_TRIPLANAR_3 |
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#pragma shader_feature _DETAIL_MAP_WITH_NORMAL |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE |
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#pragma shader_feature _PER_PIXEL_DISPLACEMENT |
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#pragma shader_feature _REQUIRE_UV2_OR_UV3 |
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#pragma shader_feature _EMISSIVE_COLOR |
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#pragma shader_feature _NORMALMAP |
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#pragma shader_feature _MASKMAP |
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#pragma shader_feature _SPECULAROCCLUSIONMAP |
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#pragma shader_feature _EMISSIVE_COLOR_MAP |
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#pragma shader_feature _HEIGHTMAP |
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#pragma shader_feature _DETAIL_MAP |
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#pragma shader_feature _ _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_MASK_VERTEX_COLOR_ADD |
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#pragma shader_feature _HEIGHT_BASED_BLEND |
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#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS |
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED |
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
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// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? |
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//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON |
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//------------------------------------------------------------------------------------- |
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// Define |
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//------------------------------------------------------------------------------------- |
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl |
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#define TESSELATION_ON |
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//------------------------------------------------------------------------------------- |
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// Include |
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//------------------------------------------------------------------------------------- |
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#include "common.hlsl" |
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#include "tesselation.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl" |
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//------------------------------------------------------------------------------------- |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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#define _MAX_LAYER 4 |
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#if defined(_LAYEREDLIT_4_LAYERS) |
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# define _LAYER_COUNT 4 |
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#elif defined(_LAYEREDLIT_3_LAYERS) |
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# define _LAYER_COUNT 3 |
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#else |
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# define _LAYER_COUNT 2 |
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#endif |
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// Explicitely said that we are a layered shader as we share code between lit and layered lit |
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#define LAYERED_LIT_SHADER |
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//------------------------------------------------------------------------------------- |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl" |
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// All our shaders use same name for entry point |
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#pragma fragment Frag |
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ENDHLSL |
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SubShader |
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{ |
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } |
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LOD 300 |
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Pass |
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{ |
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Name "GBuffer" // Name is not used |
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Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index |
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Cull [_CullMode] |
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HLSLPROGRAM |
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#pragma vertex VertTesselation |
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#pragma hull Hull |
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#pragma domain Domain |
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#define SHADERPASS SHADERPASS_GBUFFER |
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#include "../../Material/Material.hlsl" |
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#include "../Lit/ShaderPass/LitSharePass.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#include "../Tesselation/TesselationShare.hlsl" |
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#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "Debug" |
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Tags{ "LightMode" = "DebugViewMaterial" } |
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Cull[_CullMode] |
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HLSLPROGRAM |
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#pragma vertex VertTesselation |
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#pragma hull Hull |
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#pragma domain Domain |
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#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL |
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#include "../../Material/Material.hlsl" |
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#include "../Lit/ShaderPass/LitSharePass.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#include "../Tesselation/TesselationShare.hlsl" |
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#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" |
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ENDHLSL |
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} |
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// Extracts information for lightmapping, GI (emission, albedo, ...) |
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// This pass it not used during regular rendering. |
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Pass |
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{ |
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Name "META" |
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Tags{ "LightMode" = "Meta" } |
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Cull Off |
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HLSLPROGRAM |
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// Lightmap memo |
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// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, |
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// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. |
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#pragma vertex Vert |
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#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT |
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#include "../../Material/Material.hlsl" |
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#include "../Lit/ShaderPass/LitMetaPass.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#include "../../ShaderPass/ShaderPassLightTransport.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "Motion Vectors" |
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Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) |
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Cull[_CullMode] |
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ZWrite Off // TODO: Test Z equal here. |
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HLSLPROGRAM |
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#pragma vertex VertTesselation |
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#pragma hull Hull |
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#pragma domain Domain |
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#define SHADERPASS SHADERPASS_VELOCITY |
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#include "../../Material/Material.hlsl" |
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#include "../Lit/ShaderPass/LitVelocityPass.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#include "../Tesselation/TesselationShare.hlsl" |
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#include "../../ShaderPass/ShaderPassVelocity.hlsl" |
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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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Cull[_CullMode] |
|||
|
|||
ZWrite On |
|||
ZTest LEqual |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma vertex VertTesselation |
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DEPTH_ONLY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitDepthPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../Tesselation/TesselationShare.hlsl" |
|||
|
|||
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "DepthOnly" |
|||
Tags{ "LightMode" = "DepthOnly" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite On |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma vertex VertTesselation |
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DEPTH_ONLY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitDepthPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../Tesselation/TesselationShare.hlsl" |
|||
|
|||
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Distortion" // Name is not used |
|||
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend One One |
|||
ZTest [_ZTestMode] |
|||
ZWrite off |
|||
Cull [_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma vertex VertTesselation |
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DISTORTION |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitDistortionPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../Tesselation/TesselationShare.hlsl" |
|||
|
|||
#include "../../ShaderPass/ShaderPassDistortion.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Forward" // Name is not used |
|||
Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend[_SrcBlend][_DstBlend] |
|||
ZWrite[_ZWrite] |
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma vertex VertTesselation |
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD |
|||
// TEMP until pragma work in include |
|||
// #include "../../Lighting/Forward.hlsl" |
|||
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
|||
//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF |
|||
|
|||
#include "../../Lighting/Lighting.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../Tesselation/TesselationShare.hlsl" |
|||
|
|||
#include "../../ShaderPass/ShaderPassForward.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
|
|||
CustomEditor "Experimental.Rendering.HDPipeline.LayeredLitGUI" |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: eab0538d9d5746246806a9611c04ac4d |
|||
timeCreated: 1484060873 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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