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remove lit legacy support shader

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vlad-andreev 8 年前
当前提交
3a839733
共有 3 个文件被更改,包括 0 次插入559 次删除
  1. 541
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitLegacySupport.shader
  2. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitLegacySupport.shader.meta
  3. 9
      Assets/ScriptableRenderLoop/ForwardRenderLoop.meta

541
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitLegacySupport.shader


Shader "HDRenderLoop/LitLegacySupport"
{
Properties
{
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
_BaseColor("BaseColor", Color) = (1,1,1,1)
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_MaskMap("MaskMap", 2D) = "white" {}
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" { }
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
_HeightMap("HeightMap", 2D) = "black" {}
_HeightScale("Height Scale", Float) = 1
_HeightBias("Height Bias", Float) = 0
[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
_TangentMap("TangentMap", 2D) = "bump" {}
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
_DetailMap("DetailMap", 2D) = "black" {}
_DetailMask("DetailMask", 2D) = "white" {}
_DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1
_DetailHeightScale("_DetailHeightScale", Range(-2.0, 2.0)) = 1
_DetailAOScale("_DetailAOScale", Range(-2.0, 2.0)) = 1
[Enum(UV0, 0, UV1, 1)] _UVDetail("UV Set for detailMap", Float) = 0
_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
//_Thickness("Thickness", Range(0.0, 1.0)) = 0
//_ThicknessMap("ThicknessMap", 2D) = "white" {}
//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}
//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0
//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {}
// _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {}
// _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0
// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
// Material Id
[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
[Enum(DetailMapNormal, 0, DetailMapAOHeight, 1)] _DetailMapMode("DetailMap mode", Float) = 0
// LEGACY SUPPORT
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
//[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
//_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
CGINCLUDE
#define UNITY_SETUP_BRDF_INPUT MetallicSetup
ENDCG
HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
#pragma shader_feature _TANGENTMAP
#pragma shader_feature _ANISOTROPYMAP
#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _DETAIL_MAP_WITH_NORMAL
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
// Set of users variables
float4 _BaseColor;
TEXTURE2D(_BaseColorMap);
SAMPLER2D(sampler_BaseColorMap);
float _Metallic;
float _Smoothness;
TEXTURE2D(_MaskMap);
SAMPLER2D(sampler_MaskMap);
TEXTURE2D(_SpecularOcclusionMap);
SAMPLER2D(sampler_SpecularOcclusionMap);
TEXTURE2D(_NormalMap);
SAMPLER2D(sampler_NormalMap);
TEXTURE2D(_DetailMask);
SAMPLER2D(sampler_DetailMask);
TEXTURE2D(_DetailMap);
SAMPLER2D(sampler_DetailMap);
float4 _DetailMap_ST;
float _UVDetail;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float _DetailHeightScale;
float _DetailAOScale;
TEXTURE2D(_HeightMap);
SAMPLER2D(sampler_HeightMap);
float _HeightScale;
float _HeightBias;
TEXTURE2D(_TangentMap);
SAMPLER2D(sampler_TangentMap);
float _Anisotropy;
TEXTURE2D(_AnisotropyMap);
SAMPLER2D(sampler_AnisotropyMap);
TEXTURE2D(_DiffuseLightingMap);
SAMPLER2D(sampler_DiffuseLightingMap);
float3 _EmissiveColor;
TEXTURE2D(_EmissiveColorMap);
SAMPLER2D(sampler_EmissiveColorMap);
float _EmissiveIntensity;
float _SubSurfaceRadius;
TEXTURE2D(_SubSurfaceRadiusMap);
SAMPLER2D(sampler_SubSurfaceRadiusMap);
// float _Thickness;
//TEXTURE2D(_ThicknessMap);
//SAMPLER2D(sampler_ThicknessMap);
// float _CoatCoverage;
//TEXTURE2D(_CoatCoverageMap);
//SAMPLER2D(sampler_CoatCoverageMap);
// float _CoatRoughness;
//TEXTURE2D(_CoatRoughnessMap);
//SAMPLER2D(sampler_CoatRoughnessMap);
float _AlphaCutoff;
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "Debug"
Tags { "LightMode" = "DebugViewMaterial" }
Cull[_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"
ENDHLSL
}
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
// Lightmap memo
// 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,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitMetaPass.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
Cull[_CullMode]
ZWrite On ZTest LEqual
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{ "LightMode" = "DepthOnly" }
Cull[_CullMode]
ZWrite On ZTest LEqual
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "Motion Vectors"
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
Cull[_CullMode]
ZTest LEqual
ZWrite Off // TODO: Test Z equal here.
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_VELOCITY
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitVelocityPass.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.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 VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_FORWARD
// TEMP until pragma work in include
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS
//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
#include "../../Lighting/Lighting.hlsl"
#include "LitData.hlsl"
#include "LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
}
SubShader
{
Tags{ "RenderType" = "Opaque" "PerformanceChecks" = "False" }
LOD 150
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
Name "FORWARD"
Tags{ "LightMode" = "ForwardBase" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma vertex vertBase
#pragma fragment fragBase
#include "PatchStandardShaderToNewNamingConvention.cginc"
#include "../Legacy/UnityStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Additive forward pass (one light per pass)
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
Fog { Color (0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma vertex vertAdd
#pragma fragment fragAdd
#include "PatchStandardShaderToNewNamingConvention.cginc"
#include "../Legacy/UnityStandardCoreForward.cginc"
ENDCG
}
// ------------------------------------------------------------------
// Shadow rendering pass
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile_shadowcaster
#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster
#include "PatchStandardShaderToNewNamingConvention.cginc"
#include "../Legacy/UnityStandardShadow.cginc"
ENDCG
}
}
CustomEditor "LitGUI"
}

9
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitLegacySupport.shader.meta


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9
Assets/ScriptableRenderLoop/ForwardRenderLoop.meta


fileFormatVersion: 2
guid: 87cf696b5a0ce42438ce41ddcd5022c2
folderAsset: yes
timeCreated: 1467034984
licenseType: Pro
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