GitHub
7 年前
当前提交
569bb836
共有 79 个文件被更改,包括 5804 次插入 和 812 次删除
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2MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Editor/ShaderGUI/LightweightUnlitGUI.cs
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65MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightUnlit.shader
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249MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPBR.shader
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8MaterialGraphProject/Assets/TestAssets/bricks_normal.tga.meta
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2MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightBRDF.cginc
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17MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightShadows.cginc
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10MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes.meta
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126MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/FastBlinnTest.ShaderGraph
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13MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/FastBlinnTest.ShaderGraph.meta
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225MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightFastBlinn.shader
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364MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/MetallicTest.ShaderGraph
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15MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/MetallicTest.ShaderGraph.meta
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371MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/SpecularTest.ShaderGraph
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15MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/SpecularTest.ShaderGraph.meta
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70MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/UnlitTest.ShaderGraph
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11MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/UnlitTest.ShaderGraph.meta
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120MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/lightweightSubshaderFastBlinn.template
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8MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/lightweightSubshaderFastBlinn.template.meta
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89MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/lightweightSubshaderPBR.template
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8MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/lightweightSubshaderPBR.template.meta
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53MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/lightweightSubshaderUnlit.template
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8MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/lightweightSubshaderUnlit.template.meta
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10MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline.meta
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99MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightCore.cginc
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134MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightFastBlinn.cginc
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9MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightFastBlinn.cginc.meta
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107MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightInput.cginc
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154MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightPBR.cginc
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9MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightPBR.cginc.meta
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67MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightPass.cginc
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9MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightPass.cginc.meta
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78MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightUnlit.cginc
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9MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightUnlit.cginc.meta
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12MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/AbstractLightweightPBRMasterNode.cs.meta
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81MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightMetallicMasterNode.cs
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12MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightMetallicMasterNode.cs.meta
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9MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/ShaderTest.unity.meta
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81MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightSpecularMasterNode.cs
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12MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightSpecularMasterNode.cs.meta
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10MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials.meta
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12MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightFastBlinnMasterNode.cs.meta
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418MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/AbstractLightweightPBRMasterNode.cs
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449MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightFastBlinnMasterNode.cs
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413MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightUnlitMasterNode.cs
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12MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/LightweightUnlitMasterNode.cs.meta
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138MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/TestGraph-PBRMetallic.mat
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134MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/TestGraph-PBRSpecular.mat
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10MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/TestGraph-PBRSpecular.mat.meta
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10MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/Test-Legacy.mat.meta
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92MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/Test-Unlit.mat
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10MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/Test-Unlit.mat.meta
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10MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/TestGraph-PBRMetallic.mat.meta
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91MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/Test-Legacy.mat
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105MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/Test-PBRSpecular.mat
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10MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/Test-PBRSpecular.mat.meta
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10MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/Test-PBRMetallic.mat.meta
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105MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/Test-PBRMetallic.mat
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149MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/TestGraph-FastBlinn.mat
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10MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/TestGraph-FastBlinn.mat.meta
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96MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/TestGraph-Unlit.mat
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10MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/Materials/TestGraph-Unlit.mat.meta
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996MaterialGraphProject/Assets/UnityShaderEditor/Runtime/LightweightPipeline/ShaderTest.unity
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344MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader
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71MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineCore.cginc
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160MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineInput.cginc
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPBR.shader.meta
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPBR.shader
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightFastBlinn.shader.meta
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightBRDF.cginc
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightBRDF.cginc.meta
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightCore.cginc.meta
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightInput.cginc.meta
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightLighting.cginc
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightLighting.cginc.meta
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightShadows.cginc
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0/MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/CGIncludes/LightweightShadows.cginc.meta
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fileFormatVersion: 2 |
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guid: 2376bae6f236e5842972372c576a8645 |
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folderAsset: yes |
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timeCreated: 1505346231 |
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licenseType: Pro |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
126
MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/FastBlinnTest.ShaderGraph
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fileFormatVersion: 2 |
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guid: fb10f96bca7384c4794179be4353d50e |
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timeCreated: 1505525127 |
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licenseType: Pro |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: |
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- Texture2D_Texture2D_37BDC883_Uniform: {fileID: 2800000, guid: e017404169662f041a969b0a924cc2ed, |
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type: 3} |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2 |
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Shader "ScriptableRenderPipeline/LightweightPipeline/FastBlinn" |
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{ |
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// Keep properties of StandardSpecular shader for upgrade reasons. |
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Properties |
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{ |
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_Color("Color", Color) = (1,1,1,1) |
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_MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {} |
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
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_Shininess("Shininess", Range(0.01, 1.0)) = 1.0 |
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_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 |
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_Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5 |
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[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 |
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_Cube ("Reflection Cubemap", CUBE) = "" {} |
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_ReflectionSource("Reflection Source", Float) = 0 |
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[HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0 |
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_SpecColor("Specular", Color) = (1.0, 1.0, 1.0) |
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_SpecGlossMap("Specular", 2D) = "white" {} |
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[HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0 |
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 |
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 |
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[HideInInspector] _BumpScale("Scale", Float) = 1.0 |
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[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} |
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_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02 |
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_ParallaxMap("Height Map", 2D) = "black" {} |
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_EmissionColor("Emission Color", Color) = (0,0,0) |
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_EmissionMap("Emission", 2D) = "white" {} |
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_DetailMask("Detail Mask", 2D) = "white" {} |
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} |
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_DetailNormalMapScale("Scale", Float) = 1.0 |
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_DetailNormalMap("Normal Map", 2D) = "bump" {} |
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[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 |
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// Blending state |
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[HideInInspector] _Mode("__mode", 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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} |
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SubShader |
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{ |
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" } |
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LOD 300 |
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Pass |
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{ |
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Tags { "LightMode" = "LightweightForward" } |
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// Use same blending / depth states as Standard shader |
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Blend[_SrcBlend][_DstBlend] |
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ZWrite[_ZWrite] |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON |
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#pragma shader_feature _ _SPECGLOSSMAP _SPECGLOSSMAP_BASE_ALPHA _SPECULAR_COLOR |
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#pragma shader_feature _NORMALMAP |
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#pragma shader_feature _EMISSION |
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#pragma shader_feature _ _REFLECTION_CUBEMAP _REFLECTION_PROBE |
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#pragma multi_compile _ LIGHTWEIGHT_LINEAR |
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON |
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#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT |
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#pragma multi_compile _ LIGHTMAP_ON |
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#pragma multi_compile _ _LIGHT_PROBES_ON |
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#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES |
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#pragma multi_compile _ _VERTEX_LIGHTS |
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#pragma multi_compile _ _ATTENUATION_TEXTURE |
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#pragma multi_compile_fog |
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#pragma multi_compile_instancing |
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#include "UnityCG.cginc" |
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#define VERTEX_CUSTOM \ |
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o.tangent = normalize(UnityObjectToWorldDir(v.tangent)); \ |
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o.binormal = cross(o.normal, o.tangent) * v.tangent.w; |
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#define VERTOUTPUT_CUSTOM \ |
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half3 tangent : TEXCOORD5; \ |
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half3 binormal : TEXCOORD6; |
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#include "CGIncludes/LightweightFastBlinn.cginc" |
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#pragma vertex Vertex |
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#pragma fragment LightweightFragmentFastBlinn |
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void DefineSurface(VertOutput i, inout SurfaceFastBlinn s) |
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{ |
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// Albedo |
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float4 c = tex2D(_MainTex, i.meshUV0.xy); |
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s.Diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(c.rgb) * _Color.rgb; |
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// Specular |
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#ifdef _SPECGLOSSMAP |
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half4 specularMap = tex2D(_SpecGlossMap, i.uv01.xy); |
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#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR) |
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s.Specular = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb); |
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#endif |
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#elif defined(_SPECGLOSSMAP_BASE_ALPHA) |
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s.Specular.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_SpecGlossMap, i.meshUV0.xy).rgb) * _SpecColor.rgb; |
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s.Glossiness = s.Alpha; |
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#else |
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s.Specular = _SpecColor.rgb; |
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s.Glossiness = _SpecColor.a; |
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#endif |
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// Shininess |
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s.Shininess = _Shininess; |
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// Normal |
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#if _NORMALMAP |
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s.Normal = UnpackNormal(tex2D(_BumpMap, i.meshUV0.xy)); |
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#endif |
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// Emission |
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#ifndef _EMISSION |
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s.Emission = _EmissionColor.rgb; |
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#else |
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s.Emission = LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, uv).rgb) * _EmissionColor.rgb; |
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#endif |
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// Alpha |
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
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s.Alpha = _Color.a; |
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#else |
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s.Alpha = c.a * _Color.a; |
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#endif |
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#ifdef _ALPHATEST_ON |
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clip(s.Alpha - _Cutoff); |
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#endif |
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} |
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ENDCG |
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} |
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Pass |
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{ |
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Tags { "Lightmode" = "ShadowCaster" } |
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ZWrite On ZTest LEqual |
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CGPROGRAM |
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#pragma target 2.0 |
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#include "UnityCG.cginc" |
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#include "CGIncludes/LightweightPass.cginc" |
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#pragma vertex shadowVert |
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#pragma fragment shadowFrag |
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ENDCG |
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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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CGPROGRAM |
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#pragma target 2.0 |
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#include "CGIncludes/LightweightPass.cginc" |
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#pragma vertex depthVert |
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#pragma fragment depthFrag |
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ENDCG |
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} |
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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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CGPROGRAM |
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#define UNITY_SETUP_BRDF_INPUT SpecularSetup |
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#pragma shader_feature _EMISSION |
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#pragma shader_feature _SPECGLOSSMAP |
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
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#pragma shader_feature ___ _DETAIL_MULX2 |
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#pragma shader_feature EDITOR_VISUALIZATION |
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#include "UnityCG.cginc" |
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#include "CGIncludes/LightweightPass.cginc" |
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#pragma vertex Vert_Meta |
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#pragma fragment frag_meta_ld |
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void DefineSurfaceMeta(VertOutput_Meta i, inout SurfaceFastBlinn s) |
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{ |
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// Albedo |
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float4 c = tex2D(_MainTex, i.meshUV0.xy); |
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s.Diffuse = c.rgb; |
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// Specular |
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#ifdef _SPECGLOSSMAP |
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half4 specularMap = tex2D(_SpecGlossMap, i.meshUV0.xy); |
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#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR) |
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s.Specular = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb); |
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#endif |
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#elif defined(_SPECGLOSSMAP_BASE_ALPHA) |
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s.Specular.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_SpecGlossMap, i.meshUV0.xy).rgb) * _SpecColor.rgb; |
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s.Glossiness = s.Alpha; |
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#else |
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s.Specular = _SpecColor.rgb; |
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s.Glossiness = _SpecColor.a; |
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#endif |
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// Emission |
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#ifndef _EMISSION |
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s.Emission = _EmissionColor.rgb; |
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#else |
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s.Emission = LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, uv).rgb) * _EmissionColor.rgb; |
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#endif |
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} |
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ENDCG |
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} |
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*/ |
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} |
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Fallback "Standard (Specular setup)" |
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CustomEditor "LightweightPipelineMaterialEditor" |
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} |
364
MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/MetallicTest.ShaderGraph
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fileFormatVersion: 2 |
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guid: 02a3ca69ec995e94aa47105621a17e4c |
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timeCreated: 1505519513 |
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licenseType: Pro |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: |
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- Texture2D_Texture2D_AEB21289_Uniform: {fileID: 2800000, guid: 6e8d12f68bae2294da814f9d4c81b29a, |
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type: 3} |
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- Texture2D_Texture2D_87733D67_Uniform: {fileID: 2800000, guid: 3f3b8bdf3ccd30c4fb97b62bd26ef1f6, |
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type: 3} |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
371
MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/SpecularTest.ShaderGraph
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fileFormatVersion: 2 |
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guid: a96bafc6e4c6e7c4ca1fb43c905d7948 |
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timeCreated: 1505519516 |
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licenseType: Pro |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: |
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- Texture2D_Texture2D_AEB21289_Uniform: {fileID: 2800000, guid: 6e8d12f68bae2294da814f9d4c81b29a, |
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type: 3} |
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- Texture2D_Texture2D_87733D67_Uniform: {fileID: 2800000, guid: 3f3b8bdf3ccd30c4fb97b62bd26ef1f6, |
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type: 3} |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
70
MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/UnlitTest.ShaderGraph
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fileFormatVersion: 2 |
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guid: c575d6799ba1a994a931fe22b1d3fe08 |
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timeCreated: 1505526719 |
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licenseType: Pro |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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SubShader |
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{ |
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} |
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LOD ${LOD} |
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Pass |
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{ |
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Tags{"LightMode" = "LightweightForward"} |
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${Tags} |
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${Blending} |
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${Culling} |
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${ZTest} |
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${ZWrite} |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT |
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#pragma multi_compile _ LIGHTWEIGHT_LINEAR |
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON |
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#pragma multi_compile _ LIGHTMAP_ON |
|||
#pragma multi_compile _ _LIGHT_PROBES_ON |
|||
#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES |
|||
#pragma multi_compile _ _VERTEX_LIGHTS |
|||
#pragma multi_compile_fog |
|||
#pragma multi_compile_instancing |
|||
|
|||
#pragma vertex Vertex |
|||
#pragma fragment LightweightFragmentFastBlinn |
|||
#pragma glsl |
|||
#pragma debug |
|||
|
|||
${Defines} |
|||
|
|||
#include "UnityCG.cginc" |
|||
|
|||
#define UNITY_SAMPLE_TEX2D(tex, coord) LIGHTWEIGHT_GAMMA_TO_LINEAR4(tex.Sample (sampler##tex,coord)) |
|||
|
|||
#define VERTEX_CUSTOM \ |
|||
${VertexShaderBody} |
|||
|
|||
//#define VERTINPUT_CUSTOM \ |
|||
//${VertexInputs} |
|||
|
|||
#define VERTOUTPUT_CUSTOM \ |
|||
${VertexOutputs} |
|||
|
|||
#include "CGIncludes/LightweightFastBlinn.cginc" |
|||
|
|||
${ShaderPropertyUsages} |
|||
${ShaderFunctions} |
|||
|
|||
void DefineSurface(VertOutput i, inout SurfaceFastBlinn o) |
|||
{ |
|||
${PixelShaderBody} |
|||
} |
|||
|
|||
ENDCG |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Tags{"Lightmode" = "ShadowCaster"} |
|||
ZWrite On ZTest LEqual |
|||
|
|||
CGPROGRAM |
|||
#pragma target 2.0 |
|||
#include "UnityCG.cginc" |
|||
#include "CGIncludes/LightweightPass.cginc" |
|||
#pragma vertex shadowVert |
|||
#pragma fragment shadowFrag |
|||
ENDCG |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Tags{"Lightmode" = "DepthOnly"} |
|||
ZWrite On |
|||
|
|||
CGPROGRAM |
|||
#pragma target 2.0 |
|||
#include "UnityCG.cginc" |
|||
#include "CGIncludes/LightweightPass.cginc" |
|||
#pragma vertex depthVert |
|||
#pragma fragment depthFrag |
|||
ENDCG |
|||
} |
|||
|
|||
/*Pass |
|||
{ |
|||
Tags{ "LightMode" = "Meta" } |
|||
|
|||
Cull Off |
|||
|
|||
CGPROGRAM |
|||
#define UNITY_SETUP_BRDF_INPUT SpecularSetup |
|||
|
|||
#pragma shader_feature _EMISSION |
|||
#pragma shader_feature _SPECGLOSSMAP |
|||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
|||
#pragma shader_feature ___ _DETAIL_MULX2 |
|||
#pragma shader_feature EDITOR_VISUALIZATION |
|||
|
|||
#include "UnityCG.cginc" |
|||
#include "CGIncludes/LightweightPass.cginc" |
|||
#pragma vertex Vert_Meta |
|||
#pragma fragment frag_meta_ld |
|||
|
|||
${ShaderPropertyUsages} |
|||
${ShaderFunctions} |
|||
|
|||
void DefineSurfaceMeta(VertOutput_Meta i, inout SurfaceFastBlinn o) |
|||
{ |
|||
${PixelShaderBody} |
|||
} |
|||
|
|||
ENDCG |
|||
}*/ |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: bc924eeca96fbbf458b692b836fa8e56 |
|||
timeCreated: 1481194716 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
SubShader |
|||
{ |
|||
Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} |
|||
|
|||
LOD ${LOD} |
|||
|
|||
Pass |
|||
{ |
|||
Tags{"LightMode" = "LightweightForward"} |
|||
${Tags} |
|||
${Blending} |
|||
${Culling} |
|||
${ZTest} |
|||
${ZWrite} |
|||
|
|||
CGPROGRAM |
|||
#pragma target 3.0 |
|||
|
|||
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT |
|||
#pragma multi_compile _ LIGHTWEIGHT_LINEAR |
|||
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON |
|||
#pragma multi_compile _ LIGHTMAP_ON |
|||
#pragma multi_compile _ _LIGHT_PROBES_ON |
|||
#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES |
|||
#pragma multi_compile _ _VERTEX_LIGHTS |
|||
#pragma multi_compile_fog |
|||
#pragma multi_compile_instancing |
|||
|
|||
#pragma vertex Vertex |
|||
#pragma fragment LightweightFragmentPBR |
|||
#pragma glsl |
|||
#pragma debug |
|||
|
|||
${Defines} |
|||
|
|||
#include "UnityCG.cginc" |
|||
|
|||
//#define UNITY_SAMPLE_TEX2D(tex, coord) LIGHTWEIGHT_GAMMA_TO_LINEAR4(tex.Sample (sampler##tex,coord)) |
|||
|
|||
#define VERTEX_CUSTOM \ |
|||
${VertexShaderBody} |
|||
|
|||
//#define VERTINPUT_CUSTOM \ |
|||
//${VertexInputs} |
|||
|
|||
#define VERTOUTPUT_CUSTOM \ |
|||
${VertexOutputs} |
|||
|
|||
#include "CGIncludes/LightweightPBR.cginc" |
|||
|
|||
${ShaderPropertyUsages} |
|||
${ShaderFunctions} |
|||
|
|||
void DefineSurface(VertOutput i, inout SurfacePBR o) |
|||
{ |
|||
${PixelShaderBody} |
|||
} |
|||
|
|||
ENDCG |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Tags{"Lightmode" = "ShadowCaster"} |
|||
ZWrite On ZTest LEqual |
|||
|
|||
CGPROGRAM |
|||
#pragma target 2.0 |
|||
#include "UnityCG.cginc" |
|||
#include "CGIncludes/LightweightPass.cginc" |
|||
#pragma vertex shadowVert |
|||
#pragma fragment shadowFrag |
|||
ENDCG |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Tags{"Lightmode" = "DepthOnly"} |
|||
ZWrite On |
|||
|
|||
CGPROGRAM |
|||
#pragma target 2.0 |
|||
#include "UnityCG.cginc" |
|||
#include "CGIncludes/LightweightPass.cginc" |
|||
#pragma vertex depthVert |
|||
#pragma fragment depthFrag |
|||
ENDCG |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 2353df0680be00447b3e7be2e8f1c71f |
|||
timeCreated: 1481194716 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
SubShader |
|||
{ |
|||
Tags{"RenderType" = "Opaque" "IgnoreProjectors" = "True" "RenderPipeline" = "LightweightPipeline"} |
|||
|
|||
LOD ${LOD} |
|||
|
|||
Pass |
|||
{ |
|||
Tags{"LightMode" = "LightweightForward"} |
|||
${Tags} |
|||
${Blending} |
|||
${Culling} |
|||
${ZTest} |
|||
${ZWrite} |
|||
|
|||
CGPROGRAM |
|||
#pragma target 3.0 |
|||
|
|||
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON |
|||
#pragma multi_compile_fog |
|||
#pragma multi_compile_instancing |
|||
|
|||
#pragma vertex LightweightVertexUnlit |
|||
#pragma fragment LightweightFragmentUnlit |
|||
#pragma glsl |
|||
#pragma debug |
|||
|
|||
${Defines} |
|||
|
|||
#include "UnityCG.cginc" |
|||
|
|||
#define VERTEX_CUSTOM \ |
|||
${VertexShaderBody} |
|||
|
|||
//#define VERTINPUT_CUSTOM \ |
|||
//${VertexInputs} |
|||
|
|||
#define VERTOUTPUT_CUSTOM \ |
|||
${VertexOutputs} |
|||
|
|||
#include "CGIncludes/LightweightUnlit.cginc" |
|||
|
|||
${ShaderPropertyUsages} |
|||
${ShaderFunctions} |
|||
|
|||
void DefineSurface(LightweightVertexOutputUnlit i, inout SurfaceUnlit o) |
|||
{ |
|||
${PixelShaderBody} |
|||
} |
|||
|
|||
ENDCG |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 6076bf8142e1aab42843b38e9585e81c |
|||
timeCreated: 1481194716 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 916528b44860a914c9ce5f4db133a19b |
|||
folderAsset: yes |
|||
timeCreated: 1505322757 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#ifndef LIGHTWEIGHT_CORE_INCLUDED |
|||
#define LIGHTWEIGHT_CORE_INCLUDED |
|||
|
|||
// ------------------------------------- |
|||
|
|||
#include "LightweightInput.cginc" |
|||
#include "LightweightLighting.cginc" |
|||
|
|||
#if defined(_HARD_SHADOWS) || defined(_SOFT_SHADOWS) || defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES) |
|||
#define _SHADOWS |
|||
#endif |
|||
|
|||
#if defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES) |
|||
#define _SHADOW_CASCADES |
|||
#endif |
|||
|
|||
#ifdef _SHADOWS |
|||
#include "LightweightShadows.cginc" |
|||
#endif |
|||
|
|||
#if defined(_SPECGLOSSMAP_BASE_ALPHA) || defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) |
|||
#define _SPECULARHIGHLIGHTS_ON |
|||
#endif |
|||
|
|||
#define _DieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%) |
|||
|
|||
half SpecularReflectivity(half3 specular) |
|||
{ |
|||
#if (SHADER_TARGET < 30) |
|||
// SM2.0: instruction count limitation |
|||
// SM2.0: simplified SpecularStrength |
|||
return specular.r; // Red channel - because most metals are either monocrhome or with redish/yellowish tint |
|||
#else |
|||
return max(max(specular.r, specular.g), specular.b); |
|||
#endif |
|||
} |
|||
|
|||
half4 OutputColor(half3 color, half alpha) |
|||
{ |
|||
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) |
|||
return LIGHTWEIGHT_LINEAR_TO_GAMMA(half4(color, alpha)); |
|||
#else |
|||
return half4(LIGHTWEIGHT_LINEAR_TO_GAMMA(color), 1); |
|||
#endif |
|||
} |
|||
|
|||
VertOutput Vertex(VertInput v) |
|||
{ |
|||
VertOutput o = (VertOutput)0; |
|||
|
|||
UNITY_SETUP_INSTANCE_ID(v); |
|||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
|||
|
|||
o.normal = normalize(UnityObjectToWorldNormal(v.normal)); |
|||
|
|||
o.meshUV0.xy = v.texcoord0.xy; |
|||
#ifdef LIGHTMAP_ON |
|||
o.meshUV0.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw; |
|||
#endif |
|||
|
|||
//${ VertexShaderBody } |
|||
#ifdef VERTEX_CUSTOM |
|||
VERTEX_CUSTOM; |
|||
#endif |
|||
|
|||
o.hpos = UnityObjectToClipPos(v.vertex); |
|||
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
|||
o.posWS.xyz = worldPos; |
|||
o.viewDir.xyz = normalize(_WorldSpaceCameraPos - worldPos); |
|||
|
|||
// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU |
|||
#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS) |
|||
half3 diffuse = half3(1.0, 1.0, 1.0); |
|||
// pixel lights shaded = min(pixelLights, perObjectLights) |
|||
// vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded |
|||
// Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights) |
|||
int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y); |
|||
int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y); |
|||
for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter) |
|||
{ |
|||
int lightIndex = unity_4LightIndices0[lightIter]; |
|||
LightInput lightInput; |
|||
INITIALIZE_LIGHT(lightInput, lightIndex); |
|||
|
|||
half3 lightDirection; |
|||
half atten = ComputeLightAttenuationVertex(lightInput, o.normal, worldPos, lightDirection); |
|||
o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, normal, atten); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(_LIGHT_PROBES_ON) && !defined(LIGHTMAP_ON) |
|||
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(o.normal, 1))); |
|||
#endif |
|||
|
|||
UNITY_TRANSFER_FOG(o, o.hpos); |
|||
return o; |
|||
} |
|||
|
|||
#endif |
|
|||
#ifndef LIGHTWEIGHT_FASTBLINN_INCLUDED |
|||
#define LIGHTWEIGHT_FASTBLINN_INCLUDED |
|||
|
|||
#include "UnityStandardInput.cginc" |
|||
#include "LightweightCore.cginc" |
|||
|
|||
struct SurfaceFastBlinn |
|||
{ |
|||
float3 Diffuse; // diffuse color |
|||
float3 Specular; // specular color |
|||
float Shininess; |
|||
float3 Normal; // tangent space normal, if written |
|||
half3 Emission; |
|||
half Glossiness; // 0=rough, 1=smooth |
|||
float Alpha; // alpha for transparencies |
|||
}; |
|||
|
|||
SurfaceFastBlinn InitializeSurfaceFastBlinn() |
|||
{ |
|||
SurfaceFastBlinn s; |
|||
s.Diffuse = float3(0.5, 0.5, 0.5); |
|||
s.Specular = float3(0, 0, 0); |
|||
s.Shininess = 0.5; |
|||
s.Normal = float3(.5, .5, 1); |
|||
s.Emission = 0; |
|||
s.Glossiness = 0; |
|||
s.Alpha = 1; |
|||
return s; |
|||
} |
|||
|
|||
void DefineSurface(VertOutput i, inout SurfaceFastBlinn o); |
|||
|
|||
half4 LightweightFragmentFastBlinn(VertOutput i) : SV_Target |
|||
{ |
|||
SurfaceFastBlinn o = InitializeSurfaceFastBlinn(); |
|||
DefineSurface(i, o); |
|||
|
|||
_Shininess = o.Shininess; |
|||
|
|||
// Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff |
|||
// due overdraw performance impact. |
|||
#ifdef _ALPHATEST_ON |
|||
clip(o.Alpha - _Cutoff); |
|||
#endif |
|||
|
|||
half3 normal; |
|||
#if _NORMALMAP |
|||
half3 tangentToWorld0 = half3(i.tangent.x, i.binormal.x, i.normal.x); |
|||
half3 tangentToWorld1 = half3(i.tangent.y, i.binormal.y, i.normal.y); |
|||
half3 tangentToWorld2 = half3(i.tangent.z, i.binormal.z, i.normal.z); |
|||
normal = normalize(half3(dot(o.Normal, tangentToWorld0), dot(o.Normal, tangentToWorld1), dot(o.Normal, tangentToWorld2))); |
|||
#else |
|||
normal = normalize(i.normal); |
|||
#endif |
|||
|
|||
half3 viewDir = i.viewDir.xyz; |
|||
float3 worldPos = i.posWS.xyz; |
|||
|
|||
half3 lightDirection; |
|||
|
|||
half4 specularGloss = half4(o.Specular, o.Glossiness); |
|||
|
|||
#ifdef _SHADOWS |
|||
#if _NORMALMAP |
|||
half3 vertexNormal = half3(tangentToWorld0.z, tangentToWorld1.z, tangentToWorld2.z); // Fix this |
|||
#else |
|||
half3 vertexNormal = i.normal; |
|||
#endif |
|||
#endif |
|||
|
|||
#ifndef _MULTIPLE_LIGHTS |
|||
LightInput lightInput; |
|||
INITIALIZE_MAIN_LIGHT(lightInput); |
|||
half lightAtten = ComputeLightAttenuation(lightInput, normal, worldPos, lightDirection); |
|||
#ifdef _SHADOWS |
|||
lightAtten *= ComputeShadowAttenuation(vertexNormal, i.posWS, _ShadowLightDirection.xyz); |
|||
#endif |
|||
|
|||
#ifdef _SPECULARHIGHLIGHTS_ON |
|||
half3 color = LightingBlinnPhong(o.Diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightInput.color; |
|||
#else |
|||
half3 color = LightingLambert(o.Diffuse, lightDirection, normal, lightAtten) * lightInput.color; |
|||
#endif |
|||
|
|||
#else |
|||
half3 color = half3(0, 0, 0); |
|||
|
|||
#ifdef _SHADOWS |
|||
half shadowAttenuation = ComputeShadowAttenuation(vertexNormal, i.posWS, _ShadowLightDirection.xyz); |
|||
#endif |
|||
int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y); |
|||
for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter) |
|||
{ |
|||
LightInput lightData; |
|||
int lightIndex = unity_4LightIndices0[lightIter]; |
|||
INITIALIZE_LIGHT(lightData, lightIndex); |
|||
half lightAtten = ComputeLightAttenuation(lightData, normal, worldPos, lightDirection); |
|||
#ifdef _SHADOWS |
|||
lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x)); |
|||
#endif |
|||
|
|||
#ifdef _SPECULARHIGHLIGHTS_ON |
|||
color += LightingBlinnPhong(o.Diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightData.color; |
|||
#else |
|||
color += LightingLambert(o.Diffuse, lightDirection, normal, lightAtten) * lightData.color; |
|||
#endif |
|||
} |
|||
|
|||
#endif // _MULTIPLE_LIGHTS |
|||
|
|||
color += o.Emission; |
|||
|
|||
#if defined(LIGHTMAP_ON) |
|||
color += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * o.Diffuse; |
|||
#elif defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON) |
|||
color += i.fogCoord.yzw * o.Diffuse; |
|||
#endif |
|||
|
|||
#if _REFLECTION_CUBEMAP |
|||
// TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection |
|||
half3 reflectVec = reflect(-i.viewDir.xyz, normal); |
|||
color += texCUBE(_Cube, reflectVec).rgb * o.Specular; |
|||
#elif defined(_REFLECTION_PROBE) |
|||
half3 reflectVec = reflect(-i.viewDir.xyz, normal); |
|||
half4 reflectionProbe = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflectVec); |
|||
color += reflectionProbe.rgb * (reflectionProbe.a * unity_SpecCube0_HDR.x) * o.Specular; |
|||
#endif |
|||
|
|||
UNITY_APPLY_FOG(i.fogCoord, color); |
|||
|
|||
return OutputColor(color, o.Alpha); |
|||
}; |
|||
|
|||
#endif |
|
|||
fileFormatVersion: 2 |
|||
guid: 34f60d15edc79b040ba710e07e9582a8 |
|||
timeCreated: 1488965025 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#ifndef LIGHTWEIGHT_INPUT_INCLUDED |
|||
#define LIGHTWEIGHT_INPUT_INCLUDED |
|||
|
|||
#include "UnityCG.cginc" |
|||
|
|||
#define MAX_VISIBLE_LIGHTS 16 |
|||
|
|||
// Main light initialized without indexing |
|||
#define INITIALIZE_MAIN_LIGHT(light) \ |
|||
light.pos = _LightPosition; \ |
|||
light.color = _LightColor; \ |
|||
light.atten = _LightAttenuationParams; \ |
|||
light.spotDir = _LightSpotDir; |
|||
|
|||
// Indexing might have a performance hit for old mobile hardware |
|||
#define INITIALIZE_LIGHT(light, lightIndex) \ |
|||
light.pos = globalLightPos[lightIndex]; \ |
|||
light.color = globalLightColor[lightIndex]; \ |
|||
light.atten = globalLightAtten[lightIndex]; \ |
|||
light.spotDir = globalLightSpotDir[lightIndex] |
|||
|
|||
#if !(defined(_SINGLE_DIRECTIONAL_LIGHT) || defined(_SINGLE_SPOT_LIGHT) || defined(_SINGLE_POINT_LIGHT)) |
|||
#define _MULTIPLE_LIGHTS |
|||
#endif |
|||
|
|||
#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR) |
|||
// Ideally we want an approximation of gamma curve 2.0 to save ALU on GPU but as off now it won't match the GammaToLinear conversion of props in engine |
|||
//#define LIGHTWEIGHT_GAMMA_TO_LINEAR(gammaColor) gammaColor * gammaColor |
|||
//#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linColor) sqrt(color) |
|||
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(sRGB) sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h) |
|||
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linRGB) max(1.055h * pow(max(linRGB, 0.h), 0.416666667h) - 0.055h, 0.h) |
|||
|
|||
#define LIGHTWEIGHT_GAMMA_TO_LINEAR4(sRGBA) float4(sRGBA.rgb * (sRGBA.rgb * (sRGBA.rgb * 0.305306011h + 0.682171111h) + 0.012522878h), sRGBA.a) |
|||
#define LIGHTWEIGHT_LINEAR_TO_GAMMA4(linRGBA) float4(max(1.055h * pow(max(linRGBA.rgb, 0.h), 0.416666667h) - 0.055h, 0.h), linRGBA.a) |
|||
#else |
|||
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(color) color |
|||
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(color) color |
|||
#define LIGHTWEIGHT_GAMMA_TO_LINEAR4(color) color |
|||
#define LIGHTWEIGHT_LINEAR_TO_GAMMA4(color) color |
|||
#endif |
|||
|
|||
|
|||
struct LightInput |
|||
{ |
|||
float4 pos; |
|||
half4 color; |
|||
float4 atten; |
|||
half4 spotDir; |
|||
}; |
|||
|
|||
sampler2D _AttenuationTexture; |
|||
|
|||
// Per object light list data |
|||
#ifdef _MULTIPLE_LIGHTS |
|||
half4 unity_LightIndicesOffsetAndCount; |
|||
half4 unity_4LightIndices0; |
|||
|
|||
// The variables are very similar to built-in unity_LightColor, unity_LightPosition, |
|||
// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here |
|||
// we use world space positions instead of view space. |
|||
half4 globalLightCount; |
|||
half4 globalLightColor[MAX_VISIBLE_LIGHTS]; |
|||
float4 globalLightPos[MAX_VISIBLE_LIGHTS]; |
|||
half4 globalLightSpotDir[MAX_VISIBLE_LIGHTS]; |
|||
float4 globalLightAtten[MAX_VISIBLE_LIGHTS]; |
|||
#else |
|||
float4 _LightPosition; |
|||
half4 _LightColor; |
|||
float4 _LightAttenuationParams; |
|||
half4 _LightSpotDir; |
|||
#endif |
|||
|
|||
sampler2D _MetallicSpecGlossMap; |
|||
|
|||
half4 _DieletricSpec; |
|||
half _Shininess; |
|||
samplerCUBE _Cube; |
|||
half4 _ReflectColor; |
|||
|
|||
struct VertInput |
|||
{ |
|||
float4 vertex : POSITION; |
|||
float3 normal : NORMAL; |
|||
float4 tangent : TANGENT; |
|||
float4 texcoord0 : TEXCOORD0; |
|||
float2 lightmapUV : TEXCOORD1; |
|||
#ifdef VERTINPUT_CUSTOM |
|||
VERTINPUT_CUSTOM; |
|||
#endif |
|||
UNITY_VERTEX_INPUT_INSTANCE_ID |
|||
}; |
|||
|
|||
struct VertOutput |
|||
{ |
|||
float4 posWS : TEXCOORD0; |
|||
float4 viewDir : TEXCOORD1; // xyz: viewDir |
|||
half4 fogCoord : TEXCOORD2; // x: fogCoord, yzw: vertexColor |
|||
half3 normal : TEXCOORD3; |
|||
half4 meshUV0 : TEXCOORD4; // uv01.xy: uv0, uv01.zw: uv1 |
|||
#ifdef VERTOUTPUT_CUSTOM |
|||
VERTOUTPUT_CUSTOM |
|||
#endif |
|||
float4 hpos : SV_POSITION; |
|||
UNITY_VERTEX_OUTPUT_STEREO |
|||
}; |
|||
|
|||
#endif |
|
|||
#ifndef LIGHTWEIGHT_PBR_INCLUDED |
|||
#define LIGHTWEIGHT_PBR_INCLUDED |
|||
|
|||
#include "UnityStandardInput.cginc" |
|||
#include "LightweightShadows.cginc" |
|||
#include "LightweightBRDF.cginc" |
|||
#include "LightweightCore.cginc" |
|||
|
|||
struct SurfacePBR |
|||
{ |
|||
float3 Albedo; // diffuse color |
|||
float3 Specular; // specular color |
|||
float Metallic; // metallic |
|||
float3 Normal; // tangent space normal, if written |
|||
half3 Emission; |
|||
half Smoothness; // 0=rough, 1=smooth |
|||
half Occlusion; // occlusion (default 1) |
|||
float Alpha; // alpha for transparencies |
|||
}; |
|||
|
|||
SurfacePBR InitializeSurfacePBR() |
|||
{ |
|||
SurfacePBR s; |
|||
s.Albedo = float3(0.5, 0.5, 0.5); |
|||
s.Specular = float3(0, 0, 0); |
|||
s.Metallic = 0; |
|||
s.Normal = float3(.5, .5, 1); |
|||
s.Emission = 0; |
|||
s.Smoothness = 0; |
|||
s.Occlusion = 1; |
|||
s.Alpha = 1; |
|||
return s; |
|||
} |
|||
|
|||
void DefineSurface(VertOutput i, inout SurfacePBR o); |
|||
|
|||
half3 MetallicSetup(float2 uv, SurfacePBR s, out half3 specular, out half smoothness, out half oneMinusReflectivity) |
|||
{ |
|||
smoothness = s.Smoothness;// metallicGloss.g; |
|||
|
|||
// We'll need oneMinusReflectivity, so |
|||
// 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic) |
|||
// store (1-dielectricSpec) in unity_ColorSpaceDielectricSpec.a, then |
|||
// 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) = |
|||
// = alpha - metallic * alpha |
|||
half oneMinusDielectricSpec = _DieletricSpec.a; |
|||
oneMinusReflectivity = oneMinusDielectricSpec - s.Metallic * oneMinusDielectricSpec; |
|||
specular = lerp(_DieletricSpec.rgb, s.Albedo, s.Metallic); |
|||
|
|||
return s.Albedo * oneMinusReflectivity; |
|||
} |
|||
|
|||
half3 SpecularSetup(float2 uv, SurfacePBR s, out half3 specular, out half smoothness, out half oneMinusReflectivity) |
|||
{ |
|||
half4 specGloss = float4(s.Specular, s.Smoothness); |
|||
specular = specGloss.rgb; |
|||
smoothness = specGloss.a; |
|||
oneMinusReflectivity = 1.0h - SpecularReflectivity(specular); |
|||
return s.Albedo * (half3(1, 1, 1) - specular); |
|||
} |
|||
|
|||
half4 LightweightFragmentPBR(VertOutput i) : SV_Target |
|||
{ |
|||
SurfacePBR o = InitializeSurfacePBR(); |
|||
DefineSurface(i, o); |
|||
|
|||
//float2 uv = i.mesUV0.xy; |
|||
float2 lightmapUV = i.meshUV0.zw; |
|||
|
|||
half3 specColor; |
|||
half smoothness; |
|||
half oneMinusReflectivity; |
|||
#ifdef _METALLIC_SETUP |
|||
half3 diffColor = MetallicSetup(i.meshUV0.xy, o, specColor, smoothness, oneMinusReflectivity); |
|||
#else |
|||
half3 diffColor = SpecularSetup(i.meshUV0.xy, o, specColor, smoothness, oneMinusReflectivity); |
|||
#endif |
|||
|
|||
diffColor = PreMultiplyAlpha(diffColor, o.Alpha, oneMinusReflectivity, /*out*/ o.Alpha); |
|||
|
|||
// Roughness is (1.0 - smoothness)² |
|||
half perceptualRoughness = 1.0h - smoothness; |
|||
|
|||
half3 normal; |
|||
#if _NORMALMAP |
|||
half3 tangentToWorld0 = half3(i.tangent.x, i.binormal.x, i.normal.x); |
|||
half3 tangentToWorld1 = half3(i.tangent.y, i.binormal.y, i.normal.y); |
|||
half3 tangentToWorld2 = half3(i.tangent.z, i.binormal.z, i.normal.z); |
|||
normal = normalize(half3(dot(o.Normal, tangentToWorld0), dot(o.Normal, tangentToWorld1), dot(o.Normal, tangentToWorld2))); |
|||
#else |
|||
normal = normalize(i.normal); |
|||
#endif |
|||
|
|||
// TODO: shader keyword for occlusion |
|||
// TODO: Reflection Probe blend support. |
|||
half3 reflectVec = reflect(-i.viewDir.xyz, normal); |
|||
|
|||
UnityIndirect indirectLight = LightweightGI(lightmapUV, i.fogCoord.yzw, reflectVec, o.Occlusion, perceptualRoughness); |
|||
|
|||
// PBS |
|||
// grazingTerm = F90 |
|||
half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity)); |
|||
half fresnelTerm = Pow4(1.0 - saturate(dot(normal, i.viewDir.xyz))); |
|||
half3 color = LightweightBRDFIndirect(diffColor, specColor, indirectLight, perceptualRoughness * perceptualRoughness, grazingTerm, fresnelTerm); |
|||
half3 lightDirection; |
|||
|
|||
#ifdef _SHADOWS |
|||
#if _NORMALMAP |
|||
half3 vertexNormal = half3(tangentToWorld0.z, tangentToWorld1.z, tangentToWorld2.z); // Fix this |
|||
#else |
|||
half3 vertexNormal = i.normal; |
|||
#endif |
|||
#endif |
|||
|
|||
#ifndef _MULTIPLE_LIGHTS |
|||
LightInput light; |
|||
INITIALIZE_MAIN_LIGHT(light); |
|||
half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection); |
|||
|
|||
#ifdef _SHADOWS |
|||
lightAtten *= ComputeShadowAttenuation(vertexNormal, i.posWS, _ShadowLightDirection.xyz); |
|||
#endif |
|||
|
|||
half NdotL = saturate(dot(normal, lightDirection)); |
|||
half3 radiance = light.color * (lightAtten * NdotL); |
|||
color += LightweightBDRF(diffColor, specColor, oneMinusReflectivity, perceptualRoughness, normal, lightDirection, i.viewDir.xyz) * radiance; |
|||
#else |
|||
|
|||
#ifdef _SHADOWS |
|||
half shadowAttenuation = ComputeShadowAttenuation(vertexNormal, i.posWS, _ShadowLightDirection.xyz); |
|||
#endif |
|||
int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y); |
|||
for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter) |
|||
{ |
|||
LightInput light; |
|||
int lightIndex = unity_4LightIndices0[lightIter]; |
|||
INITIALIZE_LIGHT(light, lightIndex); |
|||
half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection); |
|||
#ifdef _SHADOWS |
|||
lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x)); |
|||
#endif |
|||
half NdotL = saturate(dot(normal, lightDirection)); |
|||
half3 radiance = light.color * (lightAtten * NdotL); |
|||
|
|||
color += LightweightBDRF(diffColor, specColor, oneMinusReflectivity, perceptualRoughness, normal, lightDirection, i.viewDir.xyz) * radiance; |
|||
} |
|||
#endif |
|||
|
|||
color += o.Emission; |
|||
UNITY_APPLY_FOG(i.fogCoord, color); |
|||
return OutputColor(color, o.Alpha); |
|||
} |
|||
|
|||
#endif |
|
|||
fileFormatVersion: 2 |
|||
guid: 7cfc2533f15ff004ca757daee1df2c37 |
|||
timeCreated: 1488965025 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#ifndef LIGHTWEIGHT_PASS_INCLUDED |
|||
#define LIGHTWEIGHT_PASS_INCLUDED |
|||
|
|||
float4 shadowVert(float4 pos : POSITION) : SV_POSITION |
|||
{ |
|||
float4 clipPos = UnityObjectToClipPos(pos); |
|||
#if defined(UNITY_REVERSED_Z) |
|||
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); |
|||
#else |
|||
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); |
|||
#endif |
|||
return clipPos; |
|||
} |
|||
|
|||
half4 shadowFrag() : SV_TARGET |
|||
{ |
|||
return 0; |
|||
} |
|||
|
|||
float4 depthVert(float4 pos : POSITION) : SV_POSITION |
|||
{ |
|||
return UnityObjectToClipPos(pos); |
|||
} |
|||
|
|||
half4 depthFrag() : SV_TARGET |
|||
{ |
|||
return 0; |
|||
} |
|||
|
|||
// -------------------------------- |
|||
// Meta |
|||
|
|||
#include "UnityStandardMeta.cginc" |
|||
#include "LightweightFastBlinn.cginc" |
|||
|
|||
struct VertOutput_Meta |
|||
{ |
|||
float4 meshUV0 : TEXCOORD0; |
|||
float4 pos : SV_POSITION; |
|||
}; |
|||
|
|||
VertOutput_Meta Vert_Meta(VertexInput v) |
|||
{ |
|||
VertOutput_Meta o; |
|||
o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); |
|||
o.meshUV0 = TexCoords(v); |
|||
return o; |
|||
} |
|||
|
|||
void DefineSurfaceMeta(VertOutput_Meta i, inout SurfaceFastBlinn s); |
|||
|
|||
fixed4 frag_meta_ld(VertOutput_Meta i) : SV_Target |
|||
{ |
|||
UnityMetaInput o; |
|||
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); |
|||
|
|||
SurfaceFastBlinn s = InitializeSurfaceFastBlinn(); |
|||
DefineSurfaceMeta(i, s); |
|||
|
|||
o.Albedo = s.Diffuse; |
|||
o.SpecularColor = s.Specular; |
|||
o.Emission = s.Emission; |
|||
|
|||
return UnityMetaFragment(o); |
|||
} |
|||
|
|||
#endif |
|
|||
fileFormatVersion: 2 |
|||
guid: 83e29b5f678b4c847bb1d9677843726d |
|||
timeCreated: 1488965025 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#ifndef LIGHTWEIGHT_UNLIT_INCLUDED |
|||
#define LIGHTWEIGHT_UNLIT_INCLUDED |
|||
|
|||
struct appdata_unlit |
|||
{ |
|||
float4 vertex : POSITION; |
|||
float4 texcoord0 : TEXCOORD0; |
|||
#ifdef VERTINPUT_CUSTOM |
|||
VERTINPUT_CUSTOM; |
|||
#endif |
|||
UNITY_VERTEX_INPUT_INSTANCE_ID |
|||
}; |
|||
|
|||
struct LightweightVertexOutputUnlit |
|||
{ |
|||
float4 meshUV0 : TEXCOORD0; |
|||
UNITY_FOG_COORDS(1) |
|||
float4 vertex : SV_POSITION; |
|||
#ifdef VERTOUTPUT_CUSTOM |
|||
VERTOUTPUT_CUSTOM |
|||
#endif |
|||
UNITY_VERTEX_OUTPUT_STEREO |
|||
}; |
|||
|
|||
struct SurfaceUnlit |
|||
{ |
|||
float3 Color; // color |
|||
float Alpha; // alpha for transparencies |
|||
}; |
|||
|
|||
SurfaceUnlit InitializeSurfaceUnlit() |
|||
{ |
|||
SurfaceUnlit s; |
|||
s.Color = float3(0.5, 0.5, 0.5); |
|||
s.Alpha = 1; |
|||
return s; |
|||
} |
|||
|
|||
void DefineSurface(LightweightVertexOutputUnlit i, inout SurfaceUnlit s); |
|||
|
|||
sampler2D _MainTex; |
|||
float4 _MainTex_ST; |
|||
half4 _Color; |
|||
half _Cutoff; |
|||
|
|||
LightweightVertexOutputUnlit LightweightVertexUnlit(appdata_unlit v) |
|||
{ |
|||
LightweightVertexOutputUnlit o; |
|||
|
|||
UNITY_SETUP_INSTANCE_ID(v); |
|||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
|||
|
|||
#ifdef VERTEX_CUSTOM |
|||
VERTEX_CUSTOM; |
|||
#endif |
|||
|
|||
o.vertex = UnityObjectToClipPos(v.vertex); |
|||
o.meshUV0 = float4(0, 0, 0, 0); |
|||
o.meshUV0.xy = v.texcoord0.xy;// TRANSFORM_TEX(v.texcoord0, _MainTex); |
|||
UNITY_TRANSFER_FOG(o,o.vertex); |
|||
return o; |
|||
} |
|||
|
|||
half4 LightweightFragmentUnlit(LightweightVertexOutputUnlit i) : SV_Target |
|||
{ |
|||
SurfaceUnlit s = InitializeSurfaceUnlit(); |
|||
DefineSurface(i, s); |
|||
|
|||
UNITY_APPLY_FOG(i.fogCoord, s.Color); |
|||
|
|||
#ifdef _ALPHABLEND_ON |
|||
return fixed4(s.Color, s.Alpha); |
|||
#else |
|||
return fixed4(s.Color, 1.0); |
|||
#endif |
|||
}; |
|||
|
|||
#endif |
|
|||
fileFormatVersion: 2 |
|||
guid: 48b597269e31da549b83620e270727a5 |
|||
timeCreated: 1488965025 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 1ac259924f8784a4aa1eb5e9e556b08d |
|||
timeCreated: 1478188276 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using UnityEngine.Graphing; |
|||
|
|||
namespace UnityEngine.MaterialGraph |
|||
{ |
|||
[Serializable] |
|||
[Title("Master/Lightweight/PBR Metallic")] |
|||
public class LightweightMetallicMasterNode : AbstractLightweightPBRMasterNode |
|||
{ |
|||
public const string MetallicSlotName = "Metallic"; |
|||
public const int MetallicSlotId = 2; |
|||
|
|||
public const string WorkflowName = "Metallic"; |
|||
|
|||
public LightweightMetallicMasterNode() |
|||
{ |
|||
name = "LightweightMetallicMasterNode"; |
|||
UpdateNodeAfterDeserialization(); |
|||
} |
|||
|
|||
public sealed override void UpdateNodeAfterDeserialization() |
|||
{ |
|||
AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Vertex)); |
|||
AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(MetallicSlotId, MetallicSlotName, MetallicSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(OcclusionSlotId, OcclusionSlotName, OcclusionSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
|
|||
// clear out slot names that do not match the slots
|
|||
// we support
|
|||
RemoveSlotsNameNotMatching( |
|||
new[] |
|||
{ |
|||
AlbedoSlotId, |
|||
NormalSlotId, |
|||
EmissionSlotId, |
|||
MetallicSlotId, |
|||
SmoothnessSlotId, |
|||
OcclusionSlotId, |
|||
AlphaSlotId, |
|||
VertexOffsetId |
|||
}); |
|||
} |
|||
|
|||
protected override int[] surfaceInputs |
|||
{ |
|||
get |
|||
{ |
|||
return new[] |
|||
{ |
|||
AlbedoSlotId, |
|||
NormalSlotId, |
|||
EmissionSlotId, |
|||
MetallicSlotId, |
|||
SmoothnessSlotId, |
|||
OcclusionSlotId, |
|||
AlphaSlotId, |
|||
}; |
|||
} |
|||
} |
|||
|
|||
protected override int[] vertexInputs |
|||
{ |
|||
get |
|||
{ |
|||
return new[] |
|||
{ |
|||
VertexOffsetId |
|||
}; |
|||
} |
|||
} |
|||
|
|||
public override string GetWorkflowName() |
|||
{ |
|||
return WorkflowName; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 4b9e77744d433de4186738959cadcfca |
|||
timeCreated: 1478188276 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 7878b24712c094649abcc7b75433986c |
|||
timeCreated: 1505339540 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using UnityEngine.Graphing; |
|||
|
|||
namespace UnityEngine.MaterialGraph |
|||
{ |
|||
[Serializable] |
|||
[Title("Master/Lightweight/PBR Specular")] |
|||
public class LightweightSpecularMasterNode : AbstractLightweightPBRMasterNode |
|||
{ |
|||
public const string SpecularSlotName = "Specular"; |
|||
public const int SpecularSlotId = 2; |
|||
|
|||
public const string WorkflowName = "Specular"; |
|||
|
|||
public LightweightSpecularMasterNode() |
|||
{ |
|||
name = "LightweightSpecularMasterNode"; |
|||
UpdateNodeAfterDeserialization(); |
|||
} |
|||
|
|||
public sealed override void UpdateNodeAfterDeserialization() |
|||
{ |
|||
AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Vertex)); |
|||
AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(SpecularSlotId, SpecularSlotName, SpecularSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(OcclusionSlotId, OcclusionSlotName, OcclusionSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
|
|||
// clear out slot names that do not match the slots
|
|||
// we support
|
|||
RemoveSlotsNameNotMatching( |
|||
new[] |
|||
{ |
|||
AlbedoSlotId, |
|||
NormalSlotId, |
|||
EmissionSlotId, |
|||
SpecularSlotId, |
|||
SmoothnessSlotId, |
|||
OcclusionSlotId, |
|||
AlphaSlotId, |
|||
VertexOffsetId |
|||
}); |
|||
} |
|||
|
|||
protected override int[] surfaceInputs |
|||
{ |
|||
get |
|||
{ |
|||
return new[] |
|||
{ |
|||
AlbedoSlotId, |
|||
NormalSlotId, |
|||
EmissionSlotId, |
|||
SpecularSlotId, |
|||
SmoothnessSlotId, |
|||
OcclusionSlotId, |
|||
AlphaSlotId, |
|||
}; |
|||
} |
|||
} |
|||
|
|||
protected override int[] vertexInputs |
|||
{ |
|||
get |
|||
{ |
|||
return new[] |
|||
{ |
|||
VertexOffsetId |
|||
}; |
|||
} |
|||
} |
|||
|
|||
public override string GetWorkflowName() |
|||
{ |
|||
return WorkflowName; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: bf358c1c084b6cf4b9a4a9cc49cd61f0 |
|||
timeCreated: 1478188276 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 19fc28fd8cfc0e24185139d888b580e0 |
|||
folderAsset: yes |
|||
timeCreated: 1505498024 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: dd9161734a395a842b4c7efb8eaee2b0 |
|||
timeCreated: 1478188276 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using System.IO; |
|||
using System.Linq; |
|||
using System.Text.RegularExpressions; |
|||
using UnityEngine.Graphing; |
|||
|
|||
namespace UnityEngine.MaterialGraph |
|||
{ |
|||
[Serializable] |
|||
public abstract class AbstractLightweightPBRMasterNode : AbstractMasterNode |
|||
{ |
|||
public const string AlbedoSlotName = "Albedo"; |
|||
public const string NormalSlotName = "Normal"; |
|||
public const string EmissionSlotName = "Emission"; |
|||
public const string SmoothnessSlotName = "Smoothness"; |
|||
public const string OcclusionSlotName = "Occlusion"; |
|||
public const string AlphaSlotName = "Alpha"; |
|||
public const string VertexOffsetName = "VertexPosition"; |
|||
|
|||
public const int AlbedoSlotId = 0; |
|||
public const int NormalSlotId = 1; |
|||
public const int EmissionSlotId = 3; |
|||
public const int SmoothnessSlotId = 4; |
|||
public const int OcclusionSlotId = 5; |
|||
public const int AlphaSlotId = 6; |
|||
public const int VertexOffsetId = 7; |
|||
|
|||
[SerializeField] |
|||
private SurfaceMaterialOptions m_MaterialOptions = new SurfaceMaterialOptions(); |
|||
|
|||
public SurfaceMaterialOptions options |
|||
{ |
|||
get { return m_MaterialOptions; } |
|||
} |
|||
|
|||
public abstract string GetWorkflowName(); |
|||
|
|||
|
|||
void GenerateNodeFunctionsAndPropertyUsages( |
|||
ShaderGenerator shaderBody, |
|||
ShaderGenerator propertyUsages, |
|||
ShaderGenerator nodeFunction, |
|||
GenerationMode mode, |
|||
int[] validNodeIds) |
|||
{ |
|||
var activeNodeList = new List<INode>(); |
|||
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include, |
|||
new List<int>(validNodeIds)); |
|||
|
|||
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>()) |
|||
{ |
|||
if (node is IGeneratesFunction) |
|||
(node as IGeneratesFunction).GenerateNodeFunction(nodeFunction, mode); |
|||
|
|||
node.GeneratePropertyUsages(propertyUsages, mode); |
|||
} |
|||
|
|||
var nodes = ListPool<INode>.Get(); |
|||
//Get the rest of the nodes for all the other slots
|
|||
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(vertexInputs)); |
|||
for (var i = 0; i < nodes.Count; i++) |
|||
{ |
|||
var node = nodes[i]; |
|||
if (node is IGeneratesBodyCode) |
|||
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, mode); |
|||
} |
|||
ListPool<INode>.Release(nodes); |
|||
} |
|||
|
|||
void GenerateVertexShaderInternal( |
|||
ShaderGenerator propertyUsages, |
|||
ShaderGenerator shaderBody, |
|||
ShaderGenerator nodeFunction, |
|||
ShaderGenerator vertexShaderBlock, |
|||
GenerationMode mode) |
|||
{ |
|||
GenerateNodeFunctionsAndPropertyUsages(vertexShaderBlock, propertyUsages, nodeFunction, mode, vertexInputs); |
|||
|
|||
var slot = FindInputSlot<MaterialSlot>(VertexOffsetId); |
|||
foreach (var edge in owner.GetEdges(slot.slotReference)) |
|||
{ |
|||
var outputRef = edge.outputSlot; |
|||
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid); |
|||
if (fromNode == null) |
|||
continue; |
|||
|
|||
var remapper = fromNode as INodeGroupRemapper; |
|||
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId)) |
|||
continue; |
|||
|
|||
vertexShaderBlock.AddShaderChunk("v.vertex.xyz += " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true); |
|||
} |
|||
} |
|||
|
|||
public override string GetSubShader(GenerationMode mode, PropertyGenerator shaderPropertiesVisitor) |
|||
{ |
|||
var templateLocation = ShaderGenerator.GetTemplatePath("lightweightSubshaderPBR.template"); |
|||
|
|||
if (!File.Exists(templateLocation)) |
|||
return string.Empty; |
|||
|
|||
var activeNodeList = new List<INode>(); |
|||
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this); |
|||
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>()) |
|||
node.GeneratePropertyBlock(shaderPropertiesVisitor, mode); |
|||
|
|||
var templateText = File.ReadAllText(templateLocation); |
|||
var shaderBodyVisitor = new ShaderGenerator(); |
|||
var shaderFunctionVisitor = new ShaderGenerator(); |
|||
var shaderPropertyUsagesVisitor = new ShaderGenerator(); |
|||
var shaderInputVisitor = new ShaderGenerator(); |
|||
var shaderOutputVisitor = new ShaderGenerator(); |
|||
var vertexShaderBlock = new ShaderGenerator(); |
|||
var definesVisitor = new ShaderGenerator(); |
|||
|
|||
GenerateSurfaceShaderInternal( |
|||
shaderPropertyUsagesVisitor, |
|||
shaderBodyVisitor, |
|||
shaderFunctionVisitor, |
|||
shaderInputVisitor, |
|||
shaderOutputVisitor, |
|||
vertexShaderBlock, |
|||
definesVisitor, |
|||
mode); |
|||
|
|||
GenerateVertexShaderInternal( |
|||
shaderPropertyUsagesVisitor, |
|||
shaderBodyVisitor, |
|||
shaderFunctionVisitor, |
|||
vertexShaderBlock, |
|||
mode); |
|||
|
|||
var tagsVisitor = new ShaderGenerator(); |
|||
var blendingVisitor = new ShaderGenerator(); |
|||
var cullingVisitor = new ShaderGenerator(); |
|||
var zTestVisitor = new ShaderGenerator(); |
|||
var zWriteVisitor = new ShaderGenerator(); |
|||
|
|||
m_MaterialOptions.GetTags(tagsVisitor); |
|||
m_MaterialOptions.GetBlend(blendingVisitor); |
|||
m_MaterialOptions.GetCull(cullingVisitor); |
|||
m_MaterialOptions.GetDepthTest(zTestVisitor); |
|||
m_MaterialOptions.GetDepthWrite(zWriteVisitor); |
|||
|
|||
GetDefines(definesVisitor); |
|||
|
|||
var resultShader = templateText.Replace("${ShaderPropertyUsages}", shaderPropertyUsagesVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${ShaderFunctions}", shaderFunctionVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${VertexInputs}", shaderInputVisitor.GetShaderString(3)); |
|||
resultShader = resultShader.Replace("${VertexOutputs}", shaderOutputVisitor.GetShaderString(3)); |
|||
resultShader = resultShader.Replace("${PixelShaderBody}", shaderBodyVisitor.GetShaderString(3)); |
|||
resultShader = resultShader.Replace("${Tags}", tagsVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${Blending}", blendingVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${Culling}", cullingVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${ZTest}", zTestVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${LOD}", "" + m_MaterialOptions.lod); |
|||
|
|||
resultShader = resultShader.Replace("${Defines}", definesVisitor.GetShaderString(2)); |
|||
|
|||
resultShader = resultShader.Replace("${VertexShaderBody}", vertexShaderBlock.GetShaderString(3)); |
|||
|
|||
return resultShader; |
|||
} |
|||
|
|||
public void GetDefines(ShaderGenerator visitor) |
|||
{ |
|||
if(GetWorkflowName() == "Metallic") |
|||
visitor.AddShaderChunk("#define _METALLIC_SETUP 1", true); |
|||
else |
|||
visitor.AddShaderChunk("", false); |
|||
visitor.AddShaderChunk("#define _GLOSSYREFLECTIONS_ON", true); |
|||
visitor.AddShaderChunk("#define _SPECULARHIGHLIGHTS_ON", true); |
|||
} |
|||
|
|||
public override string GetFullShader(GenerationMode mode, string name, out List<PropertyGenerator.TextureInfo> configuredTextures) |
|||
{ |
|||
var templateLocation = ShaderGenerator.GetTemplatePath("shader.template"); |
|||
|
|||
if (!File.Exists(templateLocation)) |
|||
{ |
|||
configuredTextures = new List<PropertyGenerator.TextureInfo>(); |
|||
return string.Empty; |
|||
} |
|||
|
|||
var templateText = File.ReadAllText(templateLocation); |
|||
|
|||
var shaderPropertiesVisitor = new PropertyGenerator(); |
|||
var resultShader = templateText.Replace("${ShaderName}", name); |
|||
resultShader = resultShader.Replace("${SubShader}", GetSubShader(mode, shaderPropertiesVisitor)); |
|||
resultShader = resultShader.Replace("${ShaderPropertiesHeader}", shaderPropertiesVisitor.GetShaderString(2)); |
|||
configuredTextures = shaderPropertiesVisitor.GetConfiguredTexutres(); |
|||
|
|||
Debug.Log(resultShader); |
|||
|
|||
return Regex.Replace(resultShader, @"\r\n|\n\r|\n|\r", Environment.NewLine); |
|||
} |
|||
|
|||
protected abstract int[] surfaceInputs |
|||
{ |
|||
get; |
|||
} |
|||
|
|||
protected abstract int[] vertexInputs |
|||
{ |
|||
get; |
|||
} |
|||
|
|||
private void GenerateSurfaceShaderInternal( |
|||
ShaderGenerator propertyUsages, |
|||
ShaderGenerator shaderBody, |
|||
ShaderGenerator nodeFunction, |
|||
ShaderGenerator shaderInputVisitor, |
|||
ShaderGenerator shaderOutputVisitor, |
|||
ShaderGenerator vertexShaderBlock, |
|||
ShaderGenerator definesVisitor, |
|||
GenerationMode mode) |
|||
{ |
|||
var activeNodeList = new List<INode>(); |
|||
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include, |
|||
new List<int>(surfaceInputs)); |
|||
|
|||
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>()) |
|||
{ |
|||
if (node is IGeneratesFunction) |
|||
{ |
|||
((IGeneratesFunction)node).GenerateNodeFunction(nodeFunction, mode); |
|||
} |
|||
|
|||
node.GeneratePropertyUsages(propertyUsages, mode); |
|||
} |
|||
|
|||
int vertInputIndex = 2; |
|||
int vertOutputIndex = 5; |
|||
|
|||
// always add everything because why not.
|
|||
/*shaderInputVisitor.AddShaderChunk("float4 vertex : POSITION; \\", true); |
|||
shaderInputVisitor.AddShaderChunk("half3 normal : NORMAL; \\", true); |
|||
shaderInputVisitor.AddShaderChunk("half4 tangent : TANGENT; \\", true); |
|||
shaderInputVisitor.AddShaderChunk("half4 color : COLOR; \\", true); |
|||
shaderInputVisitor.AddShaderChunk("half4 texcoord0 : TEXCOORD0; \\", true); |
|||
shaderInputVisitor.AddShaderChunk("float2 lightmapUV : TEXCOORD1;", true);*/ |
|||
|
|||
shaderInputVisitor.AddShaderChunk("half4 texcoord1 : TEXCOORD1;", true); |
|||
|
|||
// Need these for lighting
|
|||
/*shaderOutputVisitor.AddShaderChunk("float4 posWS : TEXCOORD0; \\", true); |
|||
shaderOutputVisitor.AddShaderChunk("half4 viewDir : TEXCOORD1; \\", true); |
|||
shaderOutputVisitor.AddShaderChunk("half4 fogCoord : TEXCOORD2; \\", true); |
|||
shaderOutputVisitor.AddShaderChunk("half3 normal : TEXCOORD3; \\", true); |
|||
shaderOutputVisitor.AddShaderChunk("half4 meshUV0 : TEXCOORD4; \\", true); |
|||
shaderOutputVisitor.AddShaderChunk("float4 hpos : SV_POSITION; \\", true);*/ |
|||
|
|||
bool requiresBitangent = activeNodeList.OfType<IMayRequireBitangent>().Any(x => x.RequiresBitangent()); |
|||
bool requiresTangent = activeNodeList.OfType<IMayRequireTangent>().Any(x => x.RequiresTangent()); |
|||
bool requiresViewDirTangentSpace = activeNodeList.OfType<IMayRequireViewDirectionTangentSpace>().Any(x => x.RequiresViewDirectionTangentSpace()); |
|||
bool requiresViewDir = activeNodeList.OfType<IMayRequireViewDirection>().Any(x => x.RequiresViewDirection()); |
|||
bool requiresWorldPos = activeNodeList.OfType<IMayRequireWorldPosition>().Any(x => x.RequiresWorldPosition()); |
|||
bool requiresNormal = activeNodeList.OfType<IMayRequireNormal>().Any(x => x.RequiresNormal()); |
|||
bool requiresScreenPosition = activeNodeList.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition()); |
|||
bool requiresVertexColor = activeNodeList.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor()); |
|||
|
|||
foreach (var slot in GetInputSlots<MaterialSlot>()) |
|||
{ |
|||
if (surfaceInputs.Contains(slot.id)) |
|||
{ |
|||
foreach (var edge in owner.GetEdges(slot.slotReference)) |
|||
{ |
|||
var outputRef = edge.outputSlot; |
|||
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid); |
|||
if (fromNode == null) |
|||
continue; |
|||
|
|||
var remapper = fromNode as INodeGroupRemapper; |
|||
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId)) |
|||
continue; |
|||
|
|||
if (slot.id == NormalSlotId) |
|||
{ |
|||
requiresBitangent = true; |
|||
requiresTangent = true; |
|||
definesVisitor.AddShaderChunk("#define _NORMALMAP 1", true); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex) |
|||
{ |
|||
var channel = (UVChannel)uvIndex; |
|||
if (activeNodeList.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(channel))) |
|||
{ |
|||
if(uvIndex != 0) |
|||
{ |
|||
shaderInputVisitor.AddShaderChunk(string.Format("half4 texcoord{0} : TEXCOORD{1};", uvIndex, vertInputIndex), true); |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half4 meshUV{0} : TEXCOORD{1};", uvIndex, vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk(string.Format("o.meshUV{0} = v.texcoord{1};", uvIndex, uvIndex), true); |
|||
vertInputIndex++; |
|||
vertOutputIndex++; |
|||
} |
|||
shaderBody.AddShaderChunk(string.Format("half4 {0} = i.meshUV{1};", channel.GetUVName(), uvIndex), true); |
|||
} |
|||
} |
|||
|
|||
if (requiresViewDir || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceViewDirection + " = i.viewDir;", true); |
|||
} |
|||
|
|||
if (requiresWorldPos) |
|||
{ |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpacePosition + " = i.posWS;", true); |
|||
} |
|||
|
|||
if (requiresScreenPosition) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half4 screenPos : TEXCOORD{0};", vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk("o.screenPos = ComputeScreenPos(v.vertex);", true); |
|||
shaderBody.AddShaderChunk("float4 " + ShaderGeneratorNames.ScreenPosition + " = i.screenPos;", true); |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
if (requiresBitangent || requiresTangent || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half3 tangent : TEXCOORD{0}; \\", vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk("o.tangent = normalize(UnityObjectToWorldDir(v.tangent)); \\", true); |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceTangent + " = normalize(i.tangent.xyz);", true); |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
if (requiresBitangent || requiresNormal || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceNormal + " = normalize(i.normal);", true); |
|||
} |
|||
|
|||
if (requiresBitangent || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half3 binormal : TEXCOORD{0};", vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk("o.binormal = cross(o.normal, o.tangent) * v.tangent.w;", true); |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceBitangent + " = i.binormal;", true); |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
if (requiresViewDirTangentSpace) |
|||
{ |
|||
shaderBody.AddShaderChunk( |
|||
"float3 " + ShaderGeneratorNames.TangentSpaceViewDirection + ";", true); |
|||
|
|||
shaderBody.AddShaderChunk( |
|||
ShaderGeneratorNames.TangentSpaceViewDirection + ".x = dot(" + |
|||
ShaderGeneratorNames.WorldSpaceViewDirection + "," + |
|||
ShaderGeneratorNames.WorldSpaceTangent + ");", true); |
|||
|
|||
shaderBody.AddShaderChunk( |
|||
ShaderGeneratorNames.TangentSpaceViewDirection + ".y = dot(" + |
|||
ShaderGeneratorNames.WorldSpaceViewDirection + "," + |
|||
ShaderGeneratorNames.WorldSpaceBitangent + ");", true); |
|||
|
|||
shaderBody.AddShaderChunk( |
|||
ShaderGeneratorNames.TangentSpaceViewDirection + ".z = dot(" + |
|||
ShaderGeneratorNames.WorldSpaceViewDirection + "," + |
|||
ShaderGeneratorNames.WorldSpaceNormal + ");", true); |
|||
} |
|||
|
|||
if (requiresVertexColor) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half4 color : TEXCOORD{0};", vertOutputIndex), true); |
|||
shaderBody.AddShaderChunk("float4 " + ShaderGeneratorNames.VertexColor + " = i.color;", true); |
|||
vertInputIndex++; |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
GenerateNodeCode(shaderBody, propertyUsages, mode); |
|||
} |
|||
|
|||
public void GenerateNodeCode(ShaderGenerator shaderBody, ShaderGenerator propertyUsages, GenerationMode generationMode) |
|||
{ |
|||
var nodes = ListPool<INode>.Get(); |
|||
|
|||
//Get the rest of the nodes for all the other slots
|
|||
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(surfaceInputs)); |
|||
for (var i = 0; i < nodes.Count; i++) |
|||
{ |
|||
var node = nodes[i]; |
|||
if (node is IGeneratesBodyCode) |
|||
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, generationMode); |
|||
} |
|||
ListPool<INode>.Release(nodes); |
|||
|
|||
foreach (var slot in GetInputSlots<MaterialSlot>()) |
|||
{ |
|||
if (surfaceInputs.Contains(slot.id)) |
|||
{ |
|||
foreach (var edge in owner.GetEdges(slot.slotReference)) |
|||
{ |
|||
var outputRef = edge.outputSlot; |
|||
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid); |
|||
if (fromNode == null) |
|||
continue; |
|||
|
|||
var remapper = fromNode as INodeGroupRemapper; |
|||
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId)) |
|||
continue; |
|||
|
|||
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true); |
|||
|
|||
if (slot.id == NormalSlotId) |
|||
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " += 1e-6;", true); |
|||
|
|||
if (slot.id == AlphaSlotId) |
|||
propertyUsages.AddShaderChunk("#define _ALPHAPREMULTIPLY_ON", true); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using System.IO; |
|||
using System.Linq; |
|||
using System.Text.RegularExpressions; |
|||
using UnityEngine.Graphing; |
|||
|
|||
namespace UnityEngine.MaterialGraph |
|||
{ |
|||
[Serializable] |
|||
[Title("Master/Lightweight/Fast Blinn")] |
|||
public class LightweightFastBlinnMasterNode : AbstractMasterNode |
|||
{ |
|||
public const string AlbedoSlotName = "Diffuse"; |
|||
public const string SpecularSlotName = "Specular"; |
|||
public const string ShininessSlotName = "Shininess"; |
|||
public const string GlossinessSlotName = "Glossiness"; |
|||
public const string NormalSlotName = "Normal"; |
|||
public const string EmissionSlotName = "Emission"; |
|||
public const string AlphaSlotName = "Alpha"; |
|||
public const string VertexOffsetName = "VertexPosition"; |
|||
|
|||
public const int AlbedoSlotId = 0; |
|||
public const int SpecularSlotId = 1; |
|||
public const int ShininessSlotId = 3; |
|||
public const int GlossinessSlotId = 4; |
|||
public const int NormalSlotId = 5; |
|||
public const int EmissionSlotId = 6; |
|||
public const int AlphaSlotId = 7; |
|||
public const int VertexOffsetId = 8; |
|||
|
|||
[SerializeField] |
|||
private SurfaceMaterialOptions m_MaterialOptions = new SurfaceMaterialOptions(); |
|||
|
|||
public SurfaceMaterialOptions options |
|||
{ |
|||
get { return m_MaterialOptions; } |
|||
} |
|||
|
|||
public LightweightFastBlinnMasterNode() |
|||
{ |
|||
name = "LightweightFastBlinnMasterNode"; |
|||
UpdateNodeAfterDeserialization(); |
|||
} |
|||
|
|||
public sealed override void UpdateNodeAfterDeserialization() |
|||
{ |
|||
AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Vertex)); |
|||
AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(SpecularSlotId, SpecularSlotName, SpecularSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(ShininessSlotId, ShininessSlotName, ShininessSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(GlossinessSlotId, GlossinessSlotName, GlossinessSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
|
|||
// clear out slot names that do not match the slots
|
|||
// we support
|
|||
RemoveSlotsNameNotMatching( |
|||
new[] |
|||
{ |
|||
AlbedoSlotId, |
|||
NormalSlotId, |
|||
EmissionSlotId, |
|||
SpecularSlotId, |
|||
ShininessSlotId, |
|||
GlossinessSlotId, |
|||
AlphaSlotId, |
|||
VertexOffsetId |
|||
}); |
|||
} |
|||
|
|||
protected int[] surfaceInputs |
|||
{ |
|||
get |
|||
{ |
|||
return new[] |
|||
{ |
|||
AlbedoSlotId, |
|||
NormalSlotId, |
|||
EmissionSlotId, |
|||
SpecularSlotId, |
|||
ShininessSlotId, |
|||
GlossinessSlotId, |
|||
AlphaSlotId, |
|||
}; |
|||
} |
|||
} |
|||
|
|||
protected int[] vertexInputs |
|||
{ |
|||
get |
|||
{ |
|||
return new[] |
|||
{ |
|||
VertexOffsetId |
|||
}; |
|||
} |
|||
} |
|||
|
|||
void GenerateNodeFunctionsAndPropertyUsages( |
|||
ShaderGenerator shaderBody, |
|||
ShaderGenerator propertyUsages, |
|||
ShaderGenerator nodeFunction, |
|||
GenerationMode mode, |
|||
int[] validNodeIds) |
|||
{ |
|||
var activeNodeList = new List<INode>(); |
|||
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include, |
|||
new List<int>(validNodeIds)); |
|||
|
|||
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>()) |
|||
{ |
|||
if (node is IGeneratesFunction) |
|||
(node as IGeneratesFunction).GenerateNodeFunction(nodeFunction, mode); |
|||
|
|||
node.GeneratePropertyUsages(propertyUsages, mode); |
|||
} |
|||
|
|||
var nodes = ListPool<INode>.Get(); |
|||
//Get the rest of the nodes for all the other slots
|
|||
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(vertexInputs)); |
|||
for (var i = 0; i < nodes.Count; i++) |
|||
{ |
|||
var node = nodes[i]; |
|||
if (node is IGeneratesBodyCode) |
|||
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, mode); |
|||
} |
|||
ListPool<INode>.Release(nodes); |
|||
} |
|||
|
|||
void GenerateVertexShaderInternal( |
|||
ShaderGenerator propertyUsages, |
|||
ShaderGenerator shaderBody, |
|||
ShaderGenerator nodeFunction, |
|||
ShaderGenerator vertexShaderBlock, |
|||
GenerationMode mode) |
|||
{ |
|||
GenerateNodeFunctionsAndPropertyUsages(vertexShaderBlock, propertyUsages, nodeFunction, mode, vertexInputs); |
|||
|
|||
var slot = FindInputSlot<MaterialSlot>(VertexOffsetId); |
|||
foreach (var edge in owner.GetEdges(slot.slotReference)) |
|||
{ |
|||
var outputRef = edge.outputSlot; |
|||
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid); |
|||
if (fromNode == null) |
|||
continue; |
|||
|
|||
var remapper = fromNode as INodeGroupRemapper; |
|||
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId)) |
|||
continue; |
|||
|
|||
vertexShaderBlock.AddShaderChunk("v.vertex.xyz += " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true); |
|||
} |
|||
} |
|||
|
|||
public override string GetSubShader(GenerationMode mode, PropertyGenerator shaderPropertiesVisitor) |
|||
{ |
|||
var templateLocation = ShaderGenerator.GetTemplatePath("lightweightSubshaderFastBlinn.template"); |
|||
|
|||
if (!File.Exists(templateLocation)) |
|||
return string.Empty; |
|||
|
|||
var activeNodeList = new List<INode>(); |
|||
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this); |
|||
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>()) |
|||
node.GeneratePropertyBlock(shaderPropertiesVisitor, mode); |
|||
|
|||
var templateText = File.ReadAllText(templateLocation); |
|||
var shaderBodyVisitor = new ShaderGenerator(); |
|||
var shaderFunctionVisitor = new ShaderGenerator(); |
|||
var shaderPropertyUsagesVisitor = new ShaderGenerator(); |
|||
var shaderInputVisitor = new ShaderGenerator(); |
|||
var shaderOutputVisitor = new ShaderGenerator(); |
|||
var vertexShaderBlock = new ShaderGenerator(); |
|||
var definesVisitor = new ShaderGenerator(); |
|||
|
|||
GenerateSurfaceShaderInternal( |
|||
shaderPropertyUsagesVisitor, |
|||
shaderBodyVisitor, |
|||
shaderFunctionVisitor, |
|||
shaderInputVisitor, |
|||
shaderOutputVisitor, |
|||
vertexShaderBlock, |
|||
definesVisitor, |
|||
mode); |
|||
|
|||
GenerateVertexShaderInternal( |
|||
shaderPropertyUsagesVisitor, |
|||
shaderBodyVisitor, |
|||
shaderFunctionVisitor, |
|||
vertexShaderBlock, |
|||
mode); |
|||
|
|||
var tagsVisitor = new ShaderGenerator(); |
|||
var blendingVisitor = new ShaderGenerator(); |
|||
var cullingVisitor = new ShaderGenerator(); |
|||
var zTestVisitor = new ShaderGenerator(); |
|||
var zWriteVisitor = new ShaderGenerator(); |
|||
|
|||
m_MaterialOptions.GetTags(tagsVisitor); |
|||
m_MaterialOptions.GetBlend(blendingVisitor); |
|||
m_MaterialOptions.GetCull(cullingVisitor); |
|||
m_MaterialOptions.GetDepthTest(zTestVisitor); |
|||
m_MaterialOptions.GetDepthWrite(zWriteVisitor); |
|||
|
|||
GetDefines(definesVisitor); |
|||
|
|||
var resultShader = templateText.Replace("${ShaderPropertyUsages}", shaderPropertyUsagesVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${ShaderFunctions}", shaderFunctionVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${VertexInputs}", shaderInputVisitor.GetShaderString(3)); |
|||
resultShader = resultShader.Replace("${VertexOutputs}", shaderOutputVisitor.GetShaderString(3)); |
|||
resultShader = resultShader.Replace("${PixelShaderBody}", shaderBodyVisitor.GetShaderString(3)); |
|||
resultShader = resultShader.Replace("${Tags}", tagsVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${Blending}", blendingVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${Culling}", cullingVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${ZTest}", zTestVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${LOD}", "" + m_MaterialOptions.lod); |
|||
|
|||
resultShader = resultShader.Replace("${Defines}", definesVisitor.GetShaderString(2)); |
|||
|
|||
resultShader = resultShader.Replace("${VertexShaderBody}", vertexShaderBlock.GetShaderString(3)); |
|||
|
|||
return resultShader; |
|||
} |
|||
|
|||
public void GetDefines(ShaderGenerator visitor) |
|||
{ |
|||
visitor.AddShaderChunk("#define _GLOSSYREFLECTIONS_ON", true); |
|||
visitor.AddShaderChunk("#define _SPECULARHIGHLIGHTS_ON", true); |
|||
} |
|||
|
|||
public override string GetFullShader(GenerationMode mode, string name, out List<PropertyGenerator.TextureInfo> configuredTextures) |
|||
{ |
|||
var templateLocation = ShaderGenerator.GetTemplatePath("shader.template"); |
|||
|
|||
if (!File.Exists(templateLocation)) |
|||
{ |
|||
configuredTextures = new List<PropertyGenerator.TextureInfo>(); |
|||
return string.Empty; |
|||
} |
|||
|
|||
var templateText = File.ReadAllText(templateLocation); |
|||
|
|||
var shaderPropertiesVisitor = new PropertyGenerator(); |
|||
var resultShader = templateText.Replace("${ShaderName}", name); |
|||
resultShader = resultShader.Replace("${SubShader}", GetSubShader(mode, shaderPropertiesVisitor)); |
|||
resultShader = resultShader.Replace("${ShaderPropertiesHeader}", shaderPropertiesVisitor.GetShaderString(2)); |
|||
configuredTextures = shaderPropertiesVisitor.GetConfiguredTexutres(); |
|||
|
|||
Debug.Log(resultShader); |
|||
|
|||
return Regex.Replace(resultShader, @"\r\n|\n\r|\n|\r", Environment.NewLine); |
|||
} |
|||
|
|||
private void GenerateSurfaceShaderInternal( |
|||
ShaderGenerator propertyUsages, |
|||
ShaderGenerator shaderBody, |
|||
ShaderGenerator nodeFunction, |
|||
ShaderGenerator shaderInputVisitor, |
|||
ShaderGenerator shaderOutputVisitor, |
|||
ShaderGenerator vertexShaderBlock, |
|||
ShaderGenerator definesVisitor, |
|||
GenerationMode mode) |
|||
{ |
|||
var activeNodeList = new List<INode>(); |
|||
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include, |
|||
new List<int>(surfaceInputs)); |
|||
|
|||
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>()) |
|||
{ |
|||
if (node is IGeneratesFunction) |
|||
{ |
|||
((IGeneratesFunction)node).GenerateNodeFunction(nodeFunction, mode); |
|||
} |
|||
|
|||
node.GeneratePropertyUsages(propertyUsages, mode); |
|||
} |
|||
|
|||
int vertInputIndex = 2; |
|||
int vertOutputIndex = 5; |
|||
|
|||
shaderInputVisitor.AddShaderChunk("half4 texcoord1 : TEXCOORD1;", true); |
|||
|
|||
bool requiresBitangent = activeNodeList.OfType<IMayRequireBitangent>().Any(x => x.RequiresBitangent()); |
|||
bool requiresTangent = activeNodeList.OfType<IMayRequireTangent>().Any(x => x.RequiresTangent()); |
|||
bool requiresViewDirTangentSpace = activeNodeList.OfType<IMayRequireViewDirectionTangentSpace>().Any(x => x.RequiresViewDirectionTangentSpace()); |
|||
bool requiresViewDir = activeNodeList.OfType<IMayRequireViewDirection>().Any(x => x.RequiresViewDirection()); |
|||
bool requiresWorldPos = activeNodeList.OfType<IMayRequireWorldPosition>().Any(x => x.RequiresWorldPosition()); |
|||
bool requiresNormal = activeNodeList.OfType<IMayRequireNormal>().Any(x => x.RequiresNormal()); |
|||
bool requiresScreenPosition = activeNodeList.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition()); |
|||
bool requiresVertexColor = activeNodeList.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor()); |
|||
|
|||
foreach (var slot in GetInputSlots<MaterialSlot>()) |
|||
{ |
|||
if (surfaceInputs.Contains(slot.id)) |
|||
{ |
|||
foreach (var edge in owner.GetEdges(slot.slotReference)) |
|||
{ |
|||
var outputRef = edge.outputSlot; |
|||
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid); |
|||
if (fromNode == null) |
|||
continue; |
|||
|
|||
var remapper = fromNode as INodeGroupRemapper; |
|||
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId)) |
|||
continue; |
|||
|
|||
if (slot.id == NormalSlotId) |
|||
{ |
|||
requiresBitangent = true; |
|||
requiresTangent = true; |
|||
definesVisitor.AddShaderChunk("#define _NORMALMAP 1", true); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex) |
|||
{ |
|||
var channel = (UVChannel)uvIndex; |
|||
if (activeNodeList.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(channel))) |
|||
{ |
|||
if(uvIndex != 0) |
|||
{ |
|||
shaderInputVisitor.AddShaderChunk(string.Format("half4 texcoord{0} : TEXCOORD{1};", uvIndex, vertInputIndex), true); |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half4 meshUV{0} : TEXCOORD{1};", uvIndex, vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk(string.Format("o.meshUV{0} = v.texcoord{1};", uvIndex, uvIndex), true); |
|||
vertInputIndex++; |
|||
vertOutputIndex++; |
|||
} |
|||
shaderBody.AddShaderChunk(string.Format("half4 {0} = i.meshUV{1};", channel.GetUVName(), uvIndex), true); |
|||
} |
|||
} |
|||
|
|||
if (requiresViewDir || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceViewDirection + " = i.viewDir;", true); |
|||
} |
|||
|
|||
if (requiresWorldPos) |
|||
{ |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpacePosition + " = i.posWS;", true); |
|||
} |
|||
|
|||
if (requiresScreenPosition) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half4 screenPos : TEXCOORD{0};", vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk("o.screenPos = ComputeScreenPos(v.vertex);", true); |
|||
shaderBody.AddShaderChunk("float4 " + ShaderGeneratorNames.ScreenPosition + " = i.screenPos;", true); |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
if (requiresBitangent || requiresTangent || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half3 tangent : TEXCOORD{0}; \\", vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk("o.tangent = normalize(UnityObjectToWorldDir(v.tangent)); \\", true); |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceTangent + " = normalize(i.tangent.xyz);", true); |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
if (requiresBitangent || requiresNormal || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceNormal + " = normalize(i.normal);", true); |
|||
} |
|||
|
|||
if (requiresBitangent || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half3 binormal : TEXCOORD{0};", vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk("o.binormal = cross(o.normal, o.tangent) * v.tangent.w;", true); |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceBitangent + " = i.binormal;", true); |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
if (requiresViewDirTangentSpace) |
|||
{ |
|||
shaderBody.AddShaderChunk( |
|||
"float3 " + ShaderGeneratorNames.TangentSpaceViewDirection + ";", true); |
|||
|
|||
shaderBody.AddShaderChunk( |
|||
ShaderGeneratorNames.TangentSpaceViewDirection + ".x = dot(" + |
|||
ShaderGeneratorNames.WorldSpaceViewDirection + "," + |
|||
ShaderGeneratorNames.WorldSpaceTangent + ");", true); |
|||
|
|||
shaderBody.AddShaderChunk( |
|||
ShaderGeneratorNames.TangentSpaceViewDirection + ".y = dot(" + |
|||
ShaderGeneratorNames.WorldSpaceViewDirection + "," + |
|||
ShaderGeneratorNames.WorldSpaceBitangent + ");", true); |
|||
|
|||
shaderBody.AddShaderChunk( |
|||
ShaderGeneratorNames.TangentSpaceViewDirection + ".z = dot(" + |
|||
ShaderGeneratorNames.WorldSpaceViewDirection + "," + |
|||
ShaderGeneratorNames.WorldSpaceNormal + ");", true); |
|||
} |
|||
|
|||
if (requiresVertexColor) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half4 color : TEXCOORD{0};", vertOutputIndex), true); |
|||
shaderBody.AddShaderChunk("float4 " + ShaderGeneratorNames.VertexColor + " = i.color;", true); |
|||
vertInputIndex++; |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
GenerateNodeCode(shaderBody, propertyUsages, mode); |
|||
} |
|||
|
|||
public void GenerateNodeCode(ShaderGenerator shaderBody, ShaderGenerator propertyUsages, GenerationMode generationMode) |
|||
{ |
|||
var nodes = ListPool<INode>.Get(); |
|||
|
|||
//Get the rest of the nodes for all the other slots
|
|||
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(surfaceInputs)); |
|||
for (var i = 0; i < nodes.Count; i++) |
|||
{ |
|||
var node = nodes[i]; |
|||
if (node is IGeneratesBodyCode) |
|||
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, generationMode); |
|||
} |
|||
ListPool<INode>.Release(nodes); |
|||
|
|||
foreach (var slot in GetInputSlots<MaterialSlot>()) |
|||
{ |
|||
if (surfaceInputs.Contains(slot.id)) |
|||
{ |
|||
foreach (var edge in owner.GetEdges(slot.slotReference)) |
|||
{ |
|||
var outputRef = edge.outputSlot; |
|||
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid); |
|||
if (fromNode == null) |
|||
continue; |
|||
|
|||
var remapper = fromNode as INodeGroupRemapper; |
|||
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId)) |
|||
continue; |
|||
|
|||
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true); |
|||
|
|||
if (slot.id == NormalSlotId) |
|||
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " += 1e-6;", true); |
|||
|
|||
if (slot.id == AlphaSlotId) |
|||
propertyUsages.AddShaderChunk("#define _ALPHAPREMULTIPLY_ON", true); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using System.IO; |
|||
using System.Linq; |
|||
using System.Text.RegularExpressions; |
|||
using UnityEngine.Graphing; |
|||
|
|||
namespace UnityEngine.MaterialGraph |
|||
{ |
|||
[Serializable] |
|||
[Title("Master/Lightweight/Unlit")] |
|||
public class LightweightUnlitMasterNode : AbstractMasterNode |
|||
{ |
|||
public const string ColorSlotName = "Color"; |
|||
public const string AlphaSlotName = "Alpha"; |
|||
public const string VertexOffsetName = "VertexPosition"; |
|||
|
|||
public const int ColorSlotId = 0; |
|||
public const int AlphaSlotId = 1; |
|||
public const int VertexOffsetId = 2; |
|||
|
|||
[SerializeField] |
|||
private SurfaceMaterialOptions m_MaterialOptions = new SurfaceMaterialOptions(); |
|||
|
|||
public SurfaceMaterialOptions options |
|||
{ |
|||
get { return m_MaterialOptions; } |
|||
} |
|||
|
|||
public LightweightUnlitMasterNode() |
|||
{ |
|||
name = "LightweightUnlitMasterNode"; |
|||
UpdateNodeAfterDeserialization(); |
|||
} |
|||
|
|||
public sealed override void UpdateNodeAfterDeserialization() |
|||
{ |
|||
AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Vertex)); |
|||
AddSlot(new MaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); |
|||
AddSlot(new MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); |
|||
|
|||
// clear out slot names that do not match the slots
|
|||
// we support
|
|||
RemoveSlotsNameNotMatching( |
|||
new[] |
|||
{ |
|||
ColorSlotId, |
|||
AlphaSlotId, |
|||
VertexOffsetId |
|||
}); |
|||
} |
|||
|
|||
protected int[] surfaceInputs |
|||
{ |
|||
get |
|||
{ |
|||
return new[] |
|||
{ |
|||
ColorSlotId, |
|||
AlphaSlotId, |
|||
}; |
|||
} |
|||
} |
|||
|
|||
protected int[] vertexInputs |
|||
{ |
|||
get |
|||
{ |
|||
return new[] |
|||
{ |
|||
VertexOffsetId |
|||
}; |
|||
} |
|||
} |
|||
|
|||
void GenerateNodeFunctionsAndPropertyUsages( |
|||
ShaderGenerator shaderBody, |
|||
ShaderGenerator propertyUsages, |
|||
ShaderGenerator nodeFunction, |
|||
GenerationMode mode, |
|||
int[] validNodeIds) |
|||
{ |
|||
var activeNodeList = new List<INode>(); |
|||
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include, |
|||
new List<int>(validNodeIds)); |
|||
|
|||
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>()) |
|||
{ |
|||
if (node is IGeneratesFunction) |
|||
(node as IGeneratesFunction).GenerateNodeFunction(nodeFunction, mode); |
|||
|
|||
node.GeneratePropertyUsages(propertyUsages, mode); |
|||
} |
|||
|
|||
var nodes = ListPool<INode>.Get(); |
|||
//Get the rest of the nodes for all the other slots
|
|||
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(vertexInputs)); |
|||
for (var i = 0; i < nodes.Count; i++) |
|||
{ |
|||
var node = nodes[i]; |
|||
if (node is IGeneratesBodyCode) |
|||
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, mode); |
|||
} |
|||
ListPool<INode>.Release(nodes); |
|||
} |
|||
|
|||
void GenerateVertexShaderInternal( |
|||
ShaderGenerator propertyUsages, |
|||
ShaderGenerator shaderBody, |
|||
ShaderGenerator nodeFunction, |
|||
ShaderGenerator vertexShaderBlock, |
|||
GenerationMode mode) |
|||
{ |
|||
GenerateNodeFunctionsAndPropertyUsages(vertexShaderBlock, propertyUsages, nodeFunction, mode, vertexInputs); |
|||
|
|||
var slot = FindInputSlot<MaterialSlot>(VertexOffsetId); |
|||
foreach (var edge in owner.GetEdges(slot.slotReference)) |
|||
{ |
|||
var outputRef = edge.outputSlot; |
|||
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid); |
|||
if (fromNode == null) |
|||
continue; |
|||
|
|||
var remapper = fromNode as INodeGroupRemapper; |
|||
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId)) |
|||
continue; |
|||
|
|||
vertexShaderBlock.AddShaderChunk("v.vertex.xyz += " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true); |
|||
} |
|||
} |
|||
|
|||
public override string GetSubShader(GenerationMode mode, PropertyGenerator shaderPropertiesVisitor) |
|||
{ |
|||
var templateLocation = ShaderGenerator.GetTemplatePath("lightweightSubshaderUnlit.template"); |
|||
|
|||
if (!File.Exists(templateLocation)) |
|||
return string.Empty; |
|||
|
|||
var activeNodeList = new List<INode>(); |
|||
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this); |
|||
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>()) |
|||
node.GeneratePropertyBlock(shaderPropertiesVisitor, mode); |
|||
|
|||
var templateText = File.ReadAllText(templateLocation); |
|||
var shaderBodyVisitor = new ShaderGenerator(); |
|||
var shaderFunctionVisitor = new ShaderGenerator(); |
|||
var shaderPropertyUsagesVisitor = new ShaderGenerator(); |
|||
var shaderInputVisitor = new ShaderGenerator(); |
|||
var shaderOutputVisitor = new ShaderGenerator(); |
|||
var vertexShaderBlock = new ShaderGenerator(); |
|||
var definesVisitor = new ShaderGenerator(); |
|||
|
|||
GenerateSurfaceShaderInternal( |
|||
shaderPropertyUsagesVisitor, |
|||
shaderBodyVisitor, |
|||
shaderFunctionVisitor, |
|||
shaderInputVisitor, |
|||
shaderOutputVisitor, |
|||
vertexShaderBlock, |
|||
definesVisitor, |
|||
mode); |
|||
|
|||
GenerateVertexShaderInternal( |
|||
shaderPropertyUsagesVisitor, |
|||
shaderBodyVisitor, |
|||
shaderFunctionVisitor, |
|||
vertexShaderBlock, |
|||
mode); |
|||
|
|||
var tagsVisitor = new ShaderGenerator(); |
|||
var blendingVisitor = new ShaderGenerator(); |
|||
var cullingVisitor = new ShaderGenerator(); |
|||
var zTestVisitor = new ShaderGenerator(); |
|||
var zWriteVisitor = new ShaderGenerator(); |
|||
|
|||
m_MaterialOptions.GetTags(tagsVisitor); |
|||
m_MaterialOptions.GetBlend(blendingVisitor); |
|||
m_MaterialOptions.GetCull(cullingVisitor); |
|||
m_MaterialOptions.GetDepthTest(zTestVisitor); |
|||
m_MaterialOptions.GetDepthWrite(zWriteVisitor); |
|||
|
|||
GetDefines(definesVisitor); |
|||
|
|||
var resultShader = templateText.Replace("${ShaderPropertyUsages}", shaderPropertyUsagesVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${ShaderFunctions}", shaderFunctionVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${VertexInputs}", shaderInputVisitor.GetShaderString(3)); |
|||
resultShader = resultShader.Replace("${VertexOutputs}", shaderOutputVisitor.GetShaderString(3)); |
|||
resultShader = resultShader.Replace("${PixelShaderBody}", shaderBodyVisitor.GetShaderString(3)); |
|||
resultShader = resultShader.Replace("${Tags}", tagsVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${Blending}", blendingVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${Culling}", cullingVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${ZTest}", zTestVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${ZWrite}", zWriteVisitor.GetShaderString(2)); |
|||
resultShader = resultShader.Replace("${LOD}", "" + m_MaterialOptions.lod); |
|||
|
|||
resultShader = resultShader.Replace("${Defines}", definesVisitor.GetShaderString(2)); |
|||
|
|||
resultShader = resultShader.Replace("${VertexShaderBody}", vertexShaderBlock.GetShaderString(3)); |
|||
|
|||
return resultShader; |
|||
} |
|||
|
|||
public void GetDefines(ShaderGenerator visitor) |
|||
{ |
|||
|
|||
} |
|||
|
|||
public override string GetFullShader(GenerationMode mode, string name, out List<PropertyGenerator.TextureInfo> configuredTextures) |
|||
{ |
|||
var templateLocation = ShaderGenerator.GetTemplatePath("shader.template"); |
|||
|
|||
if (!File.Exists(templateLocation)) |
|||
{ |
|||
configuredTextures = new List<PropertyGenerator.TextureInfo>(); |
|||
return string.Empty; |
|||
} |
|||
|
|||
var templateText = File.ReadAllText(templateLocation); |
|||
|
|||
var shaderPropertiesVisitor = new PropertyGenerator(); |
|||
var resultShader = templateText.Replace("${ShaderName}", name); |
|||
resultShader = resultShader.Replace("${SubShader}", GetSubShader(mode, shaderPropertiesVisitor)); |
|||
resultShader = resultShader.Replace("${ShaderPropertiesHeader}", shaderPropertiesVisitor.GetShaderString(2)); |
|||
configuredTextures = shaderPropertiesVisitor.GetConfiguredTexutres(); |
|||
|
|||
Debug.Log(resultShader); |
|||
|
|||
return Regex.Replace(resultShader, @"\r\n|\n\r|\n|\r", Environment.NewLine); |
|||
} |
|||
|
|||
private void GenerateSurfaceShaderInternal( |
|||
ShaderGenerator propertyUsages, |
|||
ShaderGenerator shaderBody, |
|||
ShaderGenerator nodeFunction, |
|||
ShaderGenerator shaderInputVisitor, |
|||
ShaderGenerator shaderOutputVisitor, |
|||
ShaderGenerator vertexShaderBlock, |
|||
ShaderGenerator definesVisitor, |
|||
GenerationMode mode) |
|||
{ |
|||
var activeNodeList = new List<INode>(); |
|||
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this, NodeUtils.IncludeSelf.Include, |
|||
new List<int>(surfaceInputs)); |
|||
|
|||
foreach (var node in activeNodeList.OfType<AbstractMaterialNode>()) |
|||
{ |
|||
if (node is IGeneratesFunction) |
|||
{ |
|||
((IGeneratesFunction)node).GenerateNodeFunction(nodeFunction, mode); |
|||
} |
|||
|
|||
node.GeneratePropertyUsages(propertyUsages, mode); |
|||
} |
|||
|
|||
int vertInputIndex = 2; |
|||
int vertOutputIndex = 5; |
|||
|
|||
shaderInputVisitor.AddShaderChunk("half4 texcoord1 : TEXCOORD1;", true); |
|||
|
|||
bool requiresBitangent = activeNodeList.OfType<IMayRequireBitangent>().Any(x => x.RequiresBitangent()); |
|||
bool requiresTangent = activeNodeList.OfType<IMayRequireTangent>().Any(x => x.RequiresTangent()); |
|||
bool requiresViewDirTangentSpace = activeNodeList.OfType<IMayRequireViewDirectionTangentSpace>().Any(x => x.RequiresViewDirectionTangentSpace()); |
|||
bool requiresViewDir = activeNodeList.OfType<IMayRequireViewDirection>().Any(x => x.RequiresViewDirection()); |
|||
bool requiresWorldPos = activeNodeList.OfType<IMayRequireWorldPosition>().Any(x => x.RequiresWorldPosition()); |
|||
bool requiresNormal = activeNodeList.OfType<IMayRequireNormal>().Any(x => x.RequiresNormal()); |
|||
bool requiresScreenPosition = activeNodeList.OfType<IMayRequireScreenPosition>().Any(x => x.RequiresScreenPosition()); |
|||
bool requiresVertexColor = activeNodeList.OfType<IMayRequireVertexColor>().Any(x => x.RequiresVertexColor()); |
|||
|
|||
foreach (var slot in GetInputSlots<MaterialSlot>()) |
|||
{ |
|||
if (surfaceInputs.Contains(slot.id)) |
|||
{ |
|||
foreach (var edge in owner.GetEdges(slot.slotReference)) |
|||
{ |
|||
var outputRef = edge.outputSlot; |
|||
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid); |
|||
if (fromNode == null) |
|||
continue; |
|||
|
|||
var remapper = fromNode as INodeGroupRemapper; |
|||
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId)) |
|||
continue; |
|||
} |
|||
} |
|||
} |
|||
|
|||
for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex) |
|||
{ |
|||
var channel = (UVChannel)uvIndex; |
|||
if (activeNodeList.OfType<IMayRequireMeshUV>().Any(x => x.RequiresMeshUV(channel))) |
|||
{ |
|||
if(uvIndex != 0) |
|||
{ |
|||
shaderInputVisitor.AddShaderChunk(string.Format("half4 texcoord{0} : TEXCOORD{1};", uvIndex, vertInputIndex), true); |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half4 meshUV{0} : TEXCOORD{1};", uvIndex, vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk(string.Format("o.meshUV{0} = v.texcoord{1};", uvIndex, uvIndex), true); |
|||
vertInputIndex++; |
|||
vertOutputIndex++; |
|||
} |
|||
shaderBody.AddShaderChunk(string.Format("half4 {0} = i.meshUV{1};", channel.GetUVName(), uvIndex), true); |
|||
} |
|||
} |
|||
|
|||
if (requiresViewDir || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceViewDirection + " = i.viewDir;", true); |
|||
} |
|||
|
|||
if (requiresWorldPos) |
|||
{ |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpacePosition + " = i.posWS;", true); |
|||
} |
|||
|
|||
if (requiresScreenPosition) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half4 screenPos : TEXCOORD{0};", vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk("o.screenPos = ComputeScreenPos(v.vertex);", true); |
|||
shaderBody.AddShaderChunk("float4 " + ShaderGeneratorNames.ScreenPosition + " = i.screenPos;", true); |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
if (requiresBitangent || requiresTangent || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half3 tangent : TEXCOORD{0}; \\", vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk("o.tangent = normalize(UnityObjectToWorldDir(v.tangent)); \\", true); |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceTangent + " = normalize(i.tangent.xyz);", true); |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
if (requiresBitangent || requiresNormal || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceNormal + " = normalize(i.normal);", true); |
|||
} |
|||
|
|||
if (requiresBitangent || requiresViewDirTangentSpace) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half3 binormal : TEXCOORD{0};", vertOutputIndex), true); |
|||
vertexShaderBlock.AddShaderChunk("o.binormal = cross(o.normal, o.tangent) * v.tangent.w;", true); |
|||
shaderBody.AddShaderChunk("float3 " + ShaderGeneratorNames.WorldSpaceBitangent + " = i.binormal;", true); |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
if (requiresViewDirTangentSpace) |
|||
{ |
|||
shaderBody.AddShaderChunk( |
|||
"float3 " + ShaderGeneratorNames.TangentSpaceViewDirection + ";", true); |
|||
|
|||
shaderBody.AddShaderChunk( |
|||
ShaderGeneratorNames.TangentSpaceViewDirection + ".x = dot(" + |
|||
ShaderGeneratorNames.WorldSpaceViewDirection + "," + |
|||
ShaderGeneratorNames.WorldSpaceTangent + ");", true); |
|||
|
|||
shaderBody.AddShaderChunk( |
|||
ShaderGeneratorNames.TangentSpaceViewDirection + ".y = dot(" + |
|||
ShaderGeneratorNames.WorldSpaceViewDirection + "," + |
|||
ShaderGeneratorNames.WorldSpaceBitangent + ");", true); |
|||
|
|||
shaderBody.AddShaderChunk( |
|||
ShaderGeneratorNames.TangentSpaceViewDirection + ".z = dot(" + |
|||
ShaderGeneratorNames.WorldSpaceViewDirection + "," + |
|||
ShaderGeneratorNames.WorldSpaceNormal + ");", true); |
|||
} |
|||
|
|||
if (requiresVertexColor) |
|||
{ |
|||
shaderOutputVisitor.AddShaderChunk(string.Format("half4 color : TEXCOORD{0};", vertOutputIndex), true); |
|||
shaderBody.AddShaderChunk("float4 " + ShaderGeneratorNames.VertexColor + " = i.color;", true); |
|||
vertInputIndex++; |
|||
vertOutputIndex++; |
|||
} |
|||
|
|||
GenerateNodeCode(shaderBody, propertyUsages, mode); |
|||
} |
|||
|
|||
public void GenerateNodeCode(ShaderGenerator shaderBody, ShaderGenerator propertyUsages, GenerationMode generationMode) |
|||
{ |
|||
var nodes = ListPool<INode>.Get(); |
|||
|
|||
//Get the rest of the nodes for all the other slots
|
|||
NodeUtils.DepthFirstCollectNodesFromNode(nodes, this, NodeUtils.IncludeSelf.Exclude, new List<int>(surfaceInputs)); |
|||
for (var i = 0; i < nodes.Count; i++) |
|||
{ |
|||
var node = nodes[i]; |
|||
if (node is IGeneratesBodyCode) |
|||
(node as IGeneratesBodyCode).GenerateNodeCode(shaderBody, generationMode); |
|||
} |
|||
ListPool<INode>.Release(nodes); |
|||
|
|||
foreach (var slot in GetInputSlots<MaterialSlot>()) |
|||
{ |
|||
if (surfaceInputs.Contains(slot.id)) |
|||
{ |
|||
foreach (var edge in owner.GetEdges(slot.slotReference)) |
|||
{ |
|||
var outputRef = edge.outputSlot; |
|||
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(outputRef.nodeGuid); |
|||
if (fromNode == null) |
|||
continue; |
|||
|
|||
var remapper = fromNode as INodeGroupRemapper; |
|||
if (remapper != null && !remapper.IsValidSlotConnection(outputRef.slotId)) |
|||
continue; |
|||
|
|||
shaderBody.AddShaderChunk("o." + slot.shaderOutputName + " = " + fromNode.GetVariableNameForSlot(outputRef.slotId) + ";", true); |
|||
|
|||
if (slot.id == AlphaSlotId) |
|||
propertyUsages.AddShaderChunk("#define _ALPHAPREMULTIPLY_ON", true); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 19892eaf92f3e2e49928945f6da04525 |
|||
timeCreated: 1478188276 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
%YAML 1.1 |
|||
%TAG !u! tag:unity3d.com,2011: |
|||
--- !u!21 &2100000 |
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Material: |
|||
serializedVersion: 6 |
|||
m_ObjectHideFlags: 0 |
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m_PrefabParentObject: {fileID: 0} |
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m_PrefabInternal: {fileID: 0} |
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m_Name: TestGraph-PBRMetallic |
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m_Shader: {fileID: 4800000, guid: 02a3ca69ec995e94aa47105621a17e4c, type: 3} |
|||
m_ShaderKeywords: _GLOSSYREFLECTIONS_ON _METALLIC_SETUP _SPECULARHIGHLIGHTS_ON |
|||
m_LightmapFlags: 2 |
|||
m_EnableInstancingVariants: 0 |
|||
m_DoubleSidedGI: 0 |
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m_CustomRenderQueue: -1 |
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stringTagMap: {} |
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disabledShaderPasses: [] |
|||
m_SavedProperties: |
|||
serializedVersion: 3 |
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m_TexEnvs: |
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|||
m_TargetTexture: {fileID: 0} |
|||
m_TargetDisplay: 0 |
|||
m_TargetEye: 3 |
|||
m_HDR: 1 |
|||
m_AllowMSAA: 0 |
|||
m_AllowDynamicResolution: 0 |
|||
m_ForceIntoRT: 0 |
|||
m_OcclusionCulling: 1 |
|||
m_StereoConvergence: 10 |
|||
m_StereoSeparation: 0.022 |
|||
--- !u!4 &1913430573 |
|||
Transform: |
|||
m_ObjectHideFlags: 0 |
|||
m_PrefabParentObject: {fileID: 0} |
|||
m_PrefabInternal: {fileID: 0} |
|||
m_GameObject: {fileID: 1913430569} |
|||
m_LocalRotation: {x: -0.28235355, y: 0.21969044, z: -0.06659774, w: -0.9314383} |
|||
m_LocalPosition: {x: -0.42957377, y: 1.5467438, z: -3.389049} |
|||
m_LocalScale: {x: 1, y: 1, z: 1} |
|||
m_Children: [] |
|||
m_Father: {fileID: 0} |
|||
m_RootOrder: 0 |
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
|
|||
// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2 |
|||
Shader "ScriptableRenderPipeline/LightweightPipeline/NonPBR" |
|||
{ |
|||
// Keep properties of StandardSpecular shader for upgrade reasons. |
|||
Properties |
|||
{ |
|||
_Color("Color", Color) = (1,1,1,1) |
|||
_MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {} |
|||
|
|||
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
|||
|
|||
_Shininess("Shininess", Range(0.01, 1.0)) = 1.0 |
|||
_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 |
|||
|
|||
_Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5 |
|||
[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 |
|||
|
|||
_Cube ("Reflection Cubemap", CUBE) = "" {} |
|||
_ReflectionSource("Reflection Source", Float) = 0 |
|||
|
|||
[HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0 |
|||
_SpecColor("Specular", Color) = (1.0, 1.0, 1.0) |
|||
_SpecGlossMap("Specular", 2D) = "white" {} |
|||
[HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0 |
|||
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 |
|||
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 |
|||
|
|||
[HideInInspector] _BumpScale("Scale", Float) = 1.0 |
|||
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} |
|||
|
|||
_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02 |
|||
_ParallaxMap("Height Map", 2D) = "black" {} |
|||
|
|||
_EmissionColor("Emission 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 |
|||
} |
|||
|
|||
SubShader |
|||
{ |
|||
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" } |
|||
LOD 300 |
|||
|
|||
Pass |
|||
{ |
|||
Tags { "LightMode" = "LightweightForward" } |
|||
|
|||
// Use same blending / depth states as Standard shader |
|||
Blend[_SrcBlend][_DstBlend] |
|||
ZWrite[_ZWrite] |
|||
|
|||
CGPROGRAM |
|||
#pragma target 3.0 |
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON |
|||
#pragma shader_feature _ _SPECGLOSSMAP _SPECGLOSSMAP_BASE_ALPHA _SPECULAR_COLOR |
|||
#pragma shader_feature _NORMALMAP |
|||
#pragma shader_feature _EMISSION |
|||
#pragma shader_feature _ _REFLECTION_CUBEMAP _REFLECTION_PROBE |
|||
|
|||
#pragma multi_compile _ LIGHTWEIGHT_LINEAR |
|||
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON |
|||
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT |
|||
#pragma multi_compile _ LIGHTMAP_ON |
|||
#pragma multi_compile _ _LIGHT_PROBES_ON |
|||
#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES |
|||
#pragma multi_compile _ _VERTEX_LIGHTS |
|||
#pragma multi_compile _ _ATTENUATION_TEXTURE |
|||
#pragma multi_compile_fog |
|||
#pragma multi_compile_instancing |
|||
|
|||
#include "UnityCG.cginc" |
|||
#include "UnityStandardInput.cginc" |
|||
#include "LightweightPipelineCore.cginc" |
|||
#include "LightweightPipelineLighting.cginc" |
|||
|
|||
LightweightVertexOutput vert(LightweightVertexInput v) |
|||
{ |
|||
LightweightVertexOutput o = (LightweightVertexOutput)0; |
|||
|
|||
UNITY_SETUP_INSTANCE_ID(v); |
|||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
|||
|
|||
o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex); |
|||
#ifdef LIGHTMAP_ON |
|||
o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw; |
|||
#endif |
|||
o.hpos = UnityObjectToClipPos(v.vertex); |
|||
|
|||
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
|||
o.posWS.xyz = worldPos; |
|||
|
|||
o.viewDir.xyz = normalize(_WorldSpaceCameraPos - worldPos); |
|||
half3 normal = normalize(UnityObjectToWorldNormal(v.normal)); |
|||
|
|||
#if _NORMALMAP |
|||
half sign = v.tangent.w * unity_WorldTransformParams.w; |
|||
half3 tangent = normalize(UnityObjectToWorldDir(v.tangent)); |
|||
half3 binormal = cross(normal, tangent) * v.tangent.w; |
|||
|
|||
// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code |
|||
o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x); |
|||
o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y); |
|||
o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z); |
|||
#else |
|||
o.normal = normal; |
|||
#endif |
|||
|
|||
// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU |
|||
#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS) |
|||
half3 diffuse = half3(1.0, 1.0, 1.0); |
|||
// pixel lights shaded = min(pixelLights, perObjectLights) |
|||
// vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded |
|||
// Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights) |
|||
int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y); |
|||
int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y); |
|||
for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter) |
|||
{ |
|||
int lightIndex = unity_4LightIndices0[lightIter]; |
|||
LightInput lightInput; |
|||
INITIALIZE_LIGHT(lightInput, lightIndex); |
|||
|
|||
half3 lightDirection; |
|||
half atten = ComputeLightAttenuationVertex(lightInput, normal, worldPos, lightDirection); |
|||
o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, normal, atten); |
|||
} |
|||
#endif |
|||
|
|||
#if defined(_LIGHT_PROBES_ON) && !defined(LIGHTMAP_ON) |
|||
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1))); |
|||
#endif |
|||
|
|||
UNITY_TRANSFER_FOG(o, o.hpos); |
|||
return o; |
|||
} |
|||
|
|||
half4 frag(LightweightVertexOutput i) : SV_Target |
|||
{ |
|||
half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy); |
|||
half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb; |
|||
half alpha = diffuseAlpha.a * _Color.a; |
|||
|
|||
// Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff |
|||
// due overdraw performance impact. |
|||
#ifdef _ALPHATEST_ON |
|||
clip(alpha - _Cutoff); |
|||
#endif |
|||
|
|||
half3 normal; |
|||
NormalMap(i, normal); |
|||
|
|||
half4 specularGloss; |
|||
SpecularGloss(i.uv01.xy, alpha, specularGloss); |
|||
|
|||
half3 viewDir = i.viewDir.xyz; |
|||
float3 worldPos = i.posWS.xyz; |
|||
|
|||
half3 lightDirection; |
|||
|
|||
#ifndef _MULTIPLE_LIGHTS |
|||
LightInput lightInput; |
|||
INITIALIZE_MAIN_LIGHT(lightInput); |
|||
half lightAtten = ComputeLightAttenuation(lightInput, normal, worldPos, lightDirection); |
|||
#ifdef _SHADOWS |
|||
lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz); |
|||
#endif |
|||
|
|||
#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS |
|||
half3 color = LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightInput.color; |
|||
#else |
|||
half3 color = LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightInput.color; |
|||
#endif |
|||
|
|||
#else |
|||
half3 color = half3(0, 0, 0); |
|||
|
|||
#ifdef _SHADOWS |
|||
half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz); |
|||
#endif |
|||
int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y); |
|||
for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter) |
|||
{ |
|||
LightInput lightData; |
|||
int lightIndex = unity_4LightIndices0[lightIter]; |
|||
INITIALIZE_LIGHT(lightData, lightIndex); |
|||
half lightAtten = ComputeLightAttenuation(lightData, normal, worldPos, lightDirection); |
|||
#ifdef _SHADOWS |
|||
lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x)); |
|||
#endif |
|||
|
|||
#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS |
|||
color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightData.color; |
|||
#else |
|||
color += LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightData.color; |
|||
#endif |
|||
} |
|||
|
|||
#endif // _MULTIPLE_LIGHTS |
|||
|
|||
#ifdef _EMISSION |
|||
color += LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, i.uv01.xy).rgb) * _EmissionColor; |
|||
#else |
|||
color += _EmissionColor; |
|||
#endif |
|||
|
|||
#if defined(LIGHTMAP_ON) |
|||
color += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse; |
|||
#elif defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON) |
|||
color += i.fogCoord.yzw * diffuse; |
|||
#endif |
|||
|
|||
#if _REFLECTION_CUBEMAP |
|||
// TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection |
|||
half3 reflectVec = reflect(-i.viewDir.xyz, normal); |
|||
color += texCUBE(_Cube, reflectVec).rgb * specularGloss.rgb; |
|||
#elif defined(_REFLECTION_PROBE) |
|||
half3 reflectVec = reflect(-i.viewDir.xyz, normal); |
|||
half4 reflectionProbe = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflectVec); |
|||
color += reflectionProbe.rgb * (reflectionProbe.a * unity_SpecCube0_HDR.x) * specularGloss.rgb; |
|||
#endif |
|||
|
|||
UNITY_APPLY_FOG(i.fogCoord, color); |
|||
|
|||
return OutputColor(color, alpha); |
|||
}; |
|||
ENDCG |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Tags { "Lightmode" = "ShadowCaster" } |
|||
|
|||
ZWrite On ZTest LEqual |
|||
|
|||
CGPROGRAM |
|||
#pragma target 2.0 |
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
|
|||
#include "UnityCG.cginc" |
|||
|
|||
float4 vert(float4 pos : POSITION) : SV_POSITION |
|||
{ |
|||
float4 clipPos = UnityObjectToClipPos(pos); |
|||
#if defined(UNITY_REVERSED_Z) |
|||
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); |
|||
#else |
|||
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); |
|||
#endif |
|||
return clipPos; |
|||
} |
|||
|
|||
half4 frag() : SV_TARGET |
|||
{ |
|||
return 0; |
|||
} |
|||
ENDCG |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Tags{"Lightmode" = "DepthOnly"} |
|||
|
|||
ZWrite On |
|||
|
|||
CGPROGRAM |
|||
#pragma target 2.0 |
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
|
|||
#include "UnityCG.cginc" |
|||
|
|||
float4 vert(float4 pos : POSITION) : SV_POSITION |
|||
{ |
|||
return UnityObjectToClipPos(pos); |
|||
} |
|||
|
|||
half4 frag() : SV_TARGET |
|||
{ |
|||
return 0; |
|||
} |
|||
ENDCG |
|||
} |
|||
|
|||
// This pass it not used during regular rendering, only for lightmap baking. |
|||
Pass |
|||
{ |
|||
Tags{ "LightMode" = "Meta" } |
|||
|
|||
Cull Off |
|||
|
|||
CGPROGRAM |
|||
#define UNITY_SETUP_BRDF_INPUT SpecularSetup |
|||
#pragma vertex vert_meta |
|||
#pragma fragment frag_meta_ld |
|||
|
|||
#pragma shader_feature _EMISSION |
|||
#pragma shader_feature _SPECGLOSSMAP |
|||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
|||
#pragma shader_feature ___ _DETAIL_MULX2 |
|||
#pragma shader_feature EDITOR_VISUALIZATION |
|||
|
|||
#include "UnityStandardMeta.cginc" |
|||
#include "LightweightPipelineCore.cginc" |
|||
|
|||
fixed4 frag_meta_ld(v2f_meta i) : SV_Target |
|||
{ |
|||
UnityMetaInput o; |
|||
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); |
|||
|
|||
o.Albedo = Albedo(i.uv); |
|||
|
|||
half4 specularColor; |
|||
SpecularGloss(i.uv.xy, 1.0, specularColor); |
|||
o.SpecularColor = specularColor; |
|||
|
|||
#ifdef _EMISSION |
|||
o.Emission += LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, i.uv).rgb) * _EmissionColor; |
|||
#else |
|||
o.Emission += _EmissionColor; |
|||
#endif |
|||
|
|||
return UnityMetaFragment(o); |
|||
} |
|||
ENDCG |
|||
} |
|||
} |
|||
Fallback "Standard (Specular setup)" |
|||
CustomEditor "LightweightPipelineMaterialEditor" |
|||
} |
|
|||
#ifndef LIGHTWEIGHT_PIPELINE_CORE_INCLUDED |
|||
#define LIGHTWEIGHT_PIPELINE_CORE_INCLUDED |
|||
|
|||
#include "LightweightPipelineInput.cginc" |
|||
|
|||
#if defined(_HARD_SHADOWS) || defined(_SOFT_SHADOWS) || defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES) |
|||
#define _SHADOWS |
|||
#endif |
|||
|
|||
#if defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES) |
|||
#define _SHADOW_CASCADES |
|||
#endif |
|||
|
|||
#ifdef _SHADOWS |
|||
#include "LightweightPipelineShadows.cginc" |
|||
#endif |
|||
|
|||
#if defined(_SPECGLOSSMAP_BASE_ALPHA) || defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) |
|||
#define LIGHTWEIGHT_SPECULAR_HIGHLIGHTS |
|||
#endif |
|||
|
|||
#define _DieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%) |
|||
|
|||
half SpecularReflectivity(half3 specular) |
|||
{ |
|||
#if (SHADER_TARGET < 30) |
|||
// SM2.0: instruction count limitation |
|||
// SM2.0: simplified SpecularStrength |
|||
return specular.r; // Red channel - because most metals are either monocrhome or with redish/yellowish tint |
|||
#else |
|||
return max(max(specular.r, specular.g), specular.b); |
|||
#endif |
|||
} |
|||
|
|||
half3 MetallicSetup(float2 uv, half3 albedo, half albedoAlpha, out half3 specular, out half smoothness, out half oneMinusReflectivity) |
|||
{ |
|||
half2 metallicGloss = MetallicSpecGloss(uv, albedoAlpha).ra; |
|||
half metallic = metallicGloss.r; |
|||
smoothness = metallicGloss.g; |
|||
|
|||
// We'll need oneMinusReflectivity, so |
|||
// 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic) |
|||
// store (1-dielectricSpec) in unity_ColorSpaceDielectricSpec.a, then |
|||
// 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) = |
|||
// = alpha - metallic * alpha |
|||
half oneMinusDielectricSpec = _DieletricSpec.a; |
|||
oneMinusReflectivity = oneMinusDielectricSpec - metallic * oneMinusDielectricSpec; |
|||
specular = lerp(_DieletricSpec.rgb, albedo, metallic); |
|||
|
|||
return albedo * oneMinusReflectivity; |
|||
} |
|||
|
|||
half3 SpecularSetup(float2 uv, half3 albedo, half albedoAlpha, out half3 specular, out half smoothness, out half oneMinusReflectivity) |
|||
{ |
|||
half4 specGloss = MetallicSpecGloss(uv, albedoAlpha); |
|||
specular = specGloss.rgb; |
|||
smoothness = specGloss.a; |
|||
oneMinusReflectivity = 1.0h - SpecularReflectivity(specular); |
|||
return albedo * (half3(1, 1, 1) - specular); |
|||
} |
|||
|
|||
half4 OutputColor(half3 color, half alpha) |
|||
{ |
|||
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) |
|||
return LIGHTWEIGHT_LINEAR_TO_GAMMA(half4(color, alpha)); |
|||
#else |
|||
return half4(LIGHTWEIGHT_LINEAR_TO_GAMMA(color), 1); |
|||
#endif |
|||
} |
|||
|
|||
#endif |
|
|||
#ifndef LIGHTWEIGHT_INPUT_INCLUDED |
|||
#define LIGHTWEIGHT_INPUT_INCLUDED |
|||
|
|||
#define MAX_VISIBLE_LIGHTS 16 |
|||
|
|||
// Main light initialized without indexing |
|||
#define INITIALIZE_MAIN_LIGHT(light) \ |
|||
light.pos = _LightPosition; \ |
|||
light.color = _LightColor; \ |
|||
light.atten = _LightAttenuationParams; \ |
|||
light.spotDir = _LightSpotDir; |
|||
|
|||
// Indexing might have a performance hit for old mobile hardware |
|||
#define INITIALIZE_LIGHT(light, lightIndex) \ |
|||
light.pos = globalLightPos[lightIndex]; \ |
|||
light.color = globalLightColor[lightIndex]; \ |
|||
light.atten = globalLightAtten[lightIndex]; \ |
|||
light.spotDir = globalLightSpotDir[lightIndex] |
|||
|
|||
#if !(defined(_SINGLE_DIRECTIONAL_LIGHT) || defined(_SINGLE_SPOT_LIGHT) || defined(_SINGLE_POINT_LIGHT)) |
|||
#define _MULTIPLE_LIGHTS |
|||
#endif |
|||
|
|||
#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR) |
|||
// Ideally we want an approximation of gamma curve 2.0 to save ALU on GPU but as off now it won't match the GammaToLinear conversion of props in engine |
|||
//#define LIGHTWEIGHT_GAMMA_TO_LINEAR(gammaColor) gammaColor * gammaColor |
|||
//#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linColor) sqrt(color) |
|||
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(sRGB) sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h) |
|||
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linRGB) max(1.055h * pow(max(linRGB, 0.h), 0.416666667h) - 0.055h, 0.h) |
|||
#else |
|||
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(color) color |
|||
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(color) color |
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#endif |
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|
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|
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struct LightInput |
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{ |
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float4 pos; |
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half4 color; |
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float4 atten; |
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half4 spotDir; |
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}; |
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|
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sampler2D _AttenuationTexture; |
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|
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// Per object light list data |
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#ifdef _MULTIPLE_LIGHTS |
|||
half4 unity_LightIndicesOffsetAndCount; |
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half4 unity_4LightIndices0; |
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|
|||
// The variables are very similar to built-in unity_LightColor, unity_LightPosition, |
|||
// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here |
|||
// we use world space positions instead of view space. |
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half4 globalLightCount; |
|||
half4 globalLightColor[MAX_VISIBLE_LIGHTS]; |
|||
float4 globalLightPos[MAX_VISIBLE_LIGHTS]; |
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half4 globalLightSpotDir[MAX_VISIBLE_LIGHTS]; |
|||
float4 globalLightAtten[MAX_VISIBLE_LIGHTS]; |
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#else |
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float4 _LightPosition; |
|||
half4 _LightColor; |
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float4 _LightAttenuationParams; |
|||
half4 _LightSpotDir; |
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#endif |
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|
|||
sampler2D _MetallicSpecGlossMap; |
|||
|
|||
half4 _DieletricSpec; |
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half _Shininess; |
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samplerCUBE _Cube; |
|||
half4 _ReflectColor; |
|||
|
|||
struct LightweightVertexInput |
|||
{ |
|||
float4 vertex : POSITION; |
|||
float3 normal : NORMAL; |
|||
float4 tangent : TANGENT; |
|||
float2 texcoord : TEXCOORD0; |
|||
float2 lightmapUV : TEXCOORD1; |
|||
UNITY_VERTEX_INPUT_INSTANCE_ID |
|||
}; |
|||
|
|||
struct LightweightVertexOutput |
|||
{ |
|||
float4 uv01 : TEXCOORD0; // uv01.xy: uv0, uv01.zw: uv1 |
|||
float4 posWS : TEXCOORD1; |
|||
#if _NORMALMAP |
|||
half3 tangentToWorld0 : TEXCOORD2; // tangentToWorld matrix |
|||
half3 tangentToWorld1 : TEXCOORD3; // tangentToWorld matrix |
|||
half3 tangentToWorld2 : TEXCOORD4; // tangentToWorld matrix |
|||
#else |
|||
half3 normal : TEXCOORD2; |
|||
#endif |
|||
half4 viewDir : TEXCOORD5; // xyz: viewDir |
|||
half4 fogCoord : TEXCOORD6; // x: fogCoord, yzw: vertexColor |
|||
float4 hpos : SV_POSITION; |
|||
UNITY_VERTEX_OUTPUT_STEREO |
|||
}; |
|||
|
|||
inline void NormalMap(LightweightVertexOutput i, out half3 normal) |
|||
{ |
|||
#if _NORMALMAP |
|||
half3 normalmap = UnpackNormal(tex2D(_BumpMap, i.uv01.xy)); |
|||
|
|||
// glsl compiler will generate underperforming code by using a row-major pre multiplication matrix: mul(normalmap, i.tangentToWorld) |
|||
// i.tangetToWorld was initialized as column-major in vs and here dot'ing individual for better performance. |
|||
// The code below is similar to post multiply: mul(i.tangentToWorld, normalmap) |
|||
normal = normalize(half3(dot(normalmap, i.tangentToWorld0), dot(normalmap, i.tangentToWorld1), dot(normalmap, i.tangentToWorld2))); |
|||
#else |
|||
normal = normalize(i.normal); |
|||
#endif |
|||
} |
|||
|
|||
inline void SpecularGloss(half2 uv, half alpha, out half4 specularGloss) |
|||
{ |
|||
#ifdef _SPECGLOSSMAP |
|||
specularGloss = tex2D(_SpecGlossMap, uv); |
|||
#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR) |
|||
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb); |
|||
#endif |
|||
#elif defined(_SPECGLOSSMAP_BASE_ALPHA) |
|||
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_SpecGlossMap, uv).rgb) * _SpecColor.rgb; |
|||
specularGloss.a = alpha; |
|||
#else |
|||
specularGloss = _SpecColor; |
|||
#endif |
|||
} |
|||
|
|||
half4 MetallicSpecGloss(float2 uv, half albedoAlpha) |
|||
{ |
|||
half4 specGloss; |
|||
|
|||
#ifdef _METALLICSPECGLOSSMAP |
|||
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
|||
specGloss.rgb = tex2D(_MetallicSpecGlossMap, uv).rgb; |
|||
specGloss.a = albedoAlpha; |
|||
#else |
|||
specGloss = tex2D(_MetallicSpecGlossMap, uv).rgba; |
|||
#endif |
|||
specGloss.a *= _GlossMapScale; |
|||
|
|||
#else // _METALLICSPECGLOSSMAP |
|||
|
|||
#if _METALLIC_SETUP |
|||
specGloss.r = _Metallic; |
|||
#else |
|||
specGloss.rgb = _SpecColor.rgb; |
|||
#endif |
|||
|
|||
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
|||
specGloss.a = albedoAlpha * _GlossMapScale; |
|||
#else |
|||
specGloss.a = _Glossiness; |
|||
#endif |
|||
#endif |
|||
|
|||
return specGloss; |
|||
} |
|||
|
|||
#endif |
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