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HDRenderLoop: Create shaderPassXXX file to prepare for shader graph

- Rename lit.shader to defaultLit.shader,this one is the one written by
hand, others are generated by shader graph
- Rename littemplate to litcommon to be less confusing
- update all the scene because of renaming above
- pepare a directory with ShaderPass that are common code for a given
pass. (currently no vertex shader here)
/main
sebastienlagarde 8 年前
当前提交
616b95a2
共有 55 个文件被更改,包括 357 次插入308 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta
  2. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  3. 1
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl
  4. 2
      Assets/TestScenes/HDTest/Leaf/GroundLeaf/Materials/GroundLeaf_Albedo.mat
  5. 7
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Blue_Alpha.mat
  6. 9
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/CubeTransparent.mat
  7. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Gray.mat
  8. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Green.mat
  9. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Ground_01_2x2.mat
  10. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Needle_Moss_1x1.mat
  11. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Sand_02_2x2_02.mat
  12. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Red.mat
  13. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Terrain.mat
  14. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-alpha.mat
  15. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-transparent.mat
  16. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-twosidedLighting.mat
  17. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat
  18. 16
      Assets/TestScenes/HDTest/Rock/rcgRock012/Materials/rcgRock012Material.mat
  19. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_0.mat
  20. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_1.mat
  21. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_2.mat
  22. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_3.mat
  23. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_4.mat
  24. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_5.mat
  25. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_6.mat
  26. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_7.mat
  27. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_8.mat
  28. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_9.mat
  29. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smooth1_1.mat
  30. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_0.mat
  31. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_1.mat
  32. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_2.mat
  33. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_3.mat
  34. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_4.mat
  35. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_5.mat
  36. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_6.mat
  37. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_7.mat
  38. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_8.mat
  39. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_9.mat
  40. 2
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric1_0.mat
  41. 157
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/DefaultLit.shader
  42. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/DefaultLit.shader.meta
  43. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitCommon.hlsl.meta
  44. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass.meta
  45. 32
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDebugViewMaterial.hlsl
  46. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDebugViewMaterial.hlsl.meta
  47. 26
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl
  48. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl.meta
  49. 30
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl
  50. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl.meta
  51. 243
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.shader
  52. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.shader.meta
  53. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitTemplate.hlsl.meta
  54. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitCommon.hlsl

2
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta


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licenseType: Pro
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2
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


// Render forward transparent
{
RenderTransparentRenderList(cull, camera, renderLoop, "DebugView");
RenderTransparentRenderList(cull, camera, renderLoop, "DebugViewMaterial");
}
// Last blit

1
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl


}
// 2. Apply the influence volume (Box volume is used for culling whatever the influence shape)
// TODO: In the future we could have an influence volume inside the projection volume (so with a different transform, in this case we will need another transform)
if (lightData.envShapeType == ENVSHAPETYPE_SPHERE)
{
float distFade = max(length(positionLS) - lightData.innerDistance.x, 0.0);

2
Assets/TestScenes/HDTest/Leaf/GroundLeaf/Materials/GroundLeaf_Albedo.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Blue_Alpha.mat


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9
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/CubeTransparent.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Gray.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Needle_Moss_1x1.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Sand_02_2x2_02.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Red.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Terrain.mat


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157
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/DefaultLit.shader


Shader "Unity/Lit"
{
Properties
{
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
_BaseColor("BaseColor", Color) = (1,1,1,1)
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_Metalic("_Metalic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_MaskMap("MaskMap", 2D) = "white" {}
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
_HeightMap("HeightMap", 2D) = "black" {}
_HeightScale("Height Scale", Float) = 1
_HeightBias("Height Bias", Float) = 0
[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
//_Thickness("Thickness", Range(0.0, 1.0)) = 0
//_ThicknessMap("ThicknessMap", 2D) = "white" {}
//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}
//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0
//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {}
// _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {}
// _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0
// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
_DiffuseLightingMap("DiffuseLightingMap", 2D) = "black" {}
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
// Material Id
[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
}
HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
#include "LitCommon.hlsl"
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
// ------------------------------------------------------------------
// Deferred pass
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Debug pass
Pass
{
Name "Debug"
Tags { "LightMode" = "DebugViewMaterial" }
Cull[_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// forward pass
Pass
{
Name "Forward" // Name is not used
Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
}
CustomEditor "LitGUI"
}

9
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/DefaultLit.shader.meta


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Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitCommon.hlsl.meta


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Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass.meta


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32
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDebugViewMaterial.hlsl


#if SHADER_STAGE_FRAGMENT
#include "Color.hlsl"
int _DebugViewMaterial;
float4 Frag(PackedVaryings packedInput) : SV_Target
{
Varyings input = UnpackVaryings(packedInput);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
float3 result = float3(1.0, 1.0, 0.0);
bool needLinearToSRGB = false;
GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB);
GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB);
GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData...
// TEMP!
// For now, the final blit in the backbuffer performs an sRGB write
// So in the meantime we apply the inverse transform to linear data to compensate.
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
return float4(result, 0.0);
}
#endif

9
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDebugViewMaterial.hlsl.meta


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26
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl


#if SHADER_STAGE_FRAGMENT
float4 Frag(PackedVaryings packedInput) : SV_Target
{
Varyings input = UnpackVaryings(packedInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 positionWS = input.positionWS;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
float4 diffuseLighting;
float4 specularLighting;
ForwardLighting(V, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting);
diffuseLighting.rgb += GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData);
return float4(diffuseLighting.rgb + specularLighting.rgb, builtinData.opacity);
}
#endif

9
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl.meta


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30
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl


#if SHADER_STAGE_FRAGMENT
void Frag( PackedVaryings packedInput,
OUTPUT_GBUFFER(outGBuffer)
#ifdef VELOCITY_IN_GBUFFER
, OUTPUT_GBUFFER_VELOCITY(outGBuffer)
#endif
, OUTPUT_GBUFFER_BAKE_LIGHTING(outGBuffer)
)
{
Varyings input = UnpackVaryings(packedInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 positionWS = input.positionWS;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
ENCODE_INTO_GBUFFER(surfaceData, outGBuffer);
#ifdef VELOCITY_IN_GBUFFER
ENCODE_VELOCITY_INTO_GBUFFER(builtinData.velocity, outGBuffer);
#endif
ENCODE_BAKE_LIGHTING_INTO_GBUFFER(GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData), outGBuffer);
}
#endif

9
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl.meta


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243
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.shader


Shader "Unity/Lit"
{
Properties
{
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
_BaseColor("BaseColor", Color) = (1,1,1,1)
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_Metalic("_Metalic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_MaskMap("MaskMap", 2D) = "white" {}
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
_HeightMap("HeightMap", 2D) = "black" {}
_HeightScale("Height Scale", Float) = 1
_HeightBias("Height Bias", Float) = 0
[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
//_Thickness("Thickness", Range(0.0, 1.0)) = 0
//_ThicknessMap("ThicknessMap", 2D) = "white" {}
//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}
//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0
//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {}
// _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {}
// _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0
// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
_DiffuseLightingMap("DiffuseLightingMap", 2D) = "black" {}
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
// Material Id
[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
}
HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
#include "LitTemplate.hlsl"
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
// ------------------------------------------------------------------
// Deferred pass
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragDeferred
#if SHADER_STAGE_FRAGMENT
void FragDeferred( PackedVaryings packedInput,
OUTPUT_GBUFFER(outGBuffer)
#ifdef VELOCITY_IN_GBUFFER
, OUTPUT_GBUFFER_VELOCITY(outGBuffer)
#endif
, OUTPUT_GBUFFER_BAKE_LIGHTING(outGBuffer)
)
{
Varyings input = UnpackVaryings(packedInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 positionWS = input.positionWS;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
ENCODE_INTO_GBUFFER(surfaceData, outGBuffer);
#ifdef VELOCITY_IN_GBUFFER
ENCODE_VELOCITY_INTO_GBUFFER(builtinData.velocity, outGBuffer);
#endif
ENCODE_BAKE_LIGHTING_INTO_GBUFFER(GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData), outGBuffer);
}
#endif
ENDHLSL
}
// ------------------------------------------------------------------
// Debug pass
Pass
{
Name "Debug"
Tags { "LightMode" = "DebugView" }
Cull[_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragDebug
#include "Color.hlsl"
int _DebugViewMaterial;
#if SHADER_STAGE_FRAGMENT
float4 FragDebug( PackedVaryings packedInput ) : SV_Target
{
Varyings input = UnpackVaryings(packedInput);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
float3 result = float3(1.0, 1.0, 0.0);
bool needLinearToSRGB = false;
GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB);
GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB);
GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData...
// TEMP!
// For now, the final blit in the backbuffer performs an sRGB write
// So in the meantime we apply the inverse transform to linear data to compensate.
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
return float4(result, 0.0);
}
#endif
ENDHLSL
}
// ------------------------------------------------------------------
// forward pass
Pass
{
Name "Forward" // Name is not used
Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragForward
#if SHADER_STAGE_FRAGMENT
float4 FragForward(PackedVaryings packedInput) : SV_Target
{
Varyings input = UnpackVaryings(packedInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 positionWS = input.positionWS;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
float4 diffuseLighting;
float4 specularLighting;
ForwardLighting(V, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting);
diffuseLighting.rgb += GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData);
return float4(diffuseLighting.rgb + specularLighting.rgb, builtinData.opacity);
}
#endif
ENDHLSL
}
}
CustomEditor "LitGUI"
}

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


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9
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitTemplate.hlsl.meta


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/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitTemplate.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitCommon.hlsl

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