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Added meta pass for StandardShader.

/main
Felipe Lira 7 年前
当前提交
7f9830c1
共有 8 个文件被更改,包括 281 次插入212 次删除
  1. 13
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc
  2. 151
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc
  3. 23
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandard.shader
  4. 52
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader
  5. 70
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassMeta.cginc
  6. 9
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassMeta.cginc.meta
  7. 166
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightSurfaceInput.cginc
  8. 9
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightSurfaceInput.cginc.meta

13
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc


#define MAX_VISIBLE_LIGHTS 16
// Must match Lightweigth ShaderGraph master node
struct SurfaceData
{
half3 albedo;
half3 specular;
half metallic;
half smoothness;
half3 normal;
half3 emission;
half occlusion;
half alpha;
};
struct LightInput
{
float4 pos;

151
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc


#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
#define LIGHTWEIGHT_PASS_LIT_INCLUDED
#include "LightweightSurfaceInput.cginc"
#ifdef _SPECULAR_SETUP
#define SAMPLE_METALLICSPECULAR(uv) tex2D(_SpecGlossMap, uv)
#else
#define SAMPLE_METALLICSPECULAR(uv) tex2D(_MetallicGlossMap, uv)
#endif
CBUFFER_START(MaterialProperties)
half4 _MainTex_ST;
half4 _Color;
half _Cutoff;
half _Glossiness;
half _GlossMapScale;
half _SmoothnessTextureChannel;
half _Metallic;
half4 _SpecColor;
half _BumpScale;
half _OcclusionStrength;
half4 _EmissionColor;
half _Shininess;
CBUFFER_END
sampler2D _MainTex;
sampler2D _MetallicGlossMap;
sampler2D _SpecGlossMap;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _EmissionMap;
struct LightweightVertexInput
{
float4 vertex : POSITION;

};
///////////////////////////////////////////////////////////////////////////////
// Material Property Helpers //
///////////////////////////////////////////////////////////////////////////////
inline half Alpha(half albedoAlpha)
{
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
half alpha = _Color.a;
#else
half alpha = albedoAlpha * _Color.a;
#endif
#if defined(_ALPHATEST_ON)
clip(alpha - _Cutoff);
#endif
return alpha;
}
half3 Normal(float2 uv)
{
#if _NORMALMAP
return UnpackNormalScale(tex2D(_BumpMap, uv), _BumpScale);
#else
return half3(0.0h, 0.0h, 1.0h);
#endif
}
half4 SpecularGloss(half2 uv, half alpha)
{
half4 specularGloss = half4(0, 0, 0, 1);
#ifdef _SPECGLOSSMAP
specularGloss = tex2D(_SpecGlossMap, uv);
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb);
#elif defined(_SPECULAR_COLOR)
specularGloss = _SpecColor;
#endif
#ifdef _GLOSSINESS_FROM_BASE_ALPHA
specularGloss.a = alpha;
#endif
return specularGloss;
}
half4 MetallicSpecGloss(float2 uv, half albedoAlpha)
{
half4 specGloss;
#ifdef _METALLICSPECGLOSSMAP
specGloss = specGloss = SAMPLE_METALLICSPECULAR(uv);
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
specGloss.a = albedoAlpha * _GlossMapScale;
#else
specGloss.a *= _GlossMapScale;
#endif
#else // _METALLICSPECGLOSSMAP
#if _SPECULAR_SETUP
specGloss.rgb = _SpecColor.rgb;
#else
specGloss.rgb = _Metallic.rrr;
#endif
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
specGloss.a = albedoAlpha * _GlossMapScale;
#else
specGloss.a = _Glossiness;
#endif
#endif
return specGloss;
}
half Occlusion(float2 uv)
{
#ifdef _OCCLUSIONMAP
#if (SHADER_TARGET < 30)
// SM20: instruction count limitation
// SM20: simpler occlusion
return tex2D(_OcclusionMap, uv).g;
#else
half occ = tex2D(_OcclusionMap, uv).g;
return _LerpOneTo(occ, _OcclusionStrength);
#endif
#else
return 1.0;
#endif
}
half3 Emission(float2 uv)
{
#ifndef _EMISSION
return 0;
#else
return LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, uv).rgb) * _EmissionColor.rgb;
#endif
}
inline void InitializeStandardLitSurfaceData(LightweightVertexOutput IN, out SurfaceData outSurfaceData)
{
float2 uv = IN.uv01.xy;
half4 albedoAlpha = tex2D(_MainTex, uv);
half4 specGloss = MetallicSpecGloss(uv, albedoAlpha);
outSurfaceData.albedo = LIGHTWEIGHT_GAMMA_TO_LINEAR(albedoAlpha.rgb) * _Color.rgb;
#if _SPECULAR_SETUP
outSurfaceData.metallic = 1.0h;
outSurfaceData.specular = specGloss.rgb;
#else
outSurfaceData.metallic = specGloss.r;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
#endif
outSurfaceData.smoothness = specGloss.a;
outSurfaceData.normal = Normal(uv);
outSurfaceData.occlusion = Occlusion(uv);
outSurfaceData.emission = Emission(uv);
outSurfaceData.alpha = Alpha(albedoAlpha.a);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////

half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target
{
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(IN, surfaceData);
InitializeStandardLitSurfaceData(IN.uv01.xy, surfaceData);
#if _NORMALMAP
half3 normalWS = TangentToWorldNormal(surfaceData.normal, IN.tangent, IN.binormal, IN.normal);

23
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandard.shader


}
ENDCG
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Tags{"LightMode" = "Meta"}
Cull Off
CGPROGRAM
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMeta
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature EDITOR_VISUALIZATION
#pragma shader_feature _EMISSION
#pragma shader_feature _SPECGLOSSMAP
#include "LightweightPassMeta.cginc"
ENDCG
}
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "LightweightStandardGUI"

52
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader


CGPROGRAM
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMeta
#pragma fragment LightweightFragmentMetaSimple
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION
#include "LightweightPassLit.cginc"
#include "UnityMetaPass.cginc"
struct MetaVertexInput
{
float4 vertex : POSITION;
half3 normal : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
#ifdef _TANGENT_TO_WORLD
half4 tangent : TANGENT;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct MetaVertexOuput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
MetaVertexOuput LightweightVertexMeta(MetaVertexInput v)
{
MetaVertexOuput o;
o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
o.uv = TRANSFORM_TEX(v.uv0, _MainTex);
return o;
}
fixed4 LightweightFragmentMeta(MetaVertexOuput i) : SV_Target
{
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o);
o.Albedo = _Color.rgb * tex2D(_MainTex, i.uv).rgb;
o.SpecularColor = SpecularGloss(i.uv.xy, 1.0);
#ifdef _EMISSION
o.Emission += LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, i.uv).rgb) * _EmissionColor;
#else
o.Emission += _EmissionColor;
#endif
return UnityMetaFragment(o);
}
#include "LightweightPassMeta.cginc"
ENDCG
}
}

70
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassMeta.cginc


#ifndef LIGHTWEIGHT_PASS_META_INCLUDED
#define LIGHTWEIGHT_PASS_META_INCLUDED
#include "LightweightSurfaceInput.cginc"
#include "LightweightLighting.cginc"
#include "UnityMetaPass.cginc"
struct MetaVertexInput
{
float4 vertex : POSITION;
half3 normal : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
#ifdef _TANGENT_TO_WORLD
half4 tangent : TANGENT;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct MetaVertexOuput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
MetaVertexOuput LightweightVertexMeta(MetaVertexInput v)
{
MetaVertexOuput o;
o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
o.uv = TRANSFORM_TEX(v.uv0, _MainTex);
return o;
}
fixed4 LightweightFragmentMeta(MetaVertexOuput i) : SV_Target
{
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(i.uv, surfaceData);
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o);
#if defined(EDITOR_VISUALIZATION)
o.Albedo = brdfData.diffuse;
#else
o.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
#endif
o.SpecularColor = surfaceData.specular;
o.Emission = surfaceData.emission;
return UnityMetaFragment(o);
}
fixed4 LightweightFragmentMetaSimple(MetaVertexOuput i) : SV_Target
{
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o);
float2 uv = i.uv;
o.Albedo = _Color.rgb * tex2D(_MainTex, uv).rgb;
o.SpecularColor = SpecularGloss(uv, 1.0);
o.Emission = Emission(uv);
return UnityMetaFragment(o);
}
#endif

9
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassMeta.cginc.meta


fileFormatVersion: 2
guid: 6c9c9877e9a3dff4fbc73fd447c653d8
timeCreated: 1488965025
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

166
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightSurfaceInput.cginc


#ifndef LIGHTWEIGHT_SURFACE_INPUT_INCLUDED
#define LIGHTWEIGHT_SURFACE_INPUT_INCLUDED
#include "LightweightCore.cginc"
#ifdef _SPECULAR_SETUP
#define SAMPLE_METALLICSPECULAR(uv) tex2D(_SpecGlossMap, uv)
#else
#define SAMPLE_METALLICSPECULAR(uv) tex2D(_MetallicGlossMap, uv)
#endif
CBUFFER_START(MaterialProperties)
half4 _MainTex_ST;
half4 _Color;
half _Cutoff;
half _Glossiness;
half _GlossMapScale;
half _SmoothnessTextureChannel;
half _Metallic;
half4 _SpecColor;
half _BumpScale;
half _OcclusionStrength;
half4 _EmissionColor;
half _Shininess;
CBUFFER_END
sampler2D _MainTex;
sampler2D _MetallicGlossMap;
sampler2D _SpecGlossMap;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _EmissionMap;
// Must match Lightweigth ShaderGraph master node
struct SurfaceData
{
half3 albedo;
half3 specular;
half metallic;
half smoothness;
half3 normal;
half3 emission;
half occlusion;
half alpha;
};
///////////////////////////////////////////////////////////////////////////////
// Material Property Helpers //
///////////////////////////////////////////////////////////////////////////////
inline half Alpha(half albedoAlpha)
{
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
half alpha = _Color.a;
#else
half alpha = albedoAlpha * _Color.a;
#endif
#if defined(_ALPHATEST_ON)
clip(alpha - _Cutoff);
#endif
return alpha;
}
half3 Normal(float2 uv)
{
#if _NORMALMAP
return UnpackNormalScale(tex2D(_BumpMap, uv), _BumpScale);
#else
return half3(0.0h, 0.0h, 1.0h);
#endif
}
half4 SpecularGloss(half2 uv, half alpha)
{
half4 specularGloss = half4(0, 0, 0, 1);
#ifdef _SPECGLOSSMAP
specularGloss = tex2D(_SpecGlossMap, uv);
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb);
#elif defined(_SPECULAR_COLOR)
specularGloss = _SpecColor;
#endif
#ifdef _GLOSSINESS_FROM_BASE_ALPHA
specularGloss.a = alpha;
#endif
return specularGloss;
}
half4 MetallicSpecGloss(float2 uv, half albedoAlpha)
{
half4 specGloss;
#ifdef _METALLICSPECGLOSSMAP
specGloss = specGloss = SAMPLE_METALLICSPECULAR(uv);
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
specGloss.a = albedoAlpha * _GlossMapScale;
#else
specGloss.a *= _GlossMapScale;
#endif
#else // _METALLICSPECGLOSSMAP
#if _SPECULAR_SETUP
specGloss.rgb = _SpecColor.rgb;
#else
specGloss.rgb = _Metallic.rrr;
#endif
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
specGloss.a = albedoAlpha * _GlossMapScale;
#else
specGloss.a = _Glossiness;
#endif
#endif
return specGloss;
}
half Occlusion(float2 uv)
{
#ifdef _OCCLUSIONMAP
#if (SHADER_TARGET < 30)
// SM20: instruction count limitation
// SM20: simpler occlusion
return tex2D(_OcclusionMap, uv).g;
#else
half occ = tex2D(_OcclusionMap, uv).g;
return _LerpOneTo(occ, _OcclusionStrength);
#endif
#else
return 1.0;
#endif
}
half3 Emission(float2 uv)
{
#ifndef _EMISSION
return 0;
#else
return LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, uv).rgb) * _EmissionColor.rgb;
#endif
}
inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
half4 albedoAlpha = tex2D(_MainTex, uv);
half4 specGloss = MetallicSpecGloss(uv, albedoAlpha);
outSurfaceData.albedo = LIGHTWEIGHT_GAMMA_TO_LINEAR(albedoAlpha.rgb) * _Color.rgb;
#if _SPECULAR_SETUP
outSurfaceData.metallic = 1.0h;
outSurfaceData.specular = specGloss.rgb;
#else
outSurfaceData.metallic = specGloss.r;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
#endif
outSurfaceData.smoothness = specGloss.a;
outSurfaceData.normal = Normal(uv);
outSurfaceData.occlusion = Occlusion(uv);
outSurfaceData.emission = Emission(uv);
outSurfaceData.alpha = Alpha(albedoAlpha.a);
}
#endif

9
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightSurfaceInput.cginc.meta


fileFormatVersion: 2
guid: 546b9685ee7cc0941afd734baa08db2a
timeCreated: 1488965025
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
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