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Split LWRP shader library includes (InputSurface, LightweightPassLit and Particles) into several smaller files to have only the required things included.

Conflict:
     - LightweightUnlitExtraPasses.template
/tag-1.1.4-preview
Felipe Lira 7 年前
当前提交
7fd656f4
共有 29 个文件被更改,包括 688 次插入477 次删除
  1. 5
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template
  2. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template
  3. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template
  4. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl
  5. 365
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
  6. 28
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassMeta.hlsl
  7. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl
  8. 57
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Particles.hlsl
  9. 21
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
  10. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader
  11. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader
  12. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader
  13. 19
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  14. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader
  15. 63
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceCommon.hlsl
  16. 97
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfacePBR.hlsl
  17. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfacePBR.hlsl.meta
  18. 34
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceSimple.hlsl
  19. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceSimple.hlsl.meta
  20. 16
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl
  21. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl.meta
  22. 151
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
  23. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta
  24. 39
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/ParticlesPBR.hlsl
  25. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/ParticlesPBR.hlsl.meta
  26. 17
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/SurfaceData.hlsl
  27. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/SurfaceData.hlsl.meta
  28. 185
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl
  29. 0
      /ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceCommon.hlsl.meta

5
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template


#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL

// GPU Instancing
#pragma multi_compile_instancing
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}

#pragma shader_feature _SPECGLOSSMAP
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
}
}

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template


// GPU Instancing
#pragma multi_compile_instancing
#include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template


#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "LWRP/ShaderLibrary/InputSurface.hlsl"
#include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
${Defines}

float AlphaClipThreshold = 0;
${SurfaceOutputRemap}
#if _AlphaClip
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
return half4(Color, Alpha);

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl


#define LIGHTWEIGHT_PASS_DEPTH_ONLY_INCLUDED
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/InputSurface.hlsl"
struct VertexInput
{

365
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl


#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
#define LIGHTWEIGHT_PASS_LIT_INCLUDED
#include "LWRP/ShaderLibrary/InputSurface.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
struct LightweightVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct LightweightVertexOutput
{
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128
#ifdef _NORMALMAP
half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z
#else
half3 normal : TEXCOORD3;
half3 viewDir : TEXCOORD4;
#endif
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#ifdef _SHADOWS_ENABLED
float4 shadowCoord : TEXCOORD7;
#endif
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(LightweightVertexOutput IN, half3 normalTS, out InputData inputData)
{
inputData.positionWS = IN.posWSShininess.xyz;
#ifdef _NORMALMAP
half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w);
inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz);
#else
half3 viewDir = IN.viewDir;
inputData.normalWS = FragmentNormalWS(IN.normal);
#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Used in Standard (Physically Based) shader
LightweightVertexOutput LitPassVertex(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = TransformMainTextureCoord(v.texcoord);
o.posWSShininess.xyz = TransformObjectToWorld(v.vertex.xyz);
o.clipPos = TransformWorldToHClip(o.posWSShininess.xyz);
half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - o.posWSShininess.xyz);
#ifdef _NORMALMAP
o.normal.w = viewDir.x;
o.tangent.w = viewDir.y;
o.binormal.w = viewDir.z;
#else
o.viewDir = viewDir;
#endif
// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal
OUTPUT_NORMAL(v, o);
// We either sample GI from lightmap or SH.
// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
// see DECLARE_LIGHTMAP_OR_SH macro.
// The following funcions initialize the correct variable with correct data
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(o.normal.xyz, o.vertexSH);
half3 vertexLight = VertexLighting(o.posWSShininess.xyz, o.normal.xyz);
half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else
o.shadowCoord = TransformWorldToShadowCoord(o.posWSShininess.xyz);
#endif
#endif
return o;
}
// Used in Standard (Physically Based) shader
half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(IN.uv, surfaceData);
InputData inputData;
InitializeInputData(IN, surfaceData.normalTS, inputData);
half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
ApplyFog(color.rgb, inputData.fogCoord);
return color;
}
// Used in Standard (Simple Lighting) shader
// TODO: we only need to specialise this because of _Shininess prop
// Once we refactor SimpleLighting shader we will be able to share vertex
// between PBS and Simple
LightweightVertexOutput LitPassVertexSimple(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = TransformMainTextureCoord(v.texcoord);
o.posWSShininess.xyz = TransformObjectToWorld(v.vertex.xyz);
o.posWSShininess.w = _Shininess * 128.0;
o.clipPos = TransformWorldToHClip(o.posWSShininess.xyz);
half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - o.posWSShininess.xyz);
#ifdef _NORMALMAP
o.normal.w = viewDir.x;
o.tangent.w = viewDir.y;
o.binormal.w = viewDir.z;
#else
o.viewDir = viewDir;
#endif
// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal
OUTPUT_NORMAL(v, o);
// We either sample GI from lightmap or SH.
// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
// see DECLARE_LIGHTMAP_OR_SH macro.
// The following funcions initialize the correct variable with correct data
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(o.normal.xyz, o.vertexSH);
half3 vertexLight = VertexLighting(o.posWSShininess.xyz, o.normal.xyz);
half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else
o.shadowCoord = TransformWorldToShadowCoord(o.posWSShininess.xyz);
#endif
#endif
return o;
}
// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
float2 uv = IN.uv;
half4 diffuseAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 diffuse = diffuseAlpha.rgb * _Color.rgb;
half alpha = diffuseAlpha.a * _Color.a;
AlphaDiscard(alpha, _Cutoff);
#ifdef _ALPHAPREMULTIPLY_ON
diffuse *= alpha;
#endif
#ifdef _NORMALMAP
half3 normalTS = Normal(uv);
#else
half3 normalTS = half3(0, 0, 1);
#endif
half3 emission = Emission(uv);
half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a);
half shininess = IN.posWSShininess.w;
InputData inputData;
InitializeInputData(IN, normalTS, inputData);
return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
};
#endif
#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
#define LIGHTWEIGHT_PASS_LIT_INCLUDED
#include "LWRP/ShaderLibrary/Lighting.hlsl"
struct LightweightVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct LightweightVertexOutput
{
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
#ifdef _ADDITIONAL_LIGHTS
float3 posWS : TEXCOORD2;
#endif
#ifdef _NORMALMAP
half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z
#else
half3 normal : TEXCOORD3;
half3 viewDir : TEXCOORD4;
#endif
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#ifdef _SHADOWS_ENABLED
float4 shadowCoord : TEXCOORD7;
#endif
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(LightweightVertexOutput IN, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
#ifdef _ADDITIONAL_LIGHTS
inputData.positionWS = IN.posWS;
#endif
#ifdef _NORMALMAP
half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w);
inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz);
#else
half3 viewDir = IN.viewDir;
inputData.normalWS = FragmentNormalWS(IN.normal);
#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Used in Standard (Physically Based) shader
LightweightVertexOutput LitPassVertex(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = TransformMainTextureCoord(v.texcoord);
float3 posWS = TransformObjectToWorld(v.vertex.xyz);
o.clipPos = TransformWorldToHClip(posWS);
half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - posWS);
#ifdef _NORMALMAP
o.normal.w = viewDir.x;
o.tangent.w = viewDir.y;
o.binormal.w = viewDir.z;
#else
o.viewDir = viewDir;
#endif
// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal
OUTPUT_NORMAL(v, o);
// We either sample GI from lightmap or SH.
// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
// see DECLARE_LIGHTMAP_OR_SH macro.
// The following funcions initialize the correct variable with correct data
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(o.normal.xyz, o.vertexSH);
half3 vertexLight = VertexLighting(posWS, o.normal.xyz);
half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else
o.shadowCoord = TransformWorldToShadowCoord(posWS);
#endif
#endif
#if _ADDITIONAL_LIGHTS
o.posWS = posWS;
#endif
return o;
}
// Used in Standard (Physically Based) shader
half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(IN.uv, surfaceData);
InputData inputData;
InitializeInputData(IN, surfaceData.normalTS, inputData);
half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
ApplyFog(color.rgb, inputData.fogCoord);
return color;
}
#endif

28
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassMeta.hlsl


#ifndef LIGHTWEIGHT_PASS_META_INCLUDED
#define LIGHTWEIGHT_PASS_META_INCLUDED
#include "LWRP/ShaderLibrary/InputSurface.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityMetaPass)

o.pos = MetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST);
o.uv = TransformMainTextureCoord(v.uv0);
return o;
}
half4 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);
MetaInput o;
o.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
o.SpecularColor = surfaceData.specular;
o.Emission = surfaceData.emission;
return MetaFragment(o);
}
half4 LightweightFragmentMetaSimple(MetaVertexOuput i) : SV_Target
{
float2 uv = i.uv;
MetaInput o;
o.Albedo = _Color.rgb * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb;
o.SpecularColor = SpecularGloss(uv, 1.0).xyz;
o.Emission = Emission(uv);
return MetaFragment(o);
}
#endif

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl


#define LIGHTWEIGHT_PASS_SHADOW_INCLUDED
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/InputSurface.hlsl"
// x: global clip space bias, y: normal world space bias
float4 _ShadowBias;

57
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Particles.hlsl


#ifndef LIGHTWEIGHT_PARTICLES_INCLUDED
#define LIGHTWEIGHT_PARTICLES_INCLUDED
#include "InputSurface.hlsl"
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
CBUFFER_START(UnityPerMaterial_Particle)
float4 _MainTex_ST;
half4 _Color;
#if defined (_COLORADDSUBDIFF_ON)
half4 _ColorAddSubDiff;
#endif
half _Cutoff;
half _Shininess;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y

#if defined (_COLORADDSUBDIFF_ON)
half4 _ColorAddSubDiff;
#endif
// Color function
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)

#else
half result = 1.0h;
#endif
AlphaDiscard(result, _Cutoff, 0.0001h);
AlphaDiscard(result, (half)_Cutoff, 0.0001h);
return result;
}

#endif
}
void InitializeSurfaceData(VertexOutputLit IN, out SurfaceData surfaceData)
{
half4 albedo = Albedo(IN);
#if defined(_METALLICGLOSSMAP)
half2 metallicGloss = readTexture(TEXTURE2D_PARAM(_MetallicGlossMap, sampler_MetallicGlossMap), IN).ra * half2(1.0, _Glossiness);
#else
half2 metallicGloss = half2(_Metallic, _Glossiness);
#endif
half3 normalTS = NormalTS(IN);
half3 emission = Emission(IN);
surfaceData.albedo = albedo.rbg;
surfaceData.specular = half3(0.0h, 0.0h, 0.0h);
surfaceData.normalTS = normalTS;
surfaceData.emission = emission;
surfaceData.metallic = metallicGloss.r;
surfaceData.smoothness = metallicGloss.g;
surfaceData.occlusion = 1.0;
surfaceData.alpha = AlphaBlendAndTest(albedo.a);
surfaceData.albedo = AlphaModulate(surfaceData.albedo, surfaceData.alpha);
}
void InitializeInputData(VertexOutputLit IN, half3 normalTS, out InputData input)
{
input.positionWS = IN.posWS.xyz;

input.viewDirectionWS = FragmentViewDirWS(IN.viewDirShininess.xyz);
input.shadowCoord = float4(0, 0, 0, 0);
input.fogCoord = IN.posWS.w;
input.fogCoord = (half)IN.posWS.w;
#endif // LIGHTWEIGHT_PARTICLES_INCLUDED

21
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}

#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}

// GPU Instancing
#pragma multi_compile_instancing
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}

#pragma shader_feature _SPECGLOSSMAP
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
half4 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);
MetaInput o;
o.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
o.SpecularColor = surfaceData.specular;
o.Emission = surfaceData.emission;
return MetaFragment(o);
}
ENDHLSL
}

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader


#define NO_SHADOWS 1
#include "LWRP/ShaderLibrary/Particles.hlsl"
#include "LWRP/ShaderLibrary/ParticlesPBR.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
VertexOutputLit ParticlesLitVertex(appdata_particles v)

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader


#define BUMP_SCALE_NOT_SUPPORTED 1
#define NO_SHADOWS 1
#include "LWRP/ShaderLibrary/Particles.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader


#pragma fragment fragParticleUnlit
#include "LWRP/ShaderLibrary/Particles.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
VertexOutputLit vertParticleUnlit(appdata_particles v)
{

19
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


#pragma vertex LitPassVertexSimple
#pragma fragment LitPassFragmentSimple
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
#include "LWRP/ShaderLibrary/InputSurfaceSimple.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl"
ENDHLSL
}

#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LWRP/ShaderLibrary/InputSurfaceSimple.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}

// GPU Instancing
#pragma multi_compile_instancing
#include "LWRP/ShaderLibrary/InputSurfaceSimple.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}

#pragma shader_feature _EMISSION
#pragma shader_feature _SPECGLOSSMAP
#include "LWRP/ShaderLibrary/InputSurfaceSimple.hlsl"
half4 LightweightFragmentMetaSimple(MetaVertexOuput i) : SV_Target
{
float2 uv = i.uv;
MetaInput o;
o.Albedo = _Color.rgb * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb;
o.SpecularColor = SpecularGloss(uv, 1.0).xyz;
o.Emission = Emission(uv);
return MetaFragment(o);
}
ENDHLSL
}
}

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader


// Lighting include is needed because of GI
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "LWRP/ShaderLibrary/InputSurface.hlsl"
#include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl"
struct VertexInput
{

63
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceCommon.hlsl


#ifndef LIGHTWEIGHT_INPUT_SURFACE_COMMON_INCLUDED
#define LIGHTWEIGHT_INPUT_SURFACE_COMMON_INCLUDED
#include "Core.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#include "SurfaceData.hlsl"
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap);
///////////////////////////////////////////////////////////////////////////////
// Material Property Helpers //
///////////////////////////////////////////////////////////////////////////////
float2 TransformMainTextureCoord(float2 uv)
{
return TRANSFORM_TEX(uv, _MainTex);
}
half Alpha(half albedoAlpha)
{
#if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA)
half alpha = albedoAlpha * _Color.a;
#else
half alpha = _Color.a;
#endif
#if defined(_ALPHATEST_ON)
clip(alpha - _Cutoff);
#endif
return alpha;
}
half4 MainTexture(float2 uv)
{
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
}
half3 Normal(float2 uv)
{
#if _NORMALMAP
#if BUMP_SCALE_NOT_SUPPORTED
return UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv));
#else
return UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv), _BumpScale);
#endif
#else
return half3(0.0h, 0.0h, 1.0h);
#endif
}
half3 Emission(float2 uv)
{
#ifndef _EMISSION
return 0;
#else
return SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb * _EmissionColor.rgb;
#endif
}
#endif // LIGHTWEIGHT_INPUT_SURFACE_COMMON_INCLUDED

97
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfacePBR.hlsl


#ifndef LIGHTWEIGHT_INPUT_SURFACE_PBS_INCLUDED
#define LIGHTWEIGHT_INPUT_SURFACE_PBS_INCLUDED
#include "Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _Color;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Glossiness;
half _GlossMapScale;
half _Metallic;
half _BumpScale;
half _OcclusionStrength;
CBUFFER_END
TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap);
TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
#ifdef _SPECULAR_SETUP
#define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv)
#else
#define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv)
#endif
half4 MetallicSpecGloss(float2 uv, half albedoAlpha)
{
half4 specGloss;
#ifdef _METALLICSPECGLOSSMAP
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 SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
#else
half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
return LerpWhiteTo(occ, _OcclusionStrength);
#endif
#else
return 1.0;
#endif
}
#include "InputSurfaceCommon.hlsl"
inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
half4 albedoAlpha = MainTexture(uv);
half4 specGloss = MetallicSpecGloss(uv, albedoAlpha.a);
outSurfaceData.albedo = 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.normalTS = Normal(uv);
outSurfaceData.occlusion = Occlusion(uv);
outSurfaceData.emission = Emission(uv);
outSurfaceData.alpha = Alpha(albedoAlpha.a);
}
#endif // LIGHTWEIGHT_INPUT_SURFACE_PBS_INCLUDED

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfacePBR.hlsl.meta


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34
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceSimple.hlsl


#ifndef LIGHTWEIGHT_INPUT_SURFACE_SIMPLE_INCLUDED
#define LIGHTWEIGHT_INPUT_SURFACE_SIMPLE_INCLUDED
#include "Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _Color;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Shininess;
CBUFFER_END
TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
half4 SpecularGloss(half2 uv, half alpha)
{
half4 specularGloss = half4(0, 0, 0, 1);
#ifdef _SPECGLOSSMAP
specularGloss = SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv);
#elif defined(_SPECULAR_COLOR)
specularGloss = _SpecColor;
#endif
#ifdef _GLOSSINESS_FROM_BASE_ALPHA
specularGloss.a = alpha;
#endif
return specularGloss;
}
#include "InputSurfaceCommon.hlsl"
#endif // LIGHTWEIGHT_INPUT_SURFACE_SIMPLE_INCLUDED

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceSimple.hlsl.meta


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16
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl


#ifndef LIGHTWEIGHT_INPUT_SURFACE_UNLIT_INCLUDED
#define LIGHTWEIGHT_INPUT_SURFACE_UNLIT_INCLUDED
#include "Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _Color;
half _Cutoff;
half _Glossiness;
half _Metallic;
CBUFFER_END
#include "InputSurfaceCommon.hlsl"
#endif // LIGHTWEIGHT_INPUT_SURFACE_UNLIT_INCLUDED

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl.meta


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151
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl


#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
#define LIGHTWEIGHT_PASS_LIT_INCLUDED
#include "LWRP/ShaderLibrary/Lighting.hlsl"
struct LightweightVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct LightweightVertexOutput
{
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128
#ifdef _NORMALMAP
half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z
#else
half3 normal : TEXCOORD3;
half3 viewDir : TEXCOORD4;
#endif
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#ifdef _SHADOWS_ENABLED
float4 shadowCoord : TEXCOORD7;
#endif
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(LightweightVertexOutput IN, half3 normalTS, out InputData inputData)
{
inputData.positionWS = IN.posWSShininess.xyz;
#ifdef _NORMALMAP
half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w);
inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz);
#else
half3 viewDir = IN.viewDir;
inputData.normalWS = FragmentNormalWS(IN.normal);
#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Used in Standard (Simple Lighting) shader
LightweightVertexOutput LitPassVertexSimple(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = TransformMainTextureCoord(v.texcoord);
o.posWSShininess.xyz = TransformObjectToWorld(v.vertex.xyz);
o.posWSShininess.w = _Shininess * 128.0;
o.clipPos = TransformWorldToHClip(o.posWSShininess.xyz);
half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - o.posWSShininess.xyz);
#ifdef _NORMALMAP
o.normal.w = viewDir.x;
o.tangent.w = viewDir.y;
o.binormal.w = viewDir.z;
#else
o.viewDir = viewDir;
#endif
// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal
OUTPUT_NORMAL(v, o);
// We either sample GI from lightmap or SH.
// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
// see DECLARE_LIGHTMAP_OR_SH macro.
// The following funcions initialize the correct variable with correct data
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(o.normal.xyz, o.vertexSH);
half3 vertexLight = VertexLighting(o.posWSShininess.xyz, o.normal.xyz);
half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else
o.shadowCoord = TransformWorldToShadowCoord(o.posWSShininess.xyz);
#endif
#endif
return o;
}
// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
float2 uv = IN.uv;
half4 diffuseAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 diffuse = diffuseAlpha.rgb * _Color.rgb;
half alpha = diffuseAlpha.a * _Color.a;
AlphaDiscard(alpha, _Cutoff);
#ifdef _ALPHAPREMULTIPLY_ON
diffuse *= alpha;
#endif
#ifdef _NORMALMAP
half3 normalTS = Normal(uv);
#else
half3 normalTS = half3(0, 0, 1);
#endif
half3 emission = Emission(uv);
half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a);
half shininess = IN.posWSShininess.w;
InputData inputData;
InitializeInputData(IN, normalTS, inputData);
return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
};
#endif

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta


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39
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/ParticlesPBR.hlsl


#ifndef LIGHTWEIGHT_PARTICLES_PBS_INCLUDED
#define LIGHTWEIGHT_PARTICLES_PBS_INCLUDED
#include "Particles.hlsl"
#include "SurfaceData.hlsl"
TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap);
CBUFFER_START(UnityPerMaterial_ParticlePBS)
half _Metallic;
half _Glossiness;
CBUFFER_END
void InitializeSurfaceData(VertexOutputLit IN, out SurfaceData surfaceData)
{
half4 albedo = Albedo(IN);
#if defined(_METALLICGLOSSMAP)
half2 metallicGloss = readTexture(TEXTURE2D_PARAM(_MetallicGlossMap, sampler_MetallicGlossMap), IN).ra * half2(1.0, _Glossiness);
#else
half2 metallicGloss = half2(_Metallic, _Glossiness);
#endif
half3 normalTS = NormalTS(IN);
half3 emission = Emission(IN);
surfaceData.albedo = albedo.rbg;
surfaceData.specular = half3(0.0h, 0.0h, 0.0h);
surfaceData.normalTS = normalTS;
surfaceData.emission = emission;
surfaceData.metallic = metallicGloss.r;
surfaceData.smoothness = metallicGloss.g;
surfaceData.occlusion = 1.0;
surfaceData.alpha = AlphaBlendAndTest(albedo.a);
surfaceData.albedo = AlphaModulate(surfaceData.albedo, surfaceData.alpha);
}
#endif // LIGHTWEIGHT_PARTICLES_PBS_INCLUDED

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/ParticlesPBR.hlsl.meta


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17
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/SurfaceData.hlsl


#ifndef LIGHTWEIGHT_SURFACE_DATA_INCLUDED
#define LIGHTWEIGHT_SURFACE_DATA_INCLUDED
// Must match Lightweigth ShaderGraph master node
struct SurfaceData
{
half3 albedo;
half3 specular;
half metallic;
half smoothness;
half3 normalTS;
half3 emission;
half occlusion;
half alpha;
};
#endif // LIGHTWEIGHT_SURFACE_DATA_INCLUDED

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ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/SurfaceData.hlsl.meta


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185
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl


#ifndef LIGHTWEIGHT_SURFACE_INPUT_INCLUDED
#define LIGHTWEIGHT_SURFACE_INPUT_INCLUDED
#include "Core.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#ifdef _SPECULAR_SETUP
#define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv)
#else
#define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv)
#endif
CBUFFER_START(UnityPerMaterial_Common)
float4 _MainTex_ST;
half4 _Color;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
CBUFFER_END
CBUFFER_START(UnityPerMaterial_Simple)
half _Shininess;
CBUFFER_END
CBUFFER_START(UnityPerMaterial_PBS)
half _Glossiness;
half _GlossMapScale;
half _Metallic;
half _BumpScale;
half _OcclusionStrength;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap);
TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap);
// Must match Lightweigth ShaderGraph master node
struct SurfaceData
{
half3 albedo;
half3 specular;
half metallic;
half smoothness;
half3 normalTS;
half3 emission;
half occlusion;
half alpha;
};
///////////////////////////////////////////////////////////////////////////////
// Material Property Helpers //
///////////////////////////////////////////////////////////////////////////////
float2 TransformMainTextureCoord(float2 uv)
{
return TRANSFORM_TEX(uv, _MainTex);
}
half Alpha(half albedoAlpha)
{
#if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA)
half alpha = albedoAlpha * _Color.a;
#else
half alpha = _Color.a;
#endif
#if defined(_ALPHATEST_ON)
clip(alpha - _Cutoff);
#endif
return alpha;
}
half4 MainTexture(float2 uv)
{
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
}
half3 Normal(float2 uv)
{
#if _NORMALMAP
#if BUMP_SCALE_NOT_SUPPORTED
return UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv));
#else
return UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv), _BumpScale);
#endif
#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 = SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv);
#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 = 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 SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
#else
half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
return LerpWhiteTo(occ, _OcclusionStrength);
#endif
#else
return 1.0;
#endif
}
half3 Emission(float2 uv)
{
#ifndef _EMISSION
return 0;
#else
return SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb * _EmissionColor.rgb;
#endif
}
inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
half4 albedoAlpha = MainTexture(uv);
half4 specGloss = MetallicSpecGloss(uv, albedoAlpha.a);
outSurfaceData.albedo = 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.normalTS = Normal(uv);
outSurfaceData.occlusion = Occlusion(uv);
outSurfaceData.emission = Emission(uv);
outSurfaceData.alpha = Alpha(albedoAlpha.a);
}
#endif

/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl.meta → /ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceCommon.hlsl.meta

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