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Split LWRP shader library includes (InputSurface, LightweightPassLit and Particles) into several smaller files to have only the required things included.
/main
Split LWRP shader library includes (InputSurface, LightweightPassLit and Particles) into several smaller files to have only the required things included.
/main
Aleksandr Kirillov
7 年前
当前提交
8827c1d9
共有 29 个文件被更改,包括 690 次插入 和 478 次删除
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5ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template
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4ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template
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4ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template
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1ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl
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365ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
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28ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassMeta.hlsl
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1ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl
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57ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Particles.hlsl
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21ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
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2ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader
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2ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader
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1ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader
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19ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
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2ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader
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63ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceCommon.hlsl
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97ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfacePBR.hlsl
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfacePBR.hlsl.meta
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34ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceSimple.hlsl
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceSimple.hlsl.meta
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16ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl.meta
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151ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta
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39ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/ParticlesPBR.hlsl
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/ParticlesPBR.hlsl.meta
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17ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/SurfaceData.hlsl
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/SurfaceData.hlsl.meta
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185ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl
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0/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceCommon.hlsl.meta
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#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED |
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#define LIGHTWEIGHT_PASS_LIT_INCLUDED |
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#include "LWRP/ShaderLibrary/InputSurface.hlsl" |
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#include "LWRP/ShaderLibrary/Lighting.hlsl" |
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struct LightweightVertexInput |
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{ |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 tangent : TANGENT; |
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float2 texcoord : TEXCOORD0; |
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float2 lightmapUV : TEXCOORD1; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct LightweightVertexOutput |
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{ |
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float2 uv : TEXCOORD0; |
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); |
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float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128 |
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#ifdef _NORMALMAP |
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half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x |
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half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y |
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half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z |
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#else |
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half3 normal : TEXCOORD3; |
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half3 viewDir : TEXCOORD4; |
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#endif |
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light |
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#ifdef _SHADOWS_ENABLED |
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float4 shadowCoord : TEXCOORD7; |
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#endif |
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float4 clipPos : SV_POSITION; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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void InitializeInputData(LightweightVertexOutput IN, half3 normalTS, out InputData inputData) |
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{ |
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inputData.positionWS = IN.posWSShininess.xyz; |
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#ifdef _NORMALMAP |
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half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w); |
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inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz); |
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#else |
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half3 viewDir = IN.viewDir; |
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inputData.normalWS = FragmentNormalWS(IN.normal); |
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#endif |
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inputData.viewDirectionWS = FragmentViewDirWS(viewDir); |
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#ifdef _SHADOWS_ENABLED |
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inputData.shadowCoord = IN.shadowCoord; |
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#else |
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inputData.shadowCoord = float4(0, 0, 0, 0); |
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#endif |
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inputData.fogCoord = IN.fogFactorAndVertexLight.x; |
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inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; |
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inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS); |
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} |
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/////////////////////////////////////////////////////////////////////////////// |
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// Vertex and Fragment functions // |
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/////////////////////////////////////////////////////////////////////////////// |
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// Used in Standard (Physically Based) shader |
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LightweightVertexOutput LitPassVertex(LightweightVertexInput v) |
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{ |
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LightweightVertexOutput o = (LightweightVertexOutput)0; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_TRANSFER_INSTANCE_ID(v, o); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.uv = TransformMainTextureCoord(v.texcoord); |
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o.posWSShininess.xyz = TransformObjectToWorld(v.vertex.xyz); |
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o.clipPos = TransformWorldToHClip(o.posWSShininess.xyz); |
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half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - o.posWSShininess.xyz); |
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#ifdef _NORMALMAP |
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o.normal.w = viewDir.x; |
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o.tangent.w = viewDir.y; |
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o.binormal.w = viewDir.z; |
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#else |
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o.viewDir = viewDir; |
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#endif |
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// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal |
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OUTPUT_NORMAL(v, o); |
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// We either sample GI from lightmap or SH. |
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// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH) |
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// see DECLARE_LIGHTMAP_OR_SH macro. |
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// The following funcions initialize the correct variable with correct data |
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OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV); |
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OUTPUT_SH(o.normal.xyz, o.vertexSH); |
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half3 vertexLight = VertexLighting(o.posWSShininess.xyz, o.normal.xyz); |
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half fogFactor = ComputeFogFactor(o.clipPos.z); |
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o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); |
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#ifdef _SHADOWS_ENABLED |
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#if SHADOWS_SCREEN |
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o.shadowCoord = ComputeShadowCoord(o.clipPos); |
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#else |
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o.shadowCoord = TransformWorldToShadowCoord(o.posWSShininess.xyz); |
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#endif |
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#endif |
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return o; |
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} |
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// Used in Standard (Physically Based) shader |
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half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target |
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{ |
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UNITY_SETUP_INSTANCE_ID(IN); |
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SurfaceData surfaceData; |
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InitializeStandardLitSurfaceData(IN.uv, surfaceData); |
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InputData inputData; |
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InitializeInputData(IN, surfaceData.normalTS, inputData); |
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half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); |
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ApplyFog(color.rgb, inputData.fogCoord); |
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return color; |
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} |
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// Used in Standard (Simple Lighting) shader |
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// TODO: we only need to specialise this because of _Shininess prop |
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// Once we refactor SimpleLighting shader we will be able to share vertex |
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// between PBS and Simple |
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LightweightVertexOutput LitPassVertexSimple(LightweightVertexInput v) |
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{ |
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LightweightVertexOutput o = (LightweightVertexOutput)0; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_TRANSFER_INSTANCE_ID(v, o); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.uv = TransformMainTextureCoord(v.texcoord); |
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o.posWSShininess.xyz = TransformObjectToWorld(v.vertex.xyz); |
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o.posWSShininess.w = _Shininess * 128.0; |
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o.clipPos = TransformWorldToHClip(o.posWSShininess.xyz); |
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half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - o.posWSShininess.xyz); |
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#ifdef _NORMALMAP |
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o.normal.w = viewDir.x; |
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o.tangent.w = viewDir.y; |
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o.binormal.w = viewDir.z; |
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#else |
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o.viewDir = viewDir; |
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#endif |
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// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal |
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OUTPUT_NORMAL(v, o); |
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// We either sample GI from lightmap or SH. |
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// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH) |
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// see DECLARE_LIGHTMAP_OR_SH macro. |
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// The following funcions initialize the correct variable with correct data |
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OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV); |
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OUTPUT_SH(o.normal.xyz, o.vertexSH); |
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half3 vertexLight = VertexLighting(o.posWSShininess.xyz, o.normal.xyz); |
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half fogFactor = ComputeFogFactor(o.clipPos.z); |
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o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); |
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#ifdef _SHADOWS_ENABLED |
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#if SHADOWS_SCREEN |
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o.shadowCoord = ComputeShadowCoord(o.clipPos); |
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#else |
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o.shadowCoord = TransformWorldToShadowCoord(o.posWSShininess.xyz); |
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#endif |
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#endif |
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return o; |
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} |
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// Used for StandardSimpleLighting shader |
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half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target |
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{ |
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UNITY_SETUP_INSTANCE_ID(IN); |
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float2 uv = IN.uv; |
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half4 diffuseAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); |
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half3 diffuse = diffuseAlpha.rgb * _Color.rgb; |
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half alpha = diffuseAlpha.a * _Color.a; |
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AlphaDiscard(alpha, _Cutoff); |
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#ifdef _ALPHAPREMULTIPLY_ON |
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diffuse *= alpha; |
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#endif |
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#ifdef _NORMALMAP |
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half3 normalTS = Normal(uv); |
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#else |
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half3 normalTS = half3(0, 0, 1); |
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#endif |
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half3 emission = Emission(uv); |
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half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a); |
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half shininess = IN.posWSShininess.w; |
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InputData inputData; |
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InitializeInputData(IN, normalTS, inputData); |
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return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha); |
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}; |
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#endif |
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#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED |
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#define LIGHTWEIGHT_PASS_LIT_INCLUDED |
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#include "LWRP/ShaderLibrary/Lighting.hlsl" |
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struct LightweightVertexInput |
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{ |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 tangent : TANGENT; |
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float2 texcoord : TEXCOORD0; |
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float2 lightmapUV : TEXCOORD1; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct LightweightVertexOutput |
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{ |
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float2 uv : TEXCOORD0; |
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); |
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#ifdef _ADDITIONAL_LIGHTS |
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float3 posWS : TEXCOORD2; |
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#endif |
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#ifdef _NORMALMAP |
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half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x |
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half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y |
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half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z |
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#else |
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half3 normal : TEXCOORD3; |
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half3 viewDir : TEXCOORD4; |
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#endif |
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light |
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#ifdef _SHADOWS_ENABLED |
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float4 shadowCoord : TEXCOORD7; |
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#endif |
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float4 clipPos : SV_POSITION; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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void InitializeInputData(LightweightVertexOutput IN, half3 normalTS, out InputData inputData) |
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{ |
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inputData = (InputData)0; |
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#ifdef _ADDITIONAL_LIGHTS |
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inputData.positionWS = IN.posWS; |
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#endif |
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#ifdef _NORMALMAP |
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half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w); |
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inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz); |
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#else |
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half3 viewDir = IN.viewDir; |
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inputData.normalWS = FragmentNormalWS(IN.normal); |
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#endif |
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inputData.viewDirectionWS = FragmentViewDirWS(viewDir); |
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#ifdef _SHADOWS_ENABLED |
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inputData.shadowCoord = IN.shadowCoord; |
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#else |
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inputData.shadowCoord = float4(0, 0, 0, 0); |
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#endif |
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inputData.fogCoord = IN.fogFactorAndVertexLight.x; |
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inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; |
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inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS); |
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} |
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/////////////////////////////////////////////////////////////////////////////// |
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// Vertex and Fragment functions // |
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/////////////////////////////////////////////////////////////////////////////// |
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// Used in Standard (Physically Based) shader |
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LightweightVertexOutput LitPassVertex(LightweightVertexInput v) |
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{ |
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LightweightVertexOutput o = (LightweightVertexOutput)0; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_TRANSFER_INSTANCE_ID(v, o); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.uv = TransformMainTextureCoord(v.texcoord); |
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float3 posWS = TransformObjectToWorld(v.vertex.xyz); |
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o.clipPos = TransformWorldToHClip(posWS); |
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half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - posWS); |
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#ifdef _NORMALMAP |
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o.normal.w = viewDir.x; |
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o.tangent.w = viewDir.y; |
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o.binormal.w = viewDir.z; |
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#else |
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o.viewDir = viewDir; |
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#endif |
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// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal |
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OUTPUT_NORMAL(v, o); |
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// We either sample GI from lightmap or SH. |
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// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH) |
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// see DECLARE_LIGHTMAP_OR_SH macro. |
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// The following funcions initialize the correct variable with correct data |
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OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV); |
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OUTPUT_SH(o.normal.xyz, o.vertexSH); |
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half3 vertexLight = VertexLighting(posWS, o.normal.xyz); |
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half fogFactor = ComputeFogFactor(o.clipPos.z); |
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o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); |
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#ifdef _SHADOWS_ENABLED |
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#if SHADOWS_SCREEN |
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o.shadowCoord = ComputeShadowCoord(o.clipPos); |
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#else |
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o.shadowCoord = TransformWorldToShadowCoord(posWS); |
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#endif |
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#endif |
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#if _ADDITIONAL_LIGHTS |
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o.posWS = posWS; |
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#endif |
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return o; |
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} |
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// Used in Standard (Physically Based) shader |
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half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target |
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{ |
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UNITY_SETUP_INSTANCE_ID(IN); |
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SurfaceData surfaceData; |
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InitializeStandardLitSurfaceData(IN.uv, surfaceData); |
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InputData inputData; |
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InitializeInputData(IN, surfaceData.normalTS, inputData); |
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half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); |
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ApplyFog(color.rgb, inputData.fogCoord); |
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return color; |
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} |
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#endif |
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#ifndef LIGHTWEIGHT_INPUT_SURFACE_COMMON_INCLUDED |
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#define LIGHTWEIGHT_INPUT_SURFACE_COMMON_INCLUDED |
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#include "Core.hlsl" |
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#include "CoreRP/ShaderLibrary/Packing.hlsl" |
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#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl" |
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#include "SurfaceData.hlsl" |
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); |
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TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); |
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TEXTURE2D(_EmissionMap); SAMPLER(sampler_EmissionMap); |
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/////////////////////////////////////////////////////////////////////////////// |
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// Material Property Helpers // |
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/////////////////////////////////////////////////////////////////////////////// |
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float2 TransformMainTextureCoord(float2 uv) |
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{ |
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return TRANSFORM_TEX(uv, _MainTex); |
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} |
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half Alpha(half albedoAlpha) |
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{ |
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#if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA) |
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half alpha = albedoAlpha * _Color.a; |
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#else |
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half alpha = _Color.a; |
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#endif |
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#if defined(_ALPHATEST_ON) |
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clip(alpha - _Cutoff); |
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#endif |
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return alpha; |
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} |
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half4 MainTexture(float2 uv) |
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{ |
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return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); |
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} |
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half3 Normal(float2 uv) |
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{ |
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#if _NORMALMAP |
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#if BUMP_SCALE_NOT_SUPPORTED |
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return UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv)); |
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#else |
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return UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv), _BumpScale); |
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#endif |
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#else |
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return half3(0.0h, 0.0h, 1.0h); |
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#endif |
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} |
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half3 Emission(float2 uv) |
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{ |
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#ifndef _EMISSION |
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return 0; |
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#else |
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return SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb * _EmissionColor.rgb; |
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#endif |
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} |
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#endif // LIGHTWEIGHT_INPUT_SURFACE_COMMON_INCLUDED |
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#ifndef LIGHTWEIGHT_INPUT_SURFACE_PBS_INCLUDED |
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#define LIGHTWEIGHT_INPUT_SURFACE_PBS_INCLUDED |
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#include "Core.hlsl" |
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CBUFFER_START(UnityPerMaterial) |
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float4 _MainTex_ST; |
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half4 _Color; |
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half4 _SpecColor; |
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half4 _EmissionColor; |
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half _Cutoff; |
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half _Glossiness; |
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half _GlossMapScale; |
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half _Metallic; |
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half _BumpScale; |
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half _OcclusionStrength; |
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CBUFFER_END |
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TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); |
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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 |
|
|||
fileFormatVersion: 2 |
|||
guid: c46f85bf266d7496d9b3659acfbdc711 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#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 |
|
|||
fileFormatVersion: 2 |
|||
guid: ad863d097888f42c6bcf419efb2946c5 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#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 |
|
|||
fileFormatVersion: 2 |
|||
guid: e7ba75cc852b14b7f934978b5697bf1b |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#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 |
|
|||
fileFormatVersion: 2 |
|||
guid: ee447e65526c7db45a978c16b28827a9 |
|||
timeCreated: 1488965025 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#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 |
|
|||
fileFormatVersion: 2 |
|||
guid: a3129e299d0744bb7bd42c2cea7cea2b |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#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 |
|
|||
fileFormatVersion: 2 |
|||
guid: f576d3ab1799d49be991651118466cf4 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#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); |
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#endif |
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#else |
|||
return 1.0; |
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#endif |
|||
} |
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|
|||
half3 Emission(float2 uv) |
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{ |
|||
#ifndef _EMISSION |
|||
return 0; |
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#else |
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return SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb * _EmissionColor.rgb; |
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#endif |
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} |
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|
|||
inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) |
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{ |
|||
half4 albedoAlpha = MainTexture(uv); |
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|
|||
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; |
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outSurfaceData.normalTS = Normal(uv); |
|||
outSurfaceData.occlusion = Occlusion(uv); |
|||
outSurfaceData.emission = Emission(uv); |
|||
outSurfaceData.alpha = Alpha(albedoAlpha.a); |
|||
} |
|||
|
|||
#endif |
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