Evgenii Golubev
8 年前
当前提交
bc7c95fb
共有 4 个文件被更改,包括 0 次插入 和 2020 次删除
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614Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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568Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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441Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
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397Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
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Shader "HDRenderPipeline/LayeredLitTessellation" |
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{ |
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Properties |
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{ |
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// Following set of parameters represent the parameters node inside the MaterialGraph. |
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist. |
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// All the following properties are filled by the referenced lit shader. |
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear |
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_BaseColor0("BaseColor0", Color) = (1, 1, 1, 1) |
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_BaseColor1("BaseColor1", Color) = (1, 1, 1, 1) |
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_BaseColor2("BaseColor2", Color) = (1, 1, 1, 1) |
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_BaseColor3("BaseColor3", Color) = (1, 1, 1, 1) |
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_BaseColorMap0("BaseColorMap0", 2D) = "white" {} |
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_BaseColorMap1("BaseColorMap1", 2D) = "white" {} |
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_BaseColorMap2("BaseColorMap2", 2D) = "white" {} |
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_BaseColorMap3("BaseColorMap3", 2D) = "white" {} |
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_Metallic0("Metallic0", Range(0.0, 1.0)) = 0 |
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_Metallic1("Metallic1", Range(0.0, 1.0)) = 0 |
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_Metallic2("Metallic2", Range(0.0, 1.0)) = 0 |
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_Metallic3("Metallic3", Range(0.0, 1.0)) = 0 |
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_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 1.0 |
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_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 1.0 |
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_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0 |
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_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0 |
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_MaskMap0("MaskMap0", 2D) = "white" {} |
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_MaskMap1("MaskMap1", 2D) = "white" {} |
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_MaskMap2("MaskMap2", 2D) = "white" {} |
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_MaskMap3("MaskMap3", 2D) = "white" {} |
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_SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {} |
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_SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {} |
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_SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {} |
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_SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {} |
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_NormalMap0("NormalMap0", 2D) = "bump" {} |
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_NormalMap1("NormalMap1", 2D) = "bump" {} |
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_NormalMap2("NormalMap2", 2D) = "bump" {} |
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_NormalMap3("NormalMap3", 2D) = "bump" {} |
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_NormalScale0("_NormalScale0", Range(0.0, 2.0)) = 1 |
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_NormalScale1("_NormalScale1", Range(0.0, 2.0)) = 1 |
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_NormalScale2("_NormalScale2", Range(0.0, 2.0)) = 1 |
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_NormalScale3("_NormalScale3", Range(0.0, 2.0)) = 1 |
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_HeightMap0("HeightMap0", 2D) = "black" {} |
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_HeightMap1("HeightMap1", 2D) = "black" {} |
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_HeightMap2("HeightMap2", 2D) = "black" {} |
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_HeightMap3("HeightMap3", 2D) = "black" {} |
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_HeightAmplitude0("Height Scale0", Float) = 1 |
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_HeightAmplitude1("Height Scale1", Float) = 1 |
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_HeightAmplitude2("Height Scale2", Float) = 1 |
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_HeightAmplitude3("Height Scale3", Float) = 1 |
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_HeightCenter0("Height Bias0", Float) = 0 |
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_HeightCenter1("Height Bias1", Float) = 0 |
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_HeightCenter2("Height Bias2", Float) = 0 |
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_HeightCenter3("Height Bias3", Float) = 0 |
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_DetailMap0("DetailMap0", 2D) = "black" {} |
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_DetailMap1("DetailMap1", 2D) = "black" {} |
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_DetailMap2("DetailMap2", 2D) = "black" {} |
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_DetailMap3("DetailMap3", 2D) = "black" {} |
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_DetailMask0("DetailMask0", 2D) = "white" {} |
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_DetailMask1("DetailMask1", 2D) = "white" {} |
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_DetailMask2("DetailMask2", 2D) = "white" {} |
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_DetailMask3("DetailMask3", 2D) = "white" {} |
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_DetailAlbedoScale0("_DetailAlbedoScale0", Range(-2.0, 2.0)) = 1 |
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_DetailAlbedoScale1("_DetailAlbedoScale1", Range(-2.0, 2.0)) = 1 |
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_DetailAlbedoScale2("_DetailAlbedoScale2", Range(-2.0, 2.0)) = 1 |
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_DetailAlbedoScale3("_DetailAlbedoScale3", Range(-2.0, 2.0)) = 1 |
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_DetailNormalScale0("_DetailNormalScale0", Range(0.0, 2.0)) = 1 |
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_DetailNormalScale1("_DetailNormalScale1", Range(0.0, 2.0)) = 1 |
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_DetailNormalScale2("_DetailNormalScale2", Range(0.0, 2.0)) = 1 |
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_DetailNormalScale3("_DetailNormalScale3", Range(0.0, 2.0)) = 1 |
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_DetailSmoothnessScale0("_DetailSmoothnessScale0", Range(-2.0, 2.0)) = 1 |
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_DetailSmoothnessScale1("_DetailSmoothnessScale1", Range(-2.0, 2.0)) = 1 |
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_DetailSmoothnessScale2("_DetailSmoothnessScale2", Range(-2.0, 2.0)) = 1 |
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_DetailSmoothnessScale3("_DetailSmoothnessScale3", Range(-2.0, 2.0)) = 1 |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace0("NormalMap space", Float) = 0 |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace1("NormalMap space", Float) = 0 |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace2("NormalMap space", Float) = 0 |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace3("NormalMap space", Float) = 0 |
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// All the following properties exist only in layered lit material |
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// Layer blending options |
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_LayerMaskMap("LayerMaskMap", 2D) = "white" {} |
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[ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0 |
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// Layer blending options V2 |
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[ToggleOff] _UseDensityMode("Use Density mode", Float) = 0.0 |
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[ToggleOff] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0 |
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_HeightFactor0("_HeightFactor0", Float) = 1 |
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_HeightFactor1("_HeightFactor1", Float) = 1 |
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_HeightFactor2("_HeightFactor2", Float) = 1 |
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_HeightFactor3("_HeightFactor3", Float) = 1 |
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// Store result of combination of _HeightFactor and _HeightAmplitude0 |
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[HideInInspector] _LayerHeightAmplitude0("_LayerHeightAmplitude0", Float) = 1 |
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[HideInInspector] _LayerHeightAmplitude1("_LayerHeightAmplitude1", Float) = 1 |
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[HideInInspector] _LayerHeightAmplitude2("_LayerHeightAmplitude2", Float) = 1 |
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[HideInInspector] _LayerHeightAmplitude3("_LayerHeightAmplitude3", Float) = 1 |
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_HeightCenterOffset0("_HeightCenterOffset0", Float) = 0.0 |
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_HeightCenterOffset1("_HeightCenterOffset1", Float) = 0.0 |
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_HeightCenterOffset2("_HeightCenterOffset2", Float) = 0.0 |
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_HeightCenterOffset3("_HeightCenterOffset3", Float) = 0.0 |
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// Store result of combination of _HeightCenterOffset0 and _HeightCenter0 |
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[HideInInspector] _LayerCenterOffset0("_LayerCenterOffset0", Float) = 0.0 |
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[HideInInspector] _LayerCenterOffset1("_LayerCenterOffset1", Float) = 0.0 |
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[HideInInspector] _LayerCenterOffset2("_LayerCenterOffset2", Float) = 0.0 |
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[HideInInspector] _LayerCenterOffset3("_LayerCenterOffset3", Float) = 0.0 |
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_BlendUsingHeight1("_BlendUsingHeight1", Float) = 0.0 |
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_BlendUsingHeight2("_BlendUsingHeight2", Float) = 0.0 |
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_BlendUsingHeight3("_BlendUsingHeight3", Float) = 0.0 |
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_InheritBaseNormal1("_InheritBaseNormal1", Range(0, 1.0)) = 0.0 |
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_InheritBaseNormal2("_InheritBaseNormal2", Range(0, 1.0)) = 0.0 |
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_InheritBaseNormal3("_InheritBaseNormal3", Range(0, 1.0)) = 0.0 |
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_InheritBaseHeight1("_InheritBaseHeight1", Range(0, 1.0)) = 0.0 |
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_InheritBaseHeight2("_InheritBaseHeight2", Range(0, 1.0)) = 0.0 |
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_InheritBaseHeight3("_InheritBaseHeight3", Range(0, 1.0)) = 0.0 |
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_InheritBaseColor1("_InheritBaseColor1", Range(0, 1.0)) = 0.0 |
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_InheritBaseColor2("_InheritBaseColor2", Range(0, 1.0)) = 0.0 |
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_InheritBaseColor3("_InheritBaseColor3", Range(0, 1.0)) = 0.0 |
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_InheritBaseColorThreshold1("_InheritBaseColorThreshold1", Range(0, 1.0)) = 1.0 |
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_InheritBaseColorThreshold2("_InheritBaseColorThreshold2", Range(0, 1.0)) = 1.0 |
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_InheritBaseColorThreshold3("_InheritBaseColorThreshold3", Range(0, 1.0)) = 1.0 |
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_MinimumOpacity0("_MinimumOpacity0", Range(0, 1.0)) = 1.0 |
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_MinimumOpacity1("_MinimumOpacity1", Range(0, 1.0)) = 1.0 |
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_MinimumOpacity2("_MinimumOpacity2", Range(0, 1.0)) = 1.0 |
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_MinimumOpacity3("_MinimumOpacity3", Range(0, 1.0)) = 1.0 |
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_OpacityAsDensity0("_OpacityAsDensity0", Range(0, 1.0)) = 0.0 |
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_OpacityAsDensity1("_OpacityAsDensity1", Range(0, 1.0)) = 0.0 |
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_OpacityAsDensity2("_OpacityAsDensity2", Range(0, 1.0)) = 0.0 |
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_OpacityAsDensity3("_OpacityAsDensity3", Range(0, 1.0)) = 0.0 |
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_LayerTilingBlendMask("_LayerTilingBlendMask", Float) = 1 |
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_LayerTiling0("_LayerTiling0", Float) = 1 |
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_LayerTiling1("_LayerTiling1", Float) = 1 |
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_LayerTiling2("_LayerTiling2", Float) = 1 |
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_LayerTiling3("_LayerTiling3", Float) = 1 |
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[HideInInspector] _LayerCount("_LayerCount", Float) = 2.0 |
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[Enum(None, 0, Multiply, 1, Add, 2)] _VertexColorMode("Vertex color mode", Float) = 0 |
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[ToggleOff] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0 |
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[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0 |
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[HideInInspector] _UVMappingPlanarBlendMask("_UVMappingPlanarBlendMask", Float) = 0.0 |
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_TexWorldScaleBlendMask("Tiling", Float) = 1.0 |
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// Following are builtin properties |
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} |
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_EmissiveColor("EmissiveColor", Color) = (0, 0, 0) |
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} |
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_EmissiveIntensity("EmissiveIntensity", Float) = 0 |
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[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 |
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[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 |
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[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 |
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[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 |
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[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 |
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
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_HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0 |
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// Blending state |
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[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 |
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[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0 |
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0 |
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0 |
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0 |
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0 |
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[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 |
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[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 |
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[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0 |
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_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 |
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_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 |
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_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 |
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 |
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// WARNING |
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// All the following properties that concern the UV mapping are the same as in the Lit shader. |
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// This means that they will get overridden when synchronizing the various layers. |
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// To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties |
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_TexWorldScale0("Tiling", Float) = 1.0 |
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_TexWorldScale1("Tiling", Float) = 1.0 |
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_TexWorldScale2("Tiling", Float) = 1.0 |
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_TexWorldScale3("Tiling", Float) = 1.0 |
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[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction) |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3("UV Set for base3", Float) = 0 |
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[HideInInspector] _UVMappingMask0("_UVMappingMask0", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVMappingMask1("_UVMappingMask1", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVMappingMask2("_UVMappingMask2", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVMappingMask3("_UVMappingMask3", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVMappingPlanar0("_UVMappingPlanar0", Float) = 0.0 |
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[HideInInspector] _UVMappingPlanar1("_UVMappingPlanar1", Float) = 0.0 |
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[HideInInspector] _UVMappingPlanar2("_UVMappingPlanar2", Float) = 0.0 |
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[HideInInspector] _UVMappingPlanar3("_UVMappingPlanar3", Float) = 0.0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail0("UV Set for detail0", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail1("UV Set for detail1", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail2("UV Set for detail2", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail3("UV Set for detail3", Float) = 0 |
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[HideInInspector] _UVDetailsMappingMask0("_UVDetailsMappingMask0", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVDetailsMappingMask1("_UVDetailsMappingMask1", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0) |
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// Tesselation specific |
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[Enum(Phong, 0, Displacement, 1, DisplacementPhong, 2)] _TessellationMode("Tessellation mode", Float) = 1 |
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_TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0 |
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_TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0 |
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_TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0 |
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_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0 |
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_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong |
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_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25 |
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[ToggleOff] _TessellationObjectScale("Tessellation object scale", Float) = 0.0 |
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// TODO: Handle culling mode for backface culling |
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} |
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HLSLINCLUDE |
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#pragma target 5.0 |
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#pragma only_renderers d3d11 ps4 // TEMP: until we go further in dev |
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#pragma shader_feature _ALPHATEST_ON |
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#pragma shader_feature _DISTORTION_ON |
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#pragma shader_feature _DEPTHOFFSET_ON |
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#pragma shader_feature _DOUBLESIDED_ON |
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// Default is _TESSELLATION_PHONG |
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#pragma shader_feature _ _TESSELLATION_DISPLACEMENT _TESSELLATION_DISPLACEMENT_PHONG |
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#pragma shader_feature _TESSELLATION_OBJECT_SCALE |
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#pragma shader_feature _LAYER_TILING_UNIFORM_SCALE |
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#pragma shader_feature _LAYER_MAPPING_TRIPLANAR_BLENDMASK |
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#pragma shader_feature _LAYER_MAPPING_TRIPLANAR0 |
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#pragma shader_feature _LAYER_MAPPING_TRIPLANAR1 |
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#pragma shader_feature _LAYER_MAPPING_TRIPLANAR2 |
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#pragma shader_feature _LAYER_MAPPING_TRIPLANAR3 |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE0 |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE1 |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE2 |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE3 |
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#pragma shader_feature _PER_PIXEL_DISPLACEMENT |
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#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 |
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#pragma shader_feature _EMISSIVE_COLOR |
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#pragma shader_feature _NORMALMAP0 |
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#pragma shader_feature _NORMALMAP1 |
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#pragma shader_feature _NORMALMAP2 |
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#pragma shader_feature _NORMALMAP3 |
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#pragma shader_feature _MASKMAP0 |
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#pragma shader_feature _MASKMAP1 |
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#pragma shader_feature _MASKMAP2 |
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#pragma shader_feature _MASKMAP3 |
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#pragma shader_feature _SPECULAROCCLUSIONMAP0 |
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#pragma shader_feature _SPECULAROCCLUSIONMAP1 |
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#pragma shader_feature _SPECULAROCCLUSIONMAP2 |
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#pragma shader_feature _SPECULAROCCLUSIONMAP3 |
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#pragma shader_feature _EMISSIVE_COLOR_MAP |
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#pragma shader_feature _HEIGHTMAP0 |
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#pragma shader_feature _HEIGHTMAP1 |
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#pragma shader_feature _HEIGHTMAP2 |
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#pragma shader_feature _HEIGHTMAP3 |
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#pragma shader_feature _DETAIL_MAP0 |
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#pragma shader_feature _DETAIL_MAP1 |
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#pragma shader_feature _DETAIL_MAP2 |
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#pragma shader_feature _DETAIL_MAP3 |
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#pragma shader_feature _ _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_MASK_VERTEX_COLOR_ADD |
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#pragma shader_feature _MAIN_LAYER_INFLUENCE_MODE |
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#pragma shader_feature _DENSITY_MODE |
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#pragma shader_feature _HEIGHT_BASED_BLEND |
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#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS |
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED |
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
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// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? |
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//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON |
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//------------------------------------------------------------------------------------- |
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// Define |
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//------------------------------------------------------------------------------------- |
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl |
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#define TESSELLATION_ON |
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//------------------------------------------------------------------------------------- |
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// Include |
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//------------------------------------------------------------------------------------- |
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#include "ShaderLibrary/common.hlsl" |
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#include "ShaderLibrary/tessellation.hlsl" |
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#include "HDRenderPipeline/ShaderConfig.cs.hlsl" |
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#include "HDRenderPipeline/ShaderVariables.hlsl" |
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#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl" |
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#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl" |
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//------------------------------------------------------------------------------------- |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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#define _MAX_LAYER 4 |
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#if defined(_LAYEREDLIT_4_LAYERS) |
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# define _LAYER_COUNT 4 |
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#elif defined(_LAYEREDLIT_3_LAYERS) |
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# define _LAYER_COUNT 3 |
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#else |
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# define _LAYER_COUNT 2 |
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#endif |
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// Explicitely said that we are a layered shader as we share code between lit and layered lit |
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#define LAYERED_LIT_SHADER |
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//------------------------------------------------------------------------------------- |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl" |
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|
|||
// All our shaders use same name for entry point |
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } |
|||
LOD 300 |
|||
|
|||
Pass |
|||
{ |
|||
Name "GBuffer" // Name is not used |
|||
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index |
|||
|
|||
Cull [_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_GBUFFER |
|||
|
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "GBufferDebugLighting" // Name is not used |
|||
Tags{ "LightMode" = "GBufferDebugLighting" } // This will be only for opaque object based on the RenderQueue index |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define LIGHTING_DEBUG |
|||
#define SHADERPASS SHADERPASS_GBUFFER |
|||
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl" |
|||
#include "HDRenderPipeline/Debug/DebugLighting.hlsl" |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Debug" |
|||
Tags{ "LightMode" = "DebugViewMaterial" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL |
|||
|
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
// Extracts information for lightmapping, GI (emission, albedo, ...) |
|||
// This pass it not used during regular rendering. |
|||
Pass |
|||
{ |
|||
Name "META" |
|||
Tags{ "LightMode" = "Meta" } |
|||
|
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
// Lightmap memo |
|||
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, |
|||
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. |
|||
|
|||
// No tessellation for Meta pass |
|||
#undef TESSELLATION_ON |
|||
|
|||
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitMetaPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassLightTransport.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Motion Vectors" |
|||
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite Off // TODO: Test Z equal here. |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_VELOCITY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitVelocityPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassVelocity.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "ShadowCaster" |
|||
Tags{ "LightMode" = "ShadowCaster" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite On |
|||
ZTest LEqual |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DEPTH_ONLY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitDepthPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "DepthOnly" |
|||
Tags{ "LightMode" = "DepthOnly" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite On |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DEPTH_ONLY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitDepthPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Distortion" // Name is not used |
|||
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend One One |
|||
ZTest [_ZTestMode] |
|||
ZWrite off |
|||
Cull [_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DISTORTION |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitDistortionPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDistortion.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Forward" // Name is not used |
|||
Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend[_SrcBlend][_DstBlend] |
|||
ZWrite[_ZWrite] |
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD |
|||
#include "../../Lighting/Forward.hlsl" |
|||
// TEMP until pragma work in include |
|||
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
|||
|
|||
#include "../../Lighting/Lighting.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassForward.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "ForwardDebugLighting" // Name is not used |
|||
Tags{ "LightMode" = "ForwardDebugLighting" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend[_SrcBlend][_DstBlend] |
|||
ZWrite[_ZWrite] |
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define LIGHTING_DEBUG |
|||
#define SHADERPASS SHADERPASS_FORWARD |
|||
#include "../../Lighting/Forward.hlsl" |
|||
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl" |
|||
#include "HDRenderPipeline/Debug/DebugLighting.hlsl" |
|||
// TEMP until pragma work in include |
|||
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
|||
|
|||
#include "../../Lighting/Lighting.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassForward.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
|
|||
CustomEditor "Experimental.Rendering.HDPipeline.LayeredLitGUI" |
|||
} |
|
|||
Shader "HDRenderPipeline/LayeredLit" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Following set of parameters represent the parameters node inside the MaterialGraph. |
|||
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist. |
|||
|
|||
// All the following properties are filled by the referenced lit shader. |
|||
|
|||
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear |
|||
_BaseColor0("BaseColor0", Color) = (1, 1, 1, 1) |
|||
_BaseColor1("BaseColor1", Color) = (1, 1, 1, 1) |
|||
_BaseColor2("BaseColor2", Color) = (1, 1, 1, 1) |
|||
_BaseColor3("BaseColor3", Color) = (1, 1, 1, 1) |
|||
|
|||
_BaseColorMap0("BaseColorMap0", 2D) = "white" {} |
|||
_BaseColorMap1("BaseColorMap1", 2D) = "white" {} |
|||
_BaseColorMap2("BaseColorMap2", 2D) = "white" {} |
|||
_BaseColorMap3("BaseColorMap3", 2D) = "white" {} |
|||
|
|||
_Metallic0("Metallic0", Range(0.0, 1.0)) = 0 |
|||
_Metallic1("Metallic1", Range(0.0, 1.0)) = 0 |
|||
_Metallic2("Metallic2", Range(0.0, 1.0)) = 0 |
|||
_Metallic3("Metallic3", Range(0.0, 1.0)) = 0 |
|||
|
|||
_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 1.0 |
|||
_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 1.0 |
|||
_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0 |
|||
_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0 |
|||
|
|||
_MaskMap0("MaskMap0", 2D) = "white" {} |
|||
_MaskMap1("MaskMap1", 2D) = "white" {} |
|||
_MaskMap2("MaskMap2", 2D) = "white" {} |
|||
_MaskMap3("MaskMap3", 2D) = "white" {} |
|||
|
|||
_SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {} |
|||
_SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {} |
|||
_SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {} |
|||
_SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {} |
|||
|
|||
_NormalMap0("NormalMap0", 2D) = "bump" {} |
|||
_NormalMap1("NormalMap1", 2D) = "bump" {} |
|||
_NormalMap2("NormalMap2", 2D) = "bump" {} |
|||
_NormalMap3("NormalMap3", 2D) = "bump" {} |
|||
|
|||
_NormalScale0("_NormalScale0", Range(0.0, 2.0)) = 1 |
|||
_NormalScale1("_NormalScale1", Range(0.0, 2.0)) = 1 |
|||
_NormalScale2("_NormalScale2", Range(0.0, 2.0)) = 1 |
|||
_NormalScale3("_NormalScale3", Range(0.0, 2.0)) = 1 |
|||
|
|||
_HeightMap0("HeightMap0", 2D) = "black" {} |
|||
_HeightMap1("HeightMap1", 2D) = "black" {} |
|||
_HeightMap2("HeightMap2", 2D) = "black" {} |
|||
_HeightMap3("HeightMap3", 2D) = "black" {} |
|||
|
|||
_HeightAmplitude0("Height Scale0", Float) = 1 |
|||
_HeightAmplitude1("Height Scale1", Float) = 1 |
|||
_HeightAmplitude2("Height Scale2", Float) = 1 |
|||
_HeightAmplitude3("Height Scale3", Float) = 1 |
|||
|
|||
_HeightCenter0("Height Bias0", Float) = 0 |
|||
_HeightCenter1("Height Bias1", Float) = 0 |
|||
_HeightCenter2("Height Bias2", Float) = 0 |
|||
_HeightCenter3("Height Bias3", Float) = 0 |
|||
|
|||
_DetailMap0("DetailMap0", 2D) = "black" {} |
|||
_DetailMap1("DetailMap1", 2D) = "black" {} |
|||
_DetailMap2("DetailMap2", 2D) = "black" {} |
|||
_DetailMap3("DetailMap3", 2D) = "black" {} |
|||
|
|||
_DetailMask0("DetailMask0", 2D) = "white" {} |
|||
_DetailMask1("DetailMask1", 2D) = "white" {} |
|||
_DetailMask2("DetailMask2", 2D) = "white" {} |
|||
_DetailMask3("DetailMask3", 2D) = "white" {} |
|||
|
|||
_DetailAlbedoScale0("_DetailAlbedoScale0", Range(-2.0, 2.0)) = 1 |
|||
_DetailAlbedoScale1("_DetailAlbedoScale1", Range(-2.0, 2.0)) = 1 |
|||
_DetailAlbedoScale2("_DetailAlbedoScale2", Range(-2.0, 2.0)) = 1 |
|||
_DetailAlbedoScale3("_DetailAlbedoScale3", Range(-2.0, 2.0)) = 1 |
|||
|
|||
_DetailNormalScale0("_DetailNormalScale0", Range(0.0, 2.0)) = 1 |
|||
_DetailNormalScale1("_DetailNormalScale1", Range(0.0, 2.0)) = 1 |
|||
_DetailNormalScale2("_DetailNormalScale2", Range(0.0, 2.0)) = 1 |
|||
_DetailNormalScale3("_DetailNormalScale3", Range(0.0, 2.0)) = 1 |
|||
|
|||
_DetailSmoothnessScale0("_DetailSmoothnessScale0", Range(-2.0, 2.0)) = 1 |
|||
_DetailSmoothnessScale1("_DetailSmoothnessScale1", Range(-2.0, 2.0)) = 1 |
|||
_DetailSmoothnessScale2("_DetailSmoothnessScale2", Range(-2.0, 2.0)) = 1 |
|||
_DetailSmoothnessScale3("_DetailSmoothnessScale3", Range(-2.0, 2.0)) = 1 |
|||
|
|||
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace0("NormalMap space", Float) = 0 |
|||
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace1("NormalMap space", Float) = 0 |
|||
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace2("NormalMap space", Float) = 0 |
|||
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace3("NormalMap space", Float) = 0 |
|||
|
|||
// All the following properties exist only in layered lit material |
|||
|
|||
// Layer blending options |
|||
_LayerMaskMap("LayerMaskMap", 2D) = "white" {} |
|||
[ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0 |
|||
// Layer blending options V2 |
|||
[ToggleOff] _UseDensityMode("Use Density mode", Float) = 0.0 |
|||
[ToggleOff] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0 |
|||
|
|||
_HeightFactor0("_HeightFactor0", Float) = 1 |
|||
_HeightFactor1("_HeightFactor1", Float) = 1 |
|||
_HeightFactor2("_HeightFactor2", Float) = 1 |
|||
_HeightFactor3("_HeightFactor3", Float) = 1 |
|||
|
|||
// Store result of combination of _HeightFactor and _HeightAmplitude0 |
|||
[HideInInspector] _LayerHeightAmplitude0("_LayerHeightAmplitude0", Float) = 1 |
|||
[HideInInspector] _LayerHeightAmplitude1("_LayerHeightAmplitude1", Float) = 1 |
|||
[HideInInspector] _LayerHeightAmplitude2("_LayerHeightAmplitude2", Float) = 1 |
|||
[HideInInspector] _LayerHeightAmplitude3("_LayerHeightAmplitude3", Float) = 1 |
|||
|
|||
_HeightCenterOffset0("_HeightCenterOffset0", Float) = 0.0 |
|||
_HeightCenterOffset1("_HeightCenterOffset1", Float) = 0.0 |
|||
_HeightCenterOffset2("_HeightCenterOffset2", Float) = 0.0 |
|||
_HeightCenterOffset3("_HeightCenterOffset3", Float) = 0.0 |
|||
|
|||
// Store result of combination of _HeightCenterOffset0 and _HeightCenter0 |
|||
[HideInInspector] _LayerCenterOffset0("_LayerCenterOffset0", Float) = 0.0 |
|||
[HideInInspector] _LayerCenterOffset1("_LayerCenterOffset1", Float) = 0.0 |
|||
[HideInInspector] _LayerCenterOffset2("_LayerCenterOffset2", Float) = 0.0 |
|||
[HideInInspector] _LayerCenterOffset3("_LayerCenterOffset3", Float) = 0.0 |
|||
|
|||
_BlendUsingHeight1("_BlendUsingHeight1", Float) = 0.0 |
|||
_BlendUsingHeight2("_BlendUsingHeight2", Float) = 0.0 |
|||
_BlendUsingHeight3("_BlendUsingHeight3", Float) = 0.0 |
|||
|
|||
_InheritBaseNormal1("_InheritBaseNormal1", Range(0, 1.0)) = 0.0 |
|||
_InheritBaseNormal2("_InheritBaseNormal2", Range(0, 1.0)) = 0.0 |
|||
_InheritBaseNormal3("_InheritBaseNormal3", Range(0, 1.0)) = 0.0 |
|||
|
|||
_InheritBaseHeight1("_InheritBaseHeight1", Range(0, 1.0)) = 0.0 |
|||
_InheritBaseHeight2("_InheritBaseHeight2", Range(0, 1.0)) = 0.0 |
|||
_InheritBaseHeight3("_InheritBaseHeight3", Range(0, 1.0)) = 0.0 |
|||
|
|||
_InheritBaseColor1("_InheritBaseColor1", Range(0, 1.0)) = 0.0 |
|||
_InheritBaseColor2("_InheritBaseColor2", Range(0, 1.0)) = 0.0 |
|||
_InheritBaseColor3("_InheritBaseColor3", Range(0, 1.0)) = 0.0 |
|||
|
|||
_InheritBaseColorThreshold1("_InheritBaseColorThreshold1", Range(0, 1.0)) = 1.0 |
|||
_InheritBaseColorThreshold2("_InheritBaseColorThreshold2", Range(0, 1.0)) = 1.0 |
|||
_InheritBaseColorThreshold3("_InheritBaseColorThreshold3", Range(0, 1.0)) = 1.0 |
|||
|
|||
_MinimumOpacity0("_MinimumOpacity0", Range(0, 1.0)) = 1.0 |
|||
_MinimumOpacity1("_MinimumOpacity1", Range(0, 1.0)) = 1.0 |
|||
_MinimumOpacity2("_MinimumOpacity2", Range(0, 1.0)) = 1.0 |
|||
_MinimumOpacity3("_MinimumOpacity3", Range(0, 1.0)) = 1.0 |
|||
|
|||
_OpacityAsDensity0("_OpacityAsDensity0", Range(0, 1.0)) = 0.0 |
|||
_OpacityAsDensity1("_OpacityAsDensity1", Range(0, 1.0)) = 0.0 |
|||
_OpacityAsDensity2("_OpacityAsDensity2", Range(0, 1.0)) = 0.0 |
|||
_OpacityAsDensity3("_OpacityAsDensity3", Range(0, 1.0)) = 0.0 |
|||
|
|||
_LayerTilingBlendMask("_LayerTilingBlendMask", Float) = 1 |
|||
_LayerTiling0("_LayerTiling0", Float) = 1 |
|||
_LayerTiling1("_LayerTiling1", Float) = 1 |
|||
_LayerTiling2("_LayerTiling2", Float) = 1 |
|||
_LayerTiling3("_LayerTiling3", Float) = 1 |
|||
|
|||
[HideInInspector] _LayerCount("_LayerCount", Float) = 2.0 |
|||
|
|||
[Enum(None, 0, Multiply, 1, Add, 2)] _VertexColorMode("Vertex color mode", Float) = 0 |
|||
|
|||
[ToggleOff] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0 |
|||
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0 |
|||
[HideInInspector] _UVMappingPlanarBlendMask("_UVMappingPlanarBlendMask", Float) = 0.0 |
|||
_TexWorldScaleBlendMask("Tiling", Float) = 1.0 |
|||
|
|||
// Following are builtin properties |
|||
|
|||
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} |
|||
|
|||
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0) |
|||
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} |
|||
_EmissiveIntensity("EmissiveIntensity", Float) = 0 |
|||
|
|||
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 |
|||
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 |
|||
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 |
|||
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 |
|||
|
|||
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 |
|||
|
|||
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
|||
|
|||
_HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0 |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 |
|||
[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0 |
|||
[HideInInspector] _SrcBlend ("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend ("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite ("__zw", Float) = 1.0 |
|||
[HideInInspector] _CullMode("__cullmode", Float) = 2.0 |
|||
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 |
|||
|
|||
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 |
|||
|
|||
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0 |
|||
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 |
|||
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 |
|||
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 |
|||
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 |
|||
|
|||
// WARNING |
|||
// All the following properties that concern the UV mapping are the same as in the Lit shader. |
|||
// This means that they will get overridden when synchronizing the various layers. |
|||
// To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties |
|||
_TexWorldScale0("Tiling", Float) = 1.0 |
|||
_TexWorldScale1("Tiling", Float) = 1.0 |
|||
_TexWorldScale2("Tiling", Float) = 1.0 |
|||
_TexWorldScale3("Tiling", Float) = 1.0 |
|||
|
|||
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction) |
|||
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0 |
|||
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0 |
|||
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3("UV Set for base3", Float) = 0 |
|||
|
|||
[HideInInspector] _UVMappingMask0("_UVMappingMask0", Color) = (1, 0, 0, 0) |
|||
[HideInInspector] _UVMappingMask1("_UVMappingMask1", Color) = (1, 0, 0, 0) |
|||
[HideInInspector] _UVMappingMask2("_UVMappingMask2", Color) = (1, 0, 0, 0) |
|||
[HideInInspector] _UVMappingMask3("_UVMappingMask3", Color) = (1, 0, 0, 0) |
|||
|
|||
[HideInInspector] _UVMappingPlanar0("_UVMappingPlanar0", Float) = 0.0 |
|||
[HideInInspector] _UVMappingPlanar1("_UVMappingPlanar1", Float) = 0.0 |
|||
[HideInInspector] _UVMappingPlanar2("_UVMappingPlanar2", Float) = 0.0 |
|||
[HideInInspector] _UVMappingPlanar3("_UVMappingPlanar3", Float) = 0.0 |
|||
|
|||
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail0("UV Set for detail0", Float) = 0 |
|||
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail1("UV Set for detail1", Float) = 0 |
|||
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail2("UV Set for detail2", Float) = 0 |
|||
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail3("UV Set for detail3", Float) = 0 |
|||
|
|||
[HideInInspector] _UVDetailsMappingMask0("_UVDetailsMappingMask0", Color) = (1, 0, 0, 0) |
|||
[HideInInspector] _UVDetailsMappingMask1("_UVDetailsMappingMask1", Color) = (1, 0, 0, 0) |
|||
[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0) |
|||
[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0) |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev |
|||
|
|||
#pragma shader_feature _ALPHATEST_ON |
|||
#pragma shader_feature _DISTORTION_ON |
|||
#pragma shader_feature _DEPTHOFFSET_ON |
|||
#pragma shader_feature _DOUBLESIDED_ON |
|||
|
|||
#pragma shader_feature _LAYER_TILING_UNIFORM_SCALE |
|||
#pragma shader_feature _LAYER_MAPPING_TRIPLANAR_BLENDMASK |
|||
#pragma shader_feature _LAYER_MAPPING_TRIPLANAR0 |
|||
#pragma shader_feature _LAYER_MAPPING_TRIPLANAR1 |
|||
#pragma shader_feature _LAYER_MAPPING_TRIPLANAR2 |
|||
#pragma shader_feature _LAYER_MAPPING_TRIPLANAR3 |
|||
#pragma shader_feature _NORMALMAP_TANGENT_SPACE0 |
|||
#pragma shader_feature _NORMALMAP_TANGENT_SPACE1 |
|||
#pragma shader_feature _NORMALMAP_TANGENT_SPACE2 |
|||
#pragma shader_feature _NORMALMAP_TANGENT_SPACE3 |
|||
#pragma shader_feature _PER_PIXEL_DISPLACEMENT |
|||
#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 |
|||
#pragma shader_feature _EMISSIVE_COLOR |
|||
|
|||
#pragma shader_feature _NORMALMAP0 |
|||
#pragma shader_feature _NORMALMAP1 |
|||
#pragma shader_feature _NORMALMAP2 |
|||
#pragma shader_feature _NORMALMAP3 |
|||
#pragma shader_feature _MASKMAP0 |
|||
#pragma shader_feature _MASKMAP1 |
|||
#pragma shader_feature _MASKMAP2 |
|||
#pragma shader_feature _MASKMAP3 |
|||
#pragma shader_feature _SPECULAROCCLUSIONMAP0 |
|||
#pragma shader_feature _SPECULAROCCLUSIONMAP1 |
|||
#pragma shader_feature _SPECULAROCCLUSIONMAP2 |
|||
#pragma shader_feature _SPECULAROCCLUSIONMAP3 |
|||
#pragma shader_feature _EMISSIVE_COLOR_MAP |
|||
#pragma shader_feature _HEIGHTMAP0 |
|||
#pragma shader_feature _HEIGHTMAP1 |
|||
#pragma shader_feature _HEIGHTMAP2 |
|||
#pragma shader_feature _HEIGHTMAP3 |
|||
#pragma shader_feature _DETAIL_MAP0 |
|||
#pragma shader_feature _DETAIL_MAP1 |
|||
#pragma shader_feature _DETAIL_MAP2 |
|||
#pragma shader_feature _DETAIL_MAP3 |
|||
#pragma shader_feature _ _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_MASK_VERTEX_COLOR_ADD |
|||
#pragma shader_feature _MAIN_LAYER_INFLUENCE_MODE |
|||
#pragma shader_feature _DENSITY_MODE |
|||
#pragma shader_feature _HEIGHT_BASED_BLEND |
|||
#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS |
|||
|
|||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
|||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED |
|||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
|||
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? |
|||
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "ShaderLibrary/common.hlsl" |
|||
#include "HDRenderPipeline/ShaderConfig.cs.hlsl" |
|||
#include "HDRenderPipeline/ShaderVariables.hlsl" |
|||
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl" |
|||
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#define _MAX_LAYER 4 |
|||
|
|||
#if defined(_LAYEREDLIT_4_LAYERS) |
|||
# define _LAYER_COUNT 4 |
|||
#elif defined(_LAYEREDLIT_3_LAYERS) |
|||
# define _LAYER_COUNT 3 |
|||
#else |
|||
# define _LAYER_COUNT 2 |
|||
#endif |
|||
|
|||
// Explicitely said that we are a layered shader as we share code between lit and layered lit |
|||
#define LAYERED_LIT_SHADER |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl" |
|||
|
|||
// All our shaders use same name for entry point |
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } |
|||
LOD 300 |
|||
|
|||
Pass |
|||
{ |
|||
Name "GBuffer" // Name is not used |
|||
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index |
|||
|
|||
Cull [_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_GBUFFER |
|||
|
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "GBufferDebugLighting" // Name is not used |
|||
Tags{ "LightMode" = "GBufferDebugLighting" } // This will be only for opaque object based on the RenderQueue index |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define LIGHTING_DEBUG |
|||
#define SHADERPASS SHADERPASS_GBUFFER |
|||
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl" |
|||
#include "HDRenderPipeline/Debug/DebugLighting.hlsl" |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Debug" |
|||
Tags{ "LightMode" = "DebugViewMaterial" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL |
|||
|
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
// Extracts information for lightmapping, GI (emission, albedo, ...) |
|||
// This pass it not used during regular rendering. |
|||
Pass |
|||
{ |
|||
Name "META" |
|||
Tags{ "LightMode" = "Meta" } |
|||
|
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
// Lightmap memo |
|||
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, |
|||
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. |
|||
|
|||
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitMetaPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassLightTransport.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Motion Vectors" |
|||
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite Off // TODO: Test Z equal here. |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_VELOCITY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitVelocityPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassVelocity.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "ShadowCaster" |
|||
Tags{ "LightMode" = "ShadowCaster" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite On |
|||
ZTest LEqual |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_DEPTH_ONLY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitDepthPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "DepthOnly" |
|||
Tags{ "LightMode" = "DepthOnly" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite On |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_DEPTH_ONLY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitDepthPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Distortion" // Name is not used |
|||
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend One One |
|||
ZTest [_ZTestMode] |
|||
ZWrite off |
|||
Cull [_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_DISTORTION |
|||
#include "../../Material/Material.hlsl" |
|||
#include "../Lit/ShaderPass/LitDistortionPass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDistortion.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Forward" // Name is not used |
|||
Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend[_SrcBlend][_DstBlend] |
|||
ZWrite[_ZWrite] |
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD |
|||
#include "../../Lighting/Forward.hlsl" |
|||
// TEMP until pragma work in include |
|||
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
|||
|
|||
#include "../../Lighting/Lighting.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassForward.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "ForwardDebugLighting" // Name is not used |
|||
Tags{ "LightMode" = "ForwardDebugLighting" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend[_SrcBlend][_DstBlend] |
|||
ZWrite[_ZWrite] |
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define LIGHTING_DEBUG |
|||
#define SHADERPASS SHADERPASS_FORWARD |
|||
#include "../../Lighting/Forward.hlsl" |
|||
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl" |
|||
#include "HDRenderPipeline/Debug/DebugLighting.hlsl" |
|||
// TEMP until pragma work in include |
|||
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
|||
|
|||
#include "../../Lighting/Lighting.hlsl" |
|||
#include "../Lit/ShaderPass/LitSharePass.hlsl" |
|||
#include "../Lit/LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassForward.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
|
|||
CustomEditor "Experimental.Rendering.HDPipeline.LayeredLitGUI" |
|||
} |
|
|||
Shader "HDRenderPipeline/LitTessellation" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Following set of parameters represent the parameters node inside the MaterialGraph. |
|||
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist. |
|||
|
|||
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear |
|||
_BaseColor("BaseColor", Color) = (1,1,1,1) |
|||
_BaseColorMap("BaseColorMap", 2D) = "white" {} |
|||
|
|||
_Metallic("_Metallic", Range(0.0, 1.0)) = 0 |
|||
_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0 |
|||
_MaskMap("MaskMap", 2D) = "white" {} |
|||
|
|||
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {} |
|||
|
|||
_NormalMap("NormalMap", 2D) = "bump" {} |
|||
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1 |
|||
|
|||
_HeightMap("HeightMap", 2D) = "black" {} |
|||
_HeightAmplitude("Height Amplitude", Float) = 0.01 // In world units |
|||
_HeightCenter("Height Center", Float) = 0.5 // In texture space |
|||
|
|||
_DetailMap("DetailMap", 2D) = "black" {} |
|||
_DetailMask("DetailMask", 2D) = "white" {} |
|||
_DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1 |
|||
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1 |
|||
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1 |
|||
|
|||
_TangentMap("TangentMap", 2D) = "bump" {} |
|||
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0 |
|||
_AnisotropyMap("AnisotropyMap", 2D) = "white" {} |
|||
|
|||
[Enum(Standard, 0, Subsurface Scattering, 1, Clear Coat, 2, Specular Color, 3)] _MaterialID("MaterialId", Int) = 0 |
|||
_SubsurfaceProfile("Subsurface Profile", Int) = 0 |
|||
_SubsurfaceRadius("Subsurface Radius", Range(0.004, 1.0)) = 1.0 |
|||
_SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {} |
|||
_Thickness("Thickness", Range(0.004, 1.0)) = 0.5 |
|||
_ThicknessMap("Thickness Map", 2D) = "white" {} |
|||
|
|||
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0 |
|||
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {} |
|||
|
|||
//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0 |
|||
//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {} |
|||
|
|||
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} |
|||
|
|||
// Following options are for the GUI inspector and different from the input parameters above |
|||
// These option below will cause different compilation flag. |
|||
|
|||
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0) |
|||
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} |
|||
_EmissiveIntensity("EmissiveIntensity", Float) = 0 |
|||
|
|||
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 |
|||
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 |
|||
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 |
|||
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 |
|||
|
|||
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 |
|||
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
|||
|
|||
_HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0 |
|||
|
|||
// Stencil state |
|||
[HideInInspector] _StencilRef("_StencilRef", Int) = 0 |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 |
|||
[HideInInspector] _BlendMode("__blendmode", Float) = 0.0 |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
[HideInInspector] _CullMode("__cullmode", Float) = 2.0 |
|||
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 |
|||
|
|||
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 |
|||
|
|||
[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0 |
|||
_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 |
|||
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) |
|||
[HideInInspector] _UVMappingPlanar("_UVMappingPlanar", Float) = 0 |
|||
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 |
|||
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0 |
|||
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 |
|||
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 |
|||
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 |
|||
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0 |
|||
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) |
|||
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 |
|||
|
|||
// Tessellation specific |
|||
[Enum(Phong, 0, Displacement, 1, DisplacementPhong, 2)] _TessellationMode("Tessellation mode", Float) = 0 |
|||
_TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0 |
|||
_TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0 |
|||
_TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0 |
|||
_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0 |
|||
_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong |
|||
_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25 |
|||
[ToggleOff] _TessellationObjectScale("Tessellation object scale", Float) = 0.0 |
|||
// TODO: Handle culling mode for backface culling |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 5.0 |
|||
#pragma only_renderers d3d11 ps4// TEMP: until we go futher in dev |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Variant |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#pragma shader_feature _ALPHATEST_ON |
|||
#pragma shader_feature _DISTORTION_ON |
|||
#pragma shader_feature _DEPTHOFFSET_ON |
|||
#pragma shader_feature _DOUBLESIDED_ON |
|||
// Default is _TESSELLATION_PHONG |
|||
#pragma shader_feature _ _TESSELLATION_DISPLACEMENT _TESSELLATION_DISPLACEMENT_PHONG |
|||
#pragma shader_feature _TESSELLATION_OBJECT_SCALE |
|||
|
|||
#pragma shader_feature _MAPPING_TRIPLANAR |
|||
#pragma shader_feature _NORMALMAP_TANGENT_SPACE |
|||
#pragma shader_feature _PER_PIXEL_DISPLACEMENT |
|||
#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 |
|||
#pragma shader_feature _EMISSIVE_COLOR |
|||
|
|||
#pragma shader_feature _NORMALMAP |
|||
#pragma shader_feature _MASKMAP |
|||
#pragma shader_feature _SPECULAROCCLUSIONMAP |
|||
#pragma shader_feature _EMISSIVE_COLOR_MAP |
|||
#pragma shader_feature _HEIGHTMAP |
|||
#pragma shader_feature _TANGENTMAP |
|||
#pragma shader_feature _ANISOTROPYMAP |
|||
#pragma shader_feature _DETAIL_MAP |
|||
#pragma shader_feature _SUBSURFACE_RADIUS_MAP |
|||
#pragma shader_feature _THICKNESS_MAP |
|||
|
|||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
|||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED |
|||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
|||
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? |
|||
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl |
|||
#define TESSELLATION_ON |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "ShaderLibrary/common.hlsl" |
|||
#include "ShaderLibrary/tessellation.hlsl" |
|||
#include "HDRenderPipeline/ShaderConfig.cs.hlsl" |
|||
#include "HDRenderPipeline/ShaderVariables.hlsl" |
|||
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl" |
|||
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl" |
|||
|
|||
// All our shaders use same name for entry point |
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } |
|||
LOD 300 |
|||
|
|||
Pass |
|||
{ |
|||
Name "GBuffer" // Name is not used |
|||
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index |
|||
|
|||
Cull [_CullMode] |
|||
|
|||
Stencil |
|||
{ |
|||
Ref [_StencilRef] |
|||
Comp Always |
|||
Pass Replace |
|||
} |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_GBUFFER |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitSharePass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "GBufferDebugLighting" // Name is not used |
|||
Tags{ "LightMode" = "GBufferDebugLighting" } // This will be only for opaque object based on the RenderQueue index |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
Stencil |
|||
{ |
|||
Ref[_StencilRef] |
|||
Comp Always |
|||
Pass Replace |
|||
} |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define LIGHTING_DEBUG |
|||
#define SHADERPASS SHADERPASS_GBUFFER |
|||
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl" |
|||
#include "HDRenderPipeline/Debug/DebugLighting.hlsl" |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitSharePass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Debug" |
|||
Tags { "LightMode" = "DebugViewMaterial" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitSharePass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
// Extracts information for lightmapping, GI (emission, albedo, ...) |
|||
// This pass it not used during regular rendering. |
|||
Pass |
|||
{ |
|||
Name "META" |
|||
Tags{ "LightMode" = "Meta" } |
|||
|
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
// Lightmap memo |
|||
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, |
|||
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. |
|||
|
|||
// No tessellation for Meta pass |
|||
#undef TESSELLATION_ON |
|||
|
|||
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitMetaPass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassLightTransport.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "ShadowCaster" |
|||
Tags{ "LightMode" = "ShadowCaster" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite On |
|||
ZTest LEqual |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DEPTH_ONLY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitDepthPass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "DepthOnly" |
|||
Tags{ "LightMode" = "DepthOnly" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite On |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DEPTH_ONLY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitDepthPass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Motion Vectors" |
|||
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite Off // TODO: Test Z equal here. |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
// TODO: Tesselation can't work with velocity for now... |
|||
|
|||
#define SHADERPASS SHADERPASS_VELOCITY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitVelocityPass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassVelocity.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Distortion" // Name is not used |
|||
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend One One |
|||
ZTest [_ZTestMode] |
|||
ZWrite off |
|||
Cull [_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_DISTORTION |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitDistortionPass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDistortion.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Forward" // Name is not used |
|||
Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite [_ZWrite] |
|||
Cull [_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD |
|||
#include "../../Lighting/Forward.hlsl" |
|||
// TEMP until pragma work in include |
|||
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
|||
|
|||
#include "../../Lighting/Lighting.hlsl" |
|||
#include "ShaderPass/LitSharePass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassForward.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "ForwardDebugLighting" // Name is not used |
|||
Tags{ "LightMode" = "ForwardDebugLighting" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend[_SrcBlend][_DstBlend] |
|||
ZWrite[_ZWrite] |
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#pragma hull Hull |
|||
#pragma domain Domain |
|||
|
|||
#define LIGHTING_DEBUG |
|||
#define SHADERPASS SHADERPASS_FORWARD |
|||
#include "../../Lighting/Forward.hlsl" |
|||
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl" |
|||
#include "HDRenderPipeline/Debug/DebugLighting.hlsl" |
|||
|
|||
// TEMP until pragma work in include |
|||
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
|||
|
|||
#include "../../Lighting/Lighting.hlsl" |
|||
#include "ShaderPass/LitSharePass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassForward.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
|
|||
CustomEditor "Experimental.Rendering.HDPipeline.LitGUI" |
|||
} |
|
|||
Shader "HDRenderPipeline/Lit" |
|||
{ |
|||
Properties |
|||
{ |
|||
// Following set of parameters represent the parameters node inside the MaterialGraph. |
|||
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist. |
|||
|
|||
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear |
|||
_BaseColor("BaseColor", Color) = (1,1,1,1) |
|||
_BaseColorMap("BaseColorMap", 2D) = "white" {} |
|||
|
|||
_Metallic("_Metallic", Range(0.0, 1.0)) = 0 |
|||
_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0 |
|||
_MaskMap("MaskMap", 2D) = "white" {} |
|||
|
|||
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {} |
|||
|
|||
_NormalMap("NormalMap", 2D) = "bump" {} |
|||
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1 |
|||
|
|||
_HeightMap("HeightMap", 2D) = "black" {} |
|||
_HeightAmplitude("Height Amplitude", Float) = 0.01 // In world units |
|||
_HeightCenter("Height Center", Float) = 0.5 // In texture space |
|||
|
|||
_DetailMap("DetailMap", 2D) = "black" {} |
|||
_DetailMask("DetailMask", 2D) = "white" {} |
|||
_DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1 |
|||
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1 |
|||
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1 |
|||
|
|||
_TangentMap("TangentMap", 2D) = "bump" {} |
|||
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0 |
|||
_AnisotropyMap("AnisotropyMap", 2D) = "white" {} |
|||
|
|||
[Enum(Standard, 0, Subsurface Scattering, 1, Clear Coat, 2, Specular Color, 3)] _MaterialID("MaterialId", Int) = 0 |
|||
_SubsurfaceProfile("Subsurface Profile", Int) = 0 |
|||
_SubsurfaceRadius("Subsurface Radius", Range(0.004, 1.0)) = 1.0 |
|||
_SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {} |
|||
_Thickness("Thickness", Range(0.004, 1.0)) = 0.5 |
|||
_ThicknessMap("Thickness Map", 2D) = "white" {} |
|||
|
|||
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0 |
|||
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {} |
|||
|
|||
//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0 |
|||
//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {} |
|||
|
|||
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} |
|||
|
|||
// Following options are for the GUI inspector and different from the input parameters above |
|||
// These option below will cause different compilation flag. |
|||
|
|||
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0) |
|||
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} |
|||
_EmissiveIntensity("EmissiveIntensity", Float) = 0 |
|||
|
|||
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 |
|||
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 |
|||
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 |
|||
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 |
|||
|
|||
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 |
|||
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
|||
|
|||
_HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0 |
|||
|
|||
// Stencil state |
|||
[HideInInspector] _StencilRef("_StencilRef", Int) = 0 |
|||
|
|||
// Blending state |
|||
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 |
|||
[HideInInspector] _BlendMode("__blendmode", Float) = 0.0 |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
[HideInInspector] _CullMode("__cullmode", Float) = 2.0 |
|||
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 |
|||
|
|||
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 |
|||
|
|||
[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0 |
|||
_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 |
|||
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) |
|||
[HideInInspector] _UVMappingPlanar("_UVMappingPlanar", Float) = 0 |
|||
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 |
|||
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0 |
|||
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 |
|||
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 |
|||
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 |
|||
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0 |
|||
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) |
|||
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 |
|||
} |
|||
|
|||
HLSLINCLUDE |
|||
|
|||
#pragma target 4.5 |
|||
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go futher in dev |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Variant |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#pragma shader_feature _ALPHATEST_ON |
|||
#pragma shader_feature _DISTORTION_ON |
|||
#pragma shader_feature _DEPTHOFFSET_ON |
|||
#pragma shader_feature _DOUBLESIDED_ON |
|||
|
|||
#pragma shader_feature _MAPPING_TRIPLANAR |
|||
#pragma shader_feature _NORMALMAP_TANGENT_SPACE |
|||
#pragma shader_feature _PER_PIXEL_DISPLACEMENT |
|||
#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 |
|||
#pragma shader_feature _EMISSIVE_COLOR |
|||
|
|||
#pragma shader_feature _NORMALMAP |
|||
#pragma shader_feature _MASKMAP |
|||
#pragma shader_feature _SPECULAROCCLUSIONMAP |
|||
#pragma shader_feature _EMISSIVE_COLOR_MAP |
|||
#pragma shader_feature _HEIGHTMAP |
|||
#pragma shader_feature _TANGENTMAP |
|||
#pragma shader_feature _ANISOTROPYMAP |
|||
#pragma shader_feature _DETAIL_MAP |
|||
#pragma shader_feature _SUBSURFACE_RADIUS_MAP |
|||
#pragma shader_feature _THICKNESS_MAP |
|||
|
|||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
|||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED |
|||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
|||
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? |
|||
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Define |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "ShaderLibrary/common.hlsl" |
|||
#include "HDRenderPipeline/ShaderConfig.cs.hlsl" |
|||
#include "HDRenderPipeline/ShaderVariables.hlsl" |
|||
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl" |
|||
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl" |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl" |
|||
|
|||
// All our shaders use same name for entry point |
|||
#pragma vertex Vert |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } |
|||
LOD 300 |
|||
|
|||
Pass |
|||
{ |
|||
Name "GBuffer" // Name is not used |
|||
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index |
|||
|
|||
Cull [_CullMode] |
|||
|
|||
Stencil |
|||
{ |
|||
Ref [_StencilRef] |
|||
Comp Always |
|||
Pass Replace |
|||
} |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_GBUFFER |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitSharePass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "GBufferDebugLighting" // Name is not used |
|||
Tags{ "LightMode" = "GBufferDebugLighting" } // This will be only for opaque object based on the RenderQueue index |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
Stencil |
|||
{ |
|||
Ref[_StencilRef] |
|||
Comp Always |
|||
Pass Replace |
|||
} |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define LIGHTING_DEBUG |
|||
#define SHADERPASS SHADERPASS_GBUFFER |
|||
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl" |
|||
#include "HDRenderPipeline/Debug/DebugLighting.hlsl" |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitSharePass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Debug" |
|||
Tags { "LightMode" = "DebugViewMaterial" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitSharePass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
// Extracts information for lightmapping, GI (emission, albedo, ...) |
|||
// This pass it not used during regular rendering. |
|||
Pass |
|||
{ |
|||
Name "META" |
|||
Tags{ "LightMode" = "Meta" } |
|||
|
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
// Lightmap memo |
|||
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, |
|||
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. |
|||
|
|||
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitMetaPass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassLightTransport.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "ShadowCaster" |
|||
Tags{ "LightMode" = "ShadowCaster" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite On |
|||
ZTest LEqual |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_DEPTH_ONLY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitDepthPass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "DepthOnly" |
|||
Tags{ "LightMode" = "DepthOnly" } |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite On |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_DEPTH_ONLY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitDepthPass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Motion Vectors" |
|||
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) |
|||
|
|||
Cull[_CullMode] |
|||
|
|||
ZWrite Off // TODO: Test Z equal here. |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_VELOCITY |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitVelocityPass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassVelocity.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Distortion" // Name is not used |
|||
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend One One |
|||
ZTest [_ZTestMode] |
|||
ZWrite off |
|||
Cull [_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_DISTORTION |
|||
#include "../../Material/Material.hlsl" |
|||
#include "ShaderPass/LitDistortionPass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassDistortion.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "Forward" // Name is not used |
|||
Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend [_SrcBlend] [_DstBlend] |
|||
ZWrite [_ZWrite] |
|||
Cull [_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define SHADERPASS SHADERPASS_FORWARD |
|||
#include "../../Lighting/Forward.hlsl" |
|||
// TEMP until pragma work in include |
|||
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
|||
|
|||
#include "../../Lighting/Lighting.hlsl" |
|||
#include "ShaderPass/LitSharePass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassForward.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "ForwardDebugLighting" // Name is not used |
|||
Tags{ "LightMode" = "ForwardDebugLighting" } // This will be only for transparent object based on the RenderQueue index |
|||
|
|||
Blend[_SrcBlend][_DstBlend] |
|||
ZWrite[_ZWrite] |
|||
Cull[_CullMode] |
|||
|
|||
HLSLPROGRAM |
|||
|
|||
#define LIGHTING_DEBUG |
|||
#define SHADERPASS SHADERPASS_FORWARD |
|||
#include "../../Lighting/Forward.hlsl" |
|||
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl" |
|||
#include "HDRenderPipeline/Debug/DebugLighting.hlsl" |
|||
|
|||
// TEMP until pragma work in include |
|||
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
|||
|
|||
#include "../../Lighting/Lighting.hlsl" |
|||
#include "ShaderPass/LitSharePass.hlsl" |
|||
#include "LitData.hlsl" |
|||
#include "../../ShaderPass/ShaderPassForward.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
} |
|||
|
|||
CustomEditor "Experimental.Rendering.HDPipeline.LitGUI" |
|||
} |
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