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Initial refactor work on shader library to allow reuse passes/core for multiple shaders with minimal work.
/RenderPassXR_Sandbox
Initial refactor work on shader library to allow reuse passes/core for multiple shaders with minimal work.
/RenderPassXR_Sandbox
Felipe Lira
7 年前
当前提交
bd25fe30
共有 18 个文件被更改,包括 306 次插入 和 330 次删除
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159ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShaderPBS.shader
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184ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader
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6ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCore.cginc
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4ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShadows.cginc
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245ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc
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9ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc.meta
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20ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassShadow.cginc
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9ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassShadow.cginc.meta
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0/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightBRDF.cginc
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0/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightBRDF.cginc.meta
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0/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCore.cginc.meta
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0/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc
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0/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc.meta
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0/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.cginc
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0/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.cginc.meta
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0/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShadows.cginc.meta
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0/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCore.cginc
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0/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShadows.cginc
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#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED |
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#define LIGHTWEIGHT_PASS_LIT_INCLUDED |
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#include "LightweightCore.cginc" |
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LightweightVertexOutput LitPassVertex(LightweightVertexInput v) |
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{ |
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LightweightVertexOutput o = (LightweightVertexOutput)0; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex); |
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#ifdef LIGHTMAP_ON |
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o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw; |
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#endif |
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o.hpos = UnityObjectToClipPos(v.vertex); |
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
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o.posWS.xyz = worldPos; |
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half3 viewDir = normalize(_WorldSpaceCameraPos - worldPos); |
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o.viewDir.xyz = viewDir; |
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half3 normal = normalize(UnityObjectToWorldNormal(v.normal)); |
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#if _NORMALMAP |
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half sign = v.tangent.w * unity_WorldTransformParams.w; |
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half3 tangent = UnityObjectToWorldDir(v.tangent); |
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half3 binormal = cross(normal, tangent) * sign; |
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// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code |
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o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x); |
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o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y); |
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o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z); |
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#else |
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o.normal = normal; |
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#endif |
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// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU |
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//#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS) |
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// half3 diffuse = half3(1.0, 1.0, 1.0); |
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// // pixel lights shaded = min(pixelLights, perObjectLights) |
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// // vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded |
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// // Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights) |
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// int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y); |
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// int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y); |
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// for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter) |
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// { |
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// int lightIndex = unity_4LightIndices0[lightIter]; |
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// LightInput lightInput; |
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// INITIALIZE_LIGHT(lightInput, lightIndex); |
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// |
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// half3 lightDirection; |
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// half atten = ComputeLightAttenuationVertex(lightInput, normal, worldPos, lightDirection); |
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// o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, normal, atten); |
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// } |
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//#endif |
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#if defined(_LIGHT_PROBES_ON) && !defined(LIGHTMAP_ON) |
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o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1))); |
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#endif |
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UNITY_TRANSFER_FOG(o, o.hpos); |
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return o; |
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} |
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half4 LitPassFragment(LightweightVertexOutput i) : SV_Target |
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{ |
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float2 uv = i.uv01.xy; |
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float2 lightmapUV = i.uv01.zw; |
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half4 albedoTex = tex2D(_MainTex, i.uv01.xy); |
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half3 albedo = LIGHTWEIGHT_GAMMA_TO_LINEAR(albedoTex.rgb) * _Color.rgb; |
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#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) |
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half alpha = _Color.a; |
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#else |
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half alpha = albedoTex.a * _Color.a; |
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#endif |
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#if defined(_ALPHATEST_ON) |
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clip(alpha - _Cutoff); |
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#endif |
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half3 specColor; |
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half smoothness; |
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half oneMinusReflectivity; |
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#ifdef _METALLIC_SETUP |
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half3 diffColor = MetallicSetup(uv, albedo, alpha, specColor, smoothness, oneMinusReflectivity); |
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#else |
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half3 diffColor = SpecularSetup(uv, albedo, alpha, specColor, smoothness, oneMinusReflectivity); |
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#endif |
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diffColor = PreMultiplyAlpha(diffColor, alpha, oneMinusReflectivity, /*out*/ alpha); |
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// Roughness is (1.0 - smoothness)� |
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half perceptualRoughness = 1.0h - smoothness; |
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half3 normal; |
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NormalMap(i, normal); |
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// TODO: shader keyword for occlusion |
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// TODO: Reflection Probe blend support. |
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half3 reflectVec = reflect(-i.viewDir.xyz, normal); |
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half occlusion = Occlusion(uv); |
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UnityIndirect indirectLight = LightweightGI(lightmapUV, i.fogCoord.yzw, reflectVec, occlusion, perceptualRoughness); |
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// PBS |
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// grazingTerm = F90 |
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half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity)); |
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half fresnelTerm = Pow4(1.0 - saturate(dot(normal, i.viewDir.xyz))); |
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half3 color = LightweightBRDFIndirect(diffColor, specColor, indirectLight, perceptualRoughness * perceptualRoughness, grazingTerm, fresnelTerm); |
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half3 lightDirection; |
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#ifndef _MULTIPLE_LIGHTS |
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LightInput light; |
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INITIALIZE_MAIN_LIGHT(light); |
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half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection); |
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#ifdef _SHADOWS |
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lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz); |
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#endif |
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half NdotL = saturate(dot(normal, lightDirection)); |
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half3 radiance = light.color * (lightAtten * NdotL); |
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color += LightweightBDRF(diffColor, specColor, oneMinusReflectivity, perceptualRoughness, normal, lightDirection, i.viewDir.xyz) * radiance; |
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#else |
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#ifdef _SHADOWS |
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half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz); |
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#endif |
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int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y); |
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for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter) |
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{ |
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LightInput light; |
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int lightIndex = unity_4LightIndices0[lightIter]; |
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INITIALIZE_LIGHT(light, lightIndex); |
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half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection); |
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#ifdef _SHADOWS |
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lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x)); |
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#endif |
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half NdotL = saturate(dot(normal, lightDirection)); |
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half3 radiance = light.color * (lightAtten * NdotL); |
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color += LightweightBDRF(diffColor, specColor, oneMinusReflectivity, perceptualRoughness, normal, lightDirection, i.viewDir.xyz) * radiance; |
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} |
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#endif |
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color += Emission(uv); |
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UNITY_APPLY_FOG(i.fogCoord, color); |
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return OutputColor(color, alpha); |
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} |
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half4 LitPassFragmentSimple(LightweightVertexOutput i) : SV_Target |
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{ |
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half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy); |
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half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb; |
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half alpha = diffuseAlpha.a * _Color.a; |
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// Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff |
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// due overdraw performance impact. |
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#ifdef _ALPHATEST_ON |
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clip(alpha - _Cutoff); |
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#endif |
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half3 normal; |
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NormalMap(i, normal); |
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half4 specularGloss; |
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SpecularGloss(i.uv01.xy, alpha, specularGloss); |
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half3 viewDir = i.viewDir.xyz; |
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float3 worldPos = i.posWS.xyz; |
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half3 lightDirection; |
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#ifndef _MULTIPLE_LIGHTS |
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LightInput lightInput; |
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INITIALIZE_MAIN_LIGHT(lightInput); |
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half lightAtten = ComputeLightAttenuation(lightInput, normal, worldPos, lightDirection); |
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#ifdef _SHADOWS |
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lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz); |
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#endif |
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#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS |
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half3 color = LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightInput.color; |
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#else |
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half3 color = LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightInput.color; |
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#endif |
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#else |
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half3 color = half3(0, 0, 0); |
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#ifdef _SHADOWS |
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half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz); |
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#endif |
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int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y); |
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for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter) |
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{ |
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LightInput lightData; |
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int lightIndex = unity_4LightIndices0[lightIter]; |
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INITIALIZE_LIGHT(lightData, lightIndex); |
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half lightAtten = ComputeLightAttenuation(lightData, normal, worldPos, lightDirection); |
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#ifdef _SHADOWS |
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lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x)); |
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#endif |
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#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS |
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color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightData.color; |
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#else |
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color += LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightData.color; |
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#endif |
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} |
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#endif // _MULTIPLE_LIGHTS |
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#ifdef _EMISSION |
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color += LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, i.uv01.xy).rgb) * _EmissionColor; |
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#else |
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color += _EmissionColor; |
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#endif |
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#if defined(LIGHTMAP_ON) |
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color += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse; |
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#elif defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON) |
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color += i.fogCoord.yzw * diffuse; |
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#endif |
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#if _REFLECTION_CUBEMAP |
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// TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection |
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half3 reflectVec = reflect(-i.viewDir.xyz, normal); |
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color += texCUBE(_Cube, reflectVec).rgb * specularGloss.rgb; |
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#elif defined(_REFLECTION_PROBE) |
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half3 reflectVec = reflect(-i.viewDir.xyz, normal); |
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half4 reflectionProbe = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflectVec); |
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color += reflectionProbe.rgb * (reflectionProbe.a * unity_SpecCube0_HDR.x) * specularGloss.rgb; |
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#endif |
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UNITY_APPLY_FOG(i.fogCoord, color); |
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return OutputColor(color, alpha); |
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}; |
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#endif |
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fileFormatVersion: 2 |
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guid: 116bd973269b9f741b7177c8523b9e50 |
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timeCreated: 1488965025 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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#ifndef LIGHTWEIGHT_PASS_SHADOW_INCLUDED |
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#define LIGHTWEIGHT_PASS_SHADOW_INCLUDED |
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float4 ShadowPassVertex(float4 pos : POSITION) : SV_POSITION |
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{ |
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float4 clipPos = UnityObjectToClipPos(pos); |
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#if defined(UNITY_REVERSED_Z) |
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clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); |
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#else |
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clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); |
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#endif |
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return clipPos; |
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} |
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half4 ShadowPassFragment() : SV_TARGET |
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{ |
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return 0; |
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} |
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#endif |
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fileFormatVersion: 2 |
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guid: 9a48a2987a0e11645adf07fe4a8d5ec9 |
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timeCreated: 1488965025 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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