Felipe Lira
7 年前
当前提交
e62690b9
共有 15 个文件被更改,包括 353 次插入 和 230 次删除
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64ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
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10ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineAsset.cs
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8ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineResource.asset
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13ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc
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151ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc
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25ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandard.shader
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54ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader
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2ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardTerrain.shader
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2ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightUnlit.shader
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70ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassMeta.cginc
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9ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassMeta.cginc.meta
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166ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightSurfaceInput.cginc
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9ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightSurfaceInput.cginc.meta
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0/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset.meta
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0/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
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#ifndef LIGHTWEIGHT_PASS_META_INCLUDED |
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#define LIGHTWEIGHT_PASS_META_INCLUDED |
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#include "LightweightSurfaceInput.cginc" |
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#include "LightweightLighting.cginc" |
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#include "UnityMetaPass.cginc" |
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struct MetaVertexInput |
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{ |
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float4 vertex : POSITION; |
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half3 normal : NORMAL; |
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float2 uv0 : TEXCOORD0; |
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float2 uv1 : TEXCOORD1; |
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float2 uv2 : TEXCOORD2; |
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#ifdef _TANGENT_TO_WORLD |
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half4 tangent : TANGENT; |
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#endif |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct MetaVertexOuput |
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{ |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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MetaVertexOuput LightweightVertexMeta(MetaVertexInput v) |
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{ |
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MetaVertexOuput o; |
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o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); |
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o.uv = TRANSFORM_TEX(v.uv0, _MainTex); |
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return o; |
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} |
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fixed4 LightweightFragmentMeta(MetaVertexOuput i) : SV_Target |
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{ |
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SurfaceData surfaceData; |
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InitializeStandardLitSurfaceData(i.uv, surfaceData); |
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BRDFData brdfData; |
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InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData); |
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UnityMetaInput o; |
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UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); |
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#if defined(EDITOR_VISUALIZATION) |
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o.Albedo = brdfData.diffuse; |
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#else |
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o.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5; |
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#endif |
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o.SpecularColor = surfaceData.specular; |
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o.Emission = surfaceData.emission; |
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return UnityMetaFragment(o); |
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} |
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fixed4 LightweightFragmentMetaSimple(MetaVertexOuput i) : SV_Target |
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{ |
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UnityMetaInput o; |
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UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); |
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float2 uv = i.uv; |
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o.Albedo = _Color.rgb * tex2D(_MainTex, uv).rgb; |
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o.SpecularColor = SpecularGloss(uv, 1.0); |
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o.Emission = Emission(uv); |
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return UnityMetaFragment(o); |
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} |
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#endif |
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fileFormatVersion: 2 |
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guid: 6c9c9877e9a3dff4fbc73fd447c653d8 |
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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_SURFACE_INPUT_INCLUDED |
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#define LIGHTWEIGHT_SURFACE_INPUT_INCLUDED |
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#include "LightweightCore.cginc" |
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#ifdef _SPECULAR_SETUP |
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#define SAMPLE_METALLICSPECULAR(uv) tex2D(_SpecGlossMap, uv) |
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#else |
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#define SAMPLE_METALLICSPECULAR(uv) tex2D(_MetallicGlossMap, uv) |
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#endif |
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CBUFFER_START(MaterialProperties) |
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half4 _MainTex_ST; |
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half4 _Color; |
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half _Cutoff; |
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half _Glossiness; |
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half _GlossMapScale; |
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half _SmoothnessTextureChannel; |
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half _Metallic; |
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half4 _SpecColor; |
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half _BumpScale; |
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half _OcclusionStrength; |
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half4 _EmissionColor; |
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half _Shininess; |
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CBUFFER_END |
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sampler2D _MainTex; |
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sampler2D _MetallicGlossMap; |
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sampler2D _SpecGlossMap; |
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sampler2D _BumpMap; |
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sampler2D _OcclusionMap; |
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sampler2D _EmissionMap; |
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// Must match Lightweigth ShaderGraph master node |
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struct SurfaceData |
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{ |
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half3 albedo; |
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half3 specular; |
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half metallic; |
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half smoothness; |
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half3 normal; |
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half3 emission; |
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half occlusion; |
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half alpha; |
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}; |
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/////////////////////////////////////////////////////////////////////////////// |
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// Material Property Helpers // |
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/////////////////////////////////////////////////////////////////////////////// |
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inline half Alpha(half albedoAlpha) |
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{ |
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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 = albedoAlpha * _Color.a; |
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#endif |
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#if defined(_ALPHATEST_ON) |
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clip(alpha - _Cutoff); |
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#endif |
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return alpha; |
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} |
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half3 Normal(float2 uv) |
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{ |
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#if _NORMALMAP |
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return UnpackNormalScale(tex2D(_BumpMap, uv), _BumpScale); |
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#else |
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return half3(0.0h, 0.0h, 1.0h); |
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#endif |
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} |
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half4 SpecularGloss(half2 uv, half alpha) |
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{ |
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half4 specularGloss = half4(0, 0, 0, 1); |
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#ifdef _SPECGLOSSMAP |
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specularGloss = tex2D(_SpecGlossMap, uv); |
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specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb); |
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#elif defined(_SPECULAR_COLOR) |
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specularGloss = _SpecColor; |
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#endif |
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#ifdef _GLOSSINESS_FROM_BASE_ALPHA |
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specularGloss.a = alpha; |
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#endif |
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return specularGloss; |
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} |
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half4 MetallicSpecGloss(float2 uv, half albedoAlpha) |
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{ |
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half4 specGloss; |
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#ifdef _METALLICSPECGLOSSMAP |
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specGloss = specGloss = SAMPLE_METALLICSPECULAR(uv); |
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
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specGloss.a = albedoAlpha * _GlossMapScale; |
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#else |
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specGloss.a *= _GlossMapScale; |
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#endif |
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#else // _METALLICSPECGLOSSMAP |
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#if _SPECULAR_SETUP |
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specGloss.rgb = _SpecColor.rgb; |
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#else |
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specGloss.rgb = _Metallic.rrr; |
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#endif |
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#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
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specGloss.a = albedoAlpha * _GlossMapScale; |
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#else |
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specGloss.a = _Glossiness; |
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#endif |
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#endif |
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return specGloss; |
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} |
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half Occlusion(float2 uv) |
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{ |
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#ifdef _OCCLUSIONMAP |
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#if (SHADER_TARGET < 30) |
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// SM20: instruction count limitation |
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// SM20: simpler occlusion |
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return tex2D(_OcclusionMap, uv).g; |
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#else |
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half occ = tex2D(_OcclusionMap, uv).g; |
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return _LerpOneTo(occ, _OcclusionStrength); |
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#endif |
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#else |
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return 1.0; |
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#endif |
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} |
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half3 Emission(float2 uv) |
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{ |
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#ifndef _EMISSION |
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return 0; |
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#else |
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return LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, uv).rgb) * _EmissionColor.rgb; |
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#endif |
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} |
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inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) |
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{ |
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half4 albedoAlpha = tex2D(_MainTex, uv); |
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half4 specGloss = MetallicSpecGloss(uv, albedoAlpha); |
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outSurfaceData.albedo = LIGHTWEIGHT_GAMMA_TO_LINEAR(albedoAlpha.rgb) * _Color.rgb; |
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#if _SPECULAR_SETUP |
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outSurfaceData.metallic = 1.0h; |
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outSurfaceData.specular = specGloss.rgb; |
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#else |
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outSurfaceData.metallic = specGloss.r; |
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h); |
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#endif |
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outSurfaceData.smoothness = specGloss.a; |
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outSurfaceData.normal = Normal(uv); |
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outSurfaceData.occlusion = Occlusion(uv); |
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outSurfaceData.emission = Emission(uv); |
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outSurfaceData.alpha = Alpha(albedoAlpha.a); |
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} |
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#endif |
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fileFormatVersion: 2 |
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guid: 546b9685ee7cc0941afd734baa08db2a |
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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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