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Shader "HDRenderLoop/LayeredLit" |
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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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// 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)) = 0.5 |
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_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5 |
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_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5 |
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_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5 |
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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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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 |
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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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_HeightScale0("Height Scale0", Float) = 1 |
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_HeightScale1("Height Scale1", Float) = 1 |
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_HeightScale2("Height Scale2", Float) = 1 |
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_HeightScale3("Height Scale3", Float) = 1 |
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_HeightBias0("Height Bias0", Float) = 0 |
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_HeightBias1("Height Bias1", Float) = 0 |
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_HeightBias2("Height Bias2", Float) = 0 |
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_HeightBias3("Height Bias3", Float) = 0 |
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[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0 |
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_EmissiveColor0("EmissiveColor0", Color) = (0, 0, 0) |
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_EmissiveColor1("EmissiveColor1", Color) = (0, 0, 0) |
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_EmissiveColor2("EmissiveColor2", Color) = (0, 0, 0) |
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_EmissiveColor3("EmissiveColor3", Color) = (0, 0, 0) |
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_EmissiveColorMap0("EmissiveColorMap0", 2D) = "white" {} |
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_EmissiveColorMap1("EmissiveColorMap1", 2D) = "white" {} |
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_EmissiveColorMap2("EmissiveColorMap2", 2D) = "white" {} |
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_EmissiveColorMap3("EmissiveColorMap3", 2D) = "white" {} |
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_EmissiveIntensity0("EmissiveIntensity0", Float) = 0 |
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_EmissiveIntensity1("EmissiveIntensity1", Float) = 0 |
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_EmissiveIntensity2("EmissiveIntensity2", Float) = 0 |
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_EmissiveIntensity3("EmissiveIntensity3", Float) = 0 |
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_LayerMaskMap("LayerMaskMap", 2D) = "white" {} |
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[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 |
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[ToggleOff] _DistortionDepthTest("Distortion Only", 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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// 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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// Material Id |
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[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0 |
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[HideInInspector] _LayerCount("__layerCount", Float) = 2.0 |
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[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1 |
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 |
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[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0 |
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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 // TEMP: unitl we go futher in dev |
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#pragma shader_feature _ALPHATEST_ON |
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#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR |
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#pragma shader_feature _NORMALMAP |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE |
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#pragma shader_feature _MASKMAP |
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#pragma shader_feature _SPECULAROCCLUSIONMAP |
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
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#pragma shader_feature _EMISSIVE_COLOR |
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#pragma shader_feature _EMISSIVE_COLOR_MAP |
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#pragma shader_feature _HEIGHTMAP |
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#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT |
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#pragma shader_feature _LAYERMASKMAP |
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#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS |
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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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//------------------------------------------------------------------------------------- |
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// Include |
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//------------------------------------------------------------------------------------- |
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#include "common.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.hlsl" |
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//------------------------------------------------------------------------------------- |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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// Set of users variables |
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#define PROP_DECL(type, name) type name, name##0, name##1, name##2, name##3; |
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#define PROP_DECL_TEX2D(name)\ |
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TEXTURE2D(name##0); \ |
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SAMPLER2D(sampler##name##0); \ |
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TEXTURE2D(name##1); \ |
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TEXTURE2D(name##2); \ |
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TEXTURE2D(name##3); |
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#define PROP_SAMPLE(name, textureName, texcoord, swizzle)\ |
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name##0 = SAMPLE_TEXTURE2D(textureName##0, sampler##textureName##0, texcoord).##swizzle; \ |
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name##1 = SAMPLE_TEXTURE2D(textureName##1, sampler##textureName##0, texcoord).##swizzle; \ |
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name##2 = SAMPLE_TEXTURE2D(textureName##2, sampler##textureName##0, texcoord).##swizzle; \ |
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name##3 = SAMPLE_TEXTURE2D(textureName##3, sampler##textureName##0, texcoord).##swizzle; |
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#define PROP_MUL(name, multiplier, swizzle)\ |
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name##0 *= multiplier##0.##swizzle; \ |
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name##1 *= multiplier##1.##swizzle; \ |
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name##2 *= multiplier##2.##swizzle; \ |
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name##3 *= multiplier##3.##swizzle; |
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#define PROP_ASSIGN(name, input, swizzle)\ |
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name##0 = input##0.##swizzle; \ |
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name##1 = input##1.##swizzle; \ |
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name##2 = input##2.##swizzle; \ |
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name##3 = input##3.##swizzle; |
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#define PROP_ASSIGN_VALUE(name, input)\ |
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name##0 = input; \ |
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name##1 = input; \ |
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name##2 = input; \ |
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name##3 = input; |
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#define PROP_BLEND_COLOR(name, mask) name = BlendLayeredColor(name##0, name##1, name##2, name##3, mask); |
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#define PROP_BLEND_SCALAR(name, mask) name = BlendLayeredScalar(name##0, name##1, name##2, name##3, mask); |
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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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//------------------------------------------------------------------------------------- |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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// Set of users variables |
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PROP_DECL(float4, _BaseColor); |
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PROP_DECL_TEX2D(_BaseColorMap); |
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PROP_DECL(float, _Metallic); |
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PROP_DECL(float, _Smoothness); |
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PROP_DECL_TEX2D(_MaskMap); |
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PROP_DECL_TEX2D(_SpecularOcclusionMap); |
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PROP_DECL_TEX2D(_NormalMap); |
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PROP_DECL_TEX2D(_Heightmap); |
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PROP_DECL(float, _HeightScale); |
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PROP_DECL(float, _HeightBias); |
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PROP_DECL(float3, _EmissiveColor); |
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PROP_DECL(float, _EmissiveIntensity); |
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float _AlphaCutoff; |
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TEXTURE2D(_LayerMaskMap); |
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SAMPLER2D(sampler_LayerMaskMap); |
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ENDHLSL |
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SubShader |
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{ |
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } |
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LOD 300 |
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Pass |
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{ |
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Name "GBuffer" // Name is not used |
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Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index |
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Cull [_CullMode] |
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HLSLPROGRAM |
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#pragma vertex VertDefault |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_GBUFFER |
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#define LAYERED_LIT_SHADER |
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#include "../../Material/Material.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#include "../Lit/LitSharePass.hlsl" |
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#include "../../ShaderPass/ShaderPassGBuffer.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "Debug" |
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Tags{ "LightMode" = "DebugViewMaterial" } |
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Cull[_CullMode] |
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HLSLPROGRAM |
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#pragma vertex VertDefault |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL |
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#define LAYERED_LIT_SHADER |
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#include "../../Material/Material.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#include "../Lit/LitSharePass.hlsl" |
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#include "../Lit/LitDebugPass.hlsl" |
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#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" |
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ENDHLSL |
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} |
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// Extracts information for lightmapping, GI (emission, albedo, ...) |
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// This pass it not used during regular rendering. |
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Pass |
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{ |
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Name "META" |
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Tags{ "LightMode" = "Meta" } |
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Cull Off |
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HLSLPROGRAM |
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// Lightmap memo |
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// 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, |
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// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT |
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#define LAYERED_LIT_SHADER |
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#include "../../Material/Material.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#include "../Lit/LitMetaPass.hlsl" |
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#include "../../ShaderPass/ShaderPassLightTransport.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "Motion Vectors" |
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Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) |
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Cull[_CullMode] |
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ZTest LEqual |
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ZWrite Off // TODO: Test Z equal here. |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_VELOCITY |
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#define LAYERED_LIT_SHADER |
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#include "../../Material/Material.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#include "../Lit/LitVelocityPass.hlsl" |
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#include "../../ShaderPass/ShaderPassVelocity.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "ShadowCaster" |
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Tags{ "LightMode" = "ShadowCaster" } |
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Cull[_CullMode] |
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ZWrite On ZTest LEqual |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_DEPTH_ONLY |
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#define LAYERED_LIT_SHADER |
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#include "../../Material/Material.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#include "../Lit/LitDepthPass.hlsl" |
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "Forward" // Name is not used |
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Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index |
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Blend[_SrcBlend][_DstBlend] |
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ZWrite[_ZWrite] |
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Cull[_CullMode] |
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HLSLPROGRAM |
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#pragma vertex VertDefault |
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#pragma fragment Frag |
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#define SHADERPASS SHADERPASS_FORWARD |
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// TEMP until pragma work in include |
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// #include "../../Lighting/Forward.hlsl" |
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS |
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#define LAYERED_LIT_SHADER |
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//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF |
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#include "../../Lighting/Lighting.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#include "../Lit/LitSharePass.hlsl" |
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#include "../../ShaderPass/ShaderPassForward.hlsl" |
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ENDHLSL |
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} |
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} |
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CustomEditor "LayeredLitGUI" |
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} |