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 _SmoothnessRemapMin0("SmoothnessRemapMin0", Range(0.0, 1.0)) = 0.0 _SmoothnessRemapMin1("SmoothnessRemapMin1", Range(0.0, 1.0)) = 0.0 _SmoothnessRemapMin2("SmoothnessRemapMin2", Range(0.0, 1.0)) = 0.0 _SmoothnessRemapMin3("SmoothnessRemapMin3", Range(0.0, 1.0)) = 0.0 _SmoothnessRemapMax0("SmoothnessRemapMax0", Range(0.0, 1.0)) = 1.0 _SmoothnessRemapMax1("SmoothnessRemapMax1", Range(0.0, 1.0)) = 1.0 _SmoothnessRemapMax2("SmoothnessRemapMax2", Range(0.0, 1.0)) = 1.0 _SmoothnessRemapMax3("SmoothnessRemapMax3", Range(0.0, 1.0)) = 1.0 _AORemapMin0("AORemapMin0", Range(0.0, 1.0)) = 0.0 _AORemapMin1("AORemapMin1", Range(0.0, 1.0)) = 0.0 _AORemapMin2("AORemapMin2", Range(0.0, 1.0)) = 0.0 _AORemapMin3("AORemapMin3", Range(0.0, 1.0)) = 0.0 _AORemapMax0("AORemapMax0", Range(0.0, 1.0)) = 1.0 _AORemapMax1("AORemapMax1", Range(0.0, 1.0)) = 1.0 _AORemapMax2("AORemapMax2", Range(0.0, 1.0)) = 1.0 _AORemapMax3("AORemapMax3", Range(0.0, 1.0)) = 1.0 _MaskMap0("MaskMap0", 2D) = "white" {} _MaskMap1("MaskMap1", 2D) = "white" {} _MaskMap2("MaskMap2", 2D) = "white" {} _MaskMap3("MaskMap3", 2D) = "white" {} _NormalMap0("NormalMap0", 2D) = "bump" {} _NormalMap1("NormalMap1", 2D) = "bump" {} _NormalMap2("NormalMap2", 2D) = "bump" {} _NormalMap3("NormalMap3", 2D) = "bump" {} _NormalMapOS0("NormalMapOS0", 2D) = "white" {} _NormalMapOS1("NormalMapOS1", 2D) = "white" {} _NormalMapOS2("NormalMapOS2", 2D) = "white" {} _NormalMapOS3("NormalMapOS3", 2D) = "white" {} _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 _BentNormalMap0("BentNormalMap0", 2D) = "bump" {} _BentNormalMap1("BentNormalMap1", 2D) = "bump" {} _BentNormalMap2("BentNormalMap2", 2D) = "bump" {} _BentNormalMap3("BentNormalMap3", 2D) = "bump" {} _BentNormalMapOS0("BentNormalMapOS0", 2D) = "white" {} _BentNormalMapOS1("BentNormalMapOS1", 2D) = "white" {} _BentNormalMapOS2("BentNormalMapOS2", 2D) = "white" {} _BentNormalMapOS3("BentNormalMapOS3", 2D) = "white" {} _HeightMap0("HeightMap0", 2D) = "black" {} _HeightMap1("HeightMap1", 2D) = "black" {} _HeightMap2("HeightMap2", 2D) = "black" {} _HeightMap3("HeightMap3", 2D) = "black" {} // Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01 [HideInInspector] _HeightAmplitude0("Height Scale0", Float) = 0.02 [HideInInspector] _HeightAmplitude1("Height Scale1", Float) = 0.02 [HideInInspector] _HeightAmplitude2("Height Scale2", Float) = 0.02 [HideInInspector] _HeightAmplitude3("Height Scale3", Float) = 0.02 _HeightCenter0("Height Bias0", Range(0.0, 1.0)) = 0.5 _HeightCenter1("Height Bias1", Range(0.0, 1.0)) = 0.5 _HeightCenter2("Height Bias2", Range(0.0, 1.0)) = 0.5 _HeightCenter3("Height Bias3", Range(0.0, 1.0)) = 0.5 _HeightMin0("Height Min0", Float) = -1 _HeightMin1("Height Min1", Float) = -1 _HeightMin2("Height Min2", Float) = -1 _HeightMin3("Height Min3", Float) = -1 _HeightMax0("Height Max0", Float) = 1 _HeightMax1("Height Max1", Float) = 1 _HeightMax2("Height Max2", Float) = 1 _HeightMax3("Height Max3", Float) = 1 _DetailMap0("DetailMap0", 2D) = "black" {} _DetailMap1("DetailMap1", 2D) = "black" {} _DetailMap2("DetailMap2", 2D) = "black" {} _DetailMap3("DetailMap3", 2D) = "black" {} _DetailAlbedoScale0("_DetailAlbedoScale0", Range(0.0, 2.0)) = 1 _DetailAlbedoScale1("_DetailAlbedoScale1", Range(0.0, 2.0)) = 1 _DetailAlbedoScale2("_DetailAlbedoScale2", Range(0.0, 2.0)) = 1 _DetailAlbedoScale3("_DetailAlbedoScale3", Range(0.0, 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(0.0, 2.0)) = 1 _DetailSmoothnessScale1("_DetailSmoothnessScale1", Range(0.0, 2.0)) = 1 _DetailSmoothnessScale2("_DetailSmoothnessScale2", Range(0.0, 2.0)) = 1 _DetailSmoothnessScale3("_DetailSmoothnessScale3", Range(0.0, 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 _SubsurfaceProfile0("Subsurface Profile0", Int) = 0 _SubsurfaceProfile1("Subsurface Profile1", Int) = 0 _SubsurfaceProfile2("Subsurface Profile2", Int) = 0 _SubsurfaceProfile3("Subsurface Profile3", Int) = 0 _SubsurfaceRadius0("Subsurface Radius0", Range(0.0, 1.0)) = 1.0 _SubsurfaceRadius1("Subsurface Radius1", Range(0.0, 1.0)) = 1.0 _SubsurfaceRadius2("Subsurface Radius2", Range(0.0, 1.0)) = 1.0 _SubsurfaceRadius3("Subsurface Radius3", Range(0.0, 1.0)) = 1.0 _SubsurfaceRadiusMap0("Subsurface Radius Map0", 2D) = "white" {} _SubsurfaceRadiusMap1("Subsurface Radius Map1", 2D) = "white" {} _SubsurfaceRadiusMap2("Subsurface Radius Map2", 2D) = "white" {} _SubsurfaceRadiusMap3("Subsurface Radius Map3", 2D) = "white" {} _Thickness0("Thickness", Range(0.0, 1.0)) = 1.0 _Thickness1("Thickness", Range(0.0, 1.0)) = 1.0 _Thickness2("Thickness", Range(0.0, 1.0)) = 1.0 _Thickness3("Thickness", Range(0.0, 1.0)) = 1.0 _ThicknessMap0("Thickness Map", 2D) = "white" {} _ThicknessMap1("Thickness Map", 2D) = "white" {} _ThicknessMap2("Thickness Map", 2D) = "white" {} _ThicknessMap3("Thickness Map", 2D) = "white" {} _ThicknessRemap0("Thickness Remap", Vector) = (0, 1, 0, 0) _ThicknessRemap1("Thickness Remap", Vector) = (0, 1, 0, 0) _ThicknessRemap2("Thickness Remap", Vector) = (0, 1, 0, 0) _ThicknessRemap3("Thickness Remap", Vector) = (0, 1, 0, 0) // All the following properties exist only in layered lit material // Layer blending options _LayerMaskMap("LayerMaskMap", 2D) = "white" {} _LayerInfluenceMaskMap("LayerInfluenceMaskMap", 2D) = "white" {} [ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0 _HeightOffset0("Height Offset0", Float) = 0 _HeightOffset1("Height Offset1", Float) = 0 _HeightOffset2("Height Offset2", Float) = 0 _HeightOffset3("Height Offset3", Float) = 0 _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0 [ToggleOff] _UseDensityMode("Use Density mode", Float) = 0.0 [ToggleOff] _UseMainLayerInfluence("UseMainLayerInfluence", 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 [ToggleOff] _OpacityAsDensity0("_OpacityAsDensity0", Float) = 0.0 [ToggleOff] _OpacityAsDensity1("_OpacityAsDensity1", Float) = 0.0 [ToggleOff] _OpacityAsDensity2("_OpacityAsDensity2", Float) = 0.0 [ToggleOff] _OpacityAsDensity3("_OpacityAsDensity3", Float) = 0.0 [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, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0 [HideInInspector] _UVMappingMaskBlendMask("_UVMappingMaskBlendMask", Color) = (1, 0, 0, 0) _TexWorldScaleBlendMask("Tiling", Float) = 1.0 // Following are builtin properties [ToggleOff] _EnableFpsMode("Enable Fps Mode", Float) = 0.0 _FpsModeFov("_FpsModeFov", Float) = 60.0 [ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0 _EmissiveColor("EmissiveColor", Color) = (1, 1, 1) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} _EmissiveIntensity("EmissiveIntensity", Float) = 0 [ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0 [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 // Stencil state [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time) [HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time) [HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (fixed at compile time) // 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] _EnableFogOnTransparent("Enable Fog", Float) = 1.0 [ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0 [ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 [Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) [Enum(Subsurface Scattering, 0, Standard, 1)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting [Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2)] _DisplacementMode("DisplacementMode", Int) = 0 [ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0 [ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0 [ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 [ToggleOff] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", 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 _PPDPrimitiveLength("Primitive length for POM", Float) = 1 _PPDPrimitiveWidth("Primitive width for POM", Float) = 1 [HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0) [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 // Wind [ToggleOff] _EnableWind("Enable Wind", Float) = 0.0 _InitialBend("Initial Bend", float) = 1.0 _Stiffness("Stiffness", float) = 1.0 _Drag("Drag", float) = 1.0 _ShiverDrag("Shiver Drag", float) = 0.2 _ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5 // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" // value that exist to identify if the GI emission need to be enabled. // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. // TODO: Fix the code in legacy unity so we can customize the beahvior for GI _EmissionColor("Color", Color) = (1, 1, 1) _TexWorldScale0("Tiling", Float) = 1.0 _TexWorldScale1("Tiling", Float) = 1.0 _TexWorldScale2("Tiling", Float) = 1.0 _TexWorldScale3("Tiling", Float) = 1.0 [HideInInspector] _InvTilingScale0("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [HideInInspector] _InvTilingScale1("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [HideInInspector] _InvTilingScale2("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [HideInInspector] _InvTilingScale3("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, 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) [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) [ToggleOff] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0 [ToggleOff] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0 [ToggleOff] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0 [ToggleOff] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0 [HideInInspector] _ShowMaterialReferences("_ShowMaterialReferences", Float) = 0 [HideInInspector] _ShowLayer0("_ShowLayer0", Float) = 0 [HideInInspector] _ShowLayer1("_ShowLayer1", Float) = 0 [HideInInspector] _ShowLayer2("_ShowLayer2", Float) = 0 [HideInInspector] _ShowLayer3("_ShowLayer3", Float) = 0 // Transparency [ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0 // HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes. _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _DEPTHOFFSET_ON #pragma shader_feature _DOUBLESIDED_ON #pragma shader_feature _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT #pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE #pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE #pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE #pragma shader_feature _VERTEX_WIND #pragma shader_feature _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE #pragma shader_feature _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK #pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0 #pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1 #pragma shader_feature _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2 #pragma shader_feature _ _LAYER_MAPPING_PLANAR3 _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 _ _REQUIRE_UV2 _REQUIRE_UV3 #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 _BENTNORMALMAP0 #pragma shader_feature _BENTNORMALMAP1 #pragma shader_feature _BENTNORMALMAP2 #pragma shader_feature _BENTNORMALMAP3 #pragma shader_feature _EMISSIVE_COLOR_MAP #pragma shader_feature _ENABLESPECULAROCCLUSION #pragma shader_feature _DETAIL_MAP0 #pragma shader_feature _DETAIL_MAP1 #pragma shader_feature _DETAIL_MAP2 #pragma shader_feature _DETAIL_MAP3 #pragma shader_feature _HEIGHTMAP0 #pragma shader_feature _HEIGHTMAP1 #pragma shader_feature _HEIGHTMAP2 #pragma shader_feature _HEIGHTMAP3 #pragma shader_feature _SUBSURFACE_RADIUS_MAP0 #pragma shader_feature _SUBSURFACE_RADIUS_MAP1 #pragma shader_feature _SUBSURFACE_RADIUS_MAP2 #pragma shader_feature _SUBSURFACE_RADIUS_MAP3 #pragma shader_feature _THICKNESSMAP0 #pragma shader_feature _THICKNESSMAP1 #pragma shader_feature _THICKNESSMAP2 #pragma shader_feature _THICKNESSMAP3 #pragma shader_feature _ _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_MASK_VERTEX_COLOR_ADD #pragma shader_feature _MAIN_LAYER_INFLUENCE_MODE #pragma shader_feature _INFLUENCEMASK_MAP #pragma shader_feature _DENSITY_MODE #pragma shader_feature _HEIGHT_BASED_BLEND #pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS #pragma shader_feature _FPS_MODE // Keyword for transparent #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT // MaterialId are used as shader feature to allow compiler to optimize properly // Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD #pragma shader_feature _ _MATID_SSS // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE // 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 // Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet #define SURFACE_GRADIENT // This shader support vertex modification #define HAVE_VERTEX_MODIFICATION // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATID_SSS) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "ShaderLibrary/common.hlsl" #include "ShaderLibrary/Wind.hlsl" #include "../../ShaderPass/FragInputs.hlsl" #include "../../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 "../../Material/Lit/LitProperties.hlsl" // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag ENDHLSL SubShader { 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 { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #define SHADERPASS SHADERPASS_GBUFFER #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "../Lit/ShaderPass/LitSharePass.hlsl" #include "LayeredLitData.hlsl" #include "../../ShaderPass/ShaderPassGBuffer.hlsl" ENDHLSL } // This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed) // This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass. Pass { Name "GBufferWithPrepass" // Name is not used Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #define SHADERPASS SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "../Lit/ShaderPass/LitSharePass.hlsl" #include "LayeredLitData.hlsl" #include "../../ShaderPass/ShaderPassGBuffer.hlsl" ENDHLSL } Pass { Name "GBufferDebugDisplay" // Name is not used Tags{ "LightMode" = "GBufferDebugDisplay" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #define DEBUG_DISPLAY #define SHADERPASS SHADERPASS_GBUFFER #include "../../ShaderVariables.hlsl" #include "../../Debug/DebugDisplay.hlsl" #include "../../Material/Material.hlsl" #include "../Lit/ShaderPass/LitSharePass.hlsl" #include "LayeredLitData.hlsl" #include "../../ShaderPass/ShaderPassGBuffer.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 "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "../Lit/ShaderPass/LitSharePass.hlsl" #include "LayeredLitData.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) // If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity Stencil { WriteMask [_StencilWriteMaskMV] Ref [_StencilRefMV] Comp Always Pass Replace } Cull[_CullMode] ZWrite Off // TODO: Test Z equal here. HLSLPROGRAM #define SHADERPASS SHADERPASS_VELOCITY #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "../Lit/ShaderPass/LitVelocityPass.hlsl" #include "LayeredLitData.hlsl" #include "../../ShaderPass/ShaderPassVelocity.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip [_ZClip] ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_SHADOWS #define USE_LEGACY_UNITY_MATRIX_VARIABLES #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "../Lit/ShaderPass/LitDepthPass.hlsl" #include "LayeredLitData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{ "LightMode" = "DepthOnly" } Cull[_CullMode] ZWrite On ColorMask 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "../Lit/ShaderPass/LitDepthPass.hlsl" #include "LayeredLitData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "Forward" // Name is not used Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_CullMode] HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK // #include "../../Lighting/Forward.hlsl" #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define SHADERPASS SHADERPASS_FORWARD #include "../../ShaderVariables.hlsl" #include "../../Lighting/Lighting.hlsl" #include "../Lit/ShaderPass/LitSharePass.hlsl" #include "LayeredLitData.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } Pass { Name "ForwardDebugDisplay" // Name is not used Tags{ "LightMode" = "ForwardDebugDisplay" } // This will be only for transparent object based on the RenderQueue index Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_CullMode] HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK // #include "../../Lighting/Forward.hlsl" #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define DEBUG_DISPLAY #define SHADERPASS SHADERPASS_FORWARD #include "../../ShaderVariables.hlsl" #include "../../Debug/DebugDisplay.hlsl" #include "../../Lighting/Lighting.hlsl" #include "../Lit/ShaderPass/LitSharePass.hlsl" #include "LayeredLitData.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } } CustomEditor "Experimental.Rendering.HDPipeline.LayeredLitGUI" }