Shader "Unity/Lit" { Properties { // Following set of parameters represent the parameters node inside the MaterialGraph. // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear _BaseColor("BaseColor", Color) = (1,1,1,1) _BaseColorMap("BaseColorMap", 2D) = "white" {} _Metalic("_Metalic", Range(0.0, 1.0)) = 0 _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 _MaskMap("MaskMap", 2D) = "white" {} _SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {} _NormalMap("NormalMap", 2D) = "bump" {} [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 _HeightMap("HeightMap", 2D) = "black" {} _HeightScale("Height Scale", Float) = 1 _HeightBias("Height Bias", Float) = 0 [Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0 _SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0 _SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {} //_Thickness("Thickness", Range(0.0, 1.0)) = 0 //_ThicknessMap("ThicknessMap", 2D) = "white" {} //_SubSurfaceProfile("SubSurfaceProfile", Float) = 0 //_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0 //_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {} //_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0 //_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {} // _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {} // _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0 // Following options are for the GUI inspector and different from the input parameters above // These option below will cause different compilation flag. _DiffuseLightingMap("DiffuseLightingMap", 2D) = "black" {} _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} _EmissiveIntensity("EmissiveIntensity", Float) = 0 [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 [ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0 [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 // 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 // Material Id [HideInInspector] _MaterialId("_MaterialId", FLoat) = 0 [Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1 [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 [Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0 } HLSLINCLUDE #pragma target 5.0 #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR #pragma shader_feature _NORMALMAP #pragma shader_feature _NORMALMAP_TANGENT_SPACE #pragma shader_feature _MASKMAP #pragma shader_feature _SPECULAROCCLUSIONMAP #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _EMISSIVE_COLOR #pragma shader_feature _EMISSIVE_COLOR_MAP #pragma shader_feature _HEIGHTMAP #pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT #include "LitTemplate.hlsl" ENDHLSL SubShader { Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } LOD 300 // ------------------------------------------------------------------ // Deferred pass Pass { Name "GBuffer" // Name is not used Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragDeferred #if SHADER_STAGE_FRAGMENT void FragDeferred( PackedVaryings packedInput, OUTPUT_GBUFFER(outGBuffer) #ifdef VELOCITY_IN_GBUFFER , OUTPUT_GBUFFER_VELOCITY(outGBuffer) #endif , OUTPUT_GBUFFER_BAKE_LIGHTING(outGBuffer) ) { Varyings input = UnpackVaryings(packedInput); float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); float3 positionWS = input.positionWS; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw); PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData); ENCODE_INTO_GBUFFER(surfaceData, outGBuffer); #ifdef VELOCITY_IN_GBUFFER ENCODE_VELOCITY_INTO_GBUFFER(builtinData.velocity, outGBuffer); #endif ENCODE_BAKE_LIGHTING_INTO_GBUFFER(GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData), outGBuffer); } #endif ENDHLSL } // ------------------------------------------------------------------ // Debug pass Pass { Name "Debug" Tags { "LightMode" = "DebugView" } Cull[_CullMode] HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragDebug #include "Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl" int _DebugViewMaterial; #if SHADER_STAGE_FRAGMENT float4 FragDebug( PackedVaryings packedInput ) : SV_Target { Varyings input = UnpackVaryings(packedInput); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); float3 result = float3(1.0, 1.0, 0.0); bool needLinearToSRGB = false; GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB); GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB); GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB); GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData... // TEMP! // For now, the final blit in the backbuffer performs an sRGB write // So in the meantime we apply the inverse transform to linear data to compensate. if (!needLinearToSRGB) result = SRGBToLinear(max(0, result)); return float4(result, 0.0); } #endif ENDHLSL } // ------------------------------------------------------------------ // forward pass Pass { Name "Forward" // Name is not used Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull [_CullMode] HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragForward #if SHADER_STAGE_FRAGMENT float4 FragForward(PackedVaryings packedInput) : SV_Target { Varyings input = UnpackVaryings(packedInput); float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); float3 positionWS = input.positionWS; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw); PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData); float4 diffuseLighting; float4 specularLighting; ForwardLighting(V, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting); diffuseLighting.rgb += GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData); return float4(diffuseLighting.rgb + specularLighting.rgb, builtinData.opacity); } #endif ENDHLSL } } CustomEditor "LitGUI" }