Shader "HDRenderLoop/Unlit" { Properties { _Color("Color", Color) = (1,1,1,1) _ColorMap("ColorMap", 2D) = "white" {} _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 [Enum(None, 0, DoubleSided, 1)] _DoubleSidedMode("Double sided mode", Float) = 0 } HLSLINCLUDE #pragma target 5.0 #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev //------------------------------------------------------------------------------------- // Variant //------------------------------------------------------------------------------------- #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _EMISSIVE_COLOR_MAP //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- #define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "common.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- float4 _Color; TEXTURE2D(_ColorMap); SAMPLER2D(sampler_ColorMap); float3 _EmissiveColor; TEXTURE2D(_EmissiveColorMap); SAMPLER2D(sampler_EmissiveColorMap); float _EmissiveIntensity; float _AlphaCutoff; ENDHLSL SubShader { Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } LOD 300 // ------------------------------------------------------------------ // Debug pass Pass { Name "Debug" Tags { "LightMode" = "DebugViewMaterial" } Cull[_CullMode] HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag #define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL #include "../../Material/Material.hlsl" #include "UnlitData.hlsl" #include "UnlitSharePass.hlsl" #include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" ENDHLSL } // ------------------------------------------------------------------ // forward pass Pass { Name "ForwardUnlit" Tags { "LightMode" = "ForwardUnlit" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull [_CullMode] HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag #define SHADERPASS SHADERPASS_FORWARD_UNLIT #include "../../Material/Material.hlsl" #include "UnlitData.hlsl" #include "UnlitSharePass.hlsl" #include "../../ShaderPass/ShaderPassForwardUnlit.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. #pragma vertex Vert #pragma fragment Frag #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #include "../../Material/Material.hlsl" #include "UnlitData.hlsl" CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; }; struct Varyings { float4 positionCS; float2 texCoord0; float2 texCoord1; }; struct PackedVaryings { float4 positionCS : SV_Position; float4 interpolators[1] : TEXCOORD0; }; // Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions PackedVaryings PackVaryings(Varyings input) { PackedVaryings output; output.positionCS = input.positionCS; output.interpolators[0].xy = input.texCoord0; output.interpolators[0].zw = input.texCoord1; return output; } FragInputs UnpackVaryings(PackedVaryings input) { FragInputs output; ZERO_INITIALIZE(FragInputs, output); output.unPositionSS = input.positionCS; output.texCoord0 = input.interpolators[0].xy; output.texCoord1 = input.interpolators[0].zw; return output; } PackedVaryings Vert(Attributes input) { Varyings output; // Output UV coordinate in vertex shader if (unity_MetaVertexControl.x) { input.positionOS.xy = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw; // OpenGL right now needs to actually use incoming vertex position, // so use it in a very dummy way //v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f; } if (unity_MetaVertexControl.y) { input.positionOS.xy = input.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; // OpenGL right now needs to actually use incoming vertex position, // so use it in a very dummy way //v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f; } float3 positionWS = TransformObjectToWorld(input.positionOS); output.positionCS = TransformWorldToHClip(positionWS); output.texCoord0 = input.uv0; output.texCoord1 = input.uv1; return PackVaryings(output); } #include "../../ShaderPass/ShaderPassLightTransport.hlsl" ENDHLSL } } CustomEditor "Experimental.ScriptableRenderLoop.UnlitGUI" }