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. // 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)) = 0.5 _Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5 _Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5 _Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5 _MaskMap0("MaskMap0", 2D) = "white" {} _MaskMap1("MaskMap1", 2D) = "white" {} _MaskMap2("MaskMap2", 2D) = "white" {} _MaskMap3("MaskMap3", 2D) = "white" {} _SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {} _SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {} _SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {} _SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {} _NormalMap0("NormalMap0", 2D) = "bump" {} _NormalMap1("NormalMap1", 2D) = "bump" {} _NormalMap2("NormalMap2", 2D) = "bump" {} _NormalMap3("NormalMap3", 2D) = "bump" {} _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 _HeightMap0("HeightMap0", 2D) = "black" {} _HeightMap1("HeightMap1", 2D) = "black" {} _HeightMap2("HeightMap2", 2D) = "black" {} _HeightMap3("HeightMap3", 2D) = "black" {} _HeightScale0("Height Scale0", Float) = 1 _HeightScale1("Height Scale1", Float) = 1 _HeightScale2("Height Scale2", Float) = 1 _HeightScale3("Height Scale3", Float) = 1 _HeightBias0("Height Bias0", Float) = 0 _HeightBias1("Height Bias1", Float) = 0 _HeightBias2("Height Bias2", Float) = 0 _HeightBias3("Height Bias3", Float) = 0 _DetailMap0("DetailMap0", 2D) = "black" {} _DetailMap1("DetailMap1", 2D) = "black" {} _DetailMap2("DetailMap2", 2D) = "black" {} _DetailMap3("DetailMap3", 2D) = "black" {} _DetailMask0("DetailMask0", 2D) = "white" {} _DetailMask1("DetailMask1", 2D) = "white" {} _DetailMask2("DetailMask2", 2D) = "white" {} _DetailMask3("DetailMask3", 2D) = "white" {} _DetailAlbedoScale0("_DetailAlbedoScale0", Range(-2.0, 2.0)) = 1 _DetailAlbedoScale1("_DetailAlbedoScale1", Range(-2.0, 2.0)) = 1 _DetailAlbedoScale2("_DetailAlbedoScale2", Range(-2.0, 2.0)) = 1 _DetailAlbedoScale3("_DetailAlbedoScale3", Range(-2.0, 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(-2.0, 2.0)) = 1 _DetailSmoothnessScale1("_DetailSmoothnessScale1", Range(-2.0, 2.0)) = 1 _DetailSmoothnessScale2("_DetailSmoothnessScale2", Range(-2.0, 2.0)) = 1 _DetailSmoothnessScale3("_DetailSmoothnessScale3", Range(-2.0, 2.0)) = 1 _DetailHeightScale0("_DetailHeightScale0", Range(-2.0, 2.0)) = 1 _DetailHeightScale1("_DetailHeightScale1", Range(-2.0, 2.0)) = 1 _DetailHeightScale2("_DetailHeightScale2", Range(-2.0, 2.0)) = 1 _DetailHeightScale3("_DetailHeightScale3", Range(-2.0, 2.0)) = 1 _DetailAOScale0("_DetailAOScale0", Range(-2.0, 2.0)) = 1 _DetailAOScale1("_DetailAOScale1", Range(-2.0, 2.0)) = 1 _DetailAOScale2("_DetailAOScale2", Range(-2.0, 2.0)) = 1 _DetailAOScale3("_DetailAOScale3", Range(-2.0, 2.0)) = 1 // Specific to planar mapping _TexWorldScale0("TexWorldScale0", Float) = 1.0 _TexWorldScale1("TexWorldScale1", Float) = 1.0 _TexWorldScale2("TexWorldScale2", Float) = 1.0 _TexWorldScale3("TexWorldScale3", Float) = 1.0 // Layer blending options _LayerMaskMap("LayerMaskMap", 2D) = "white" {} [ToggleOff] _LayerMaskVertexColor("Use Vertex Color Mask", Float) = 0.0 [ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0 _HeightOffset1("_HeightOffset1", Range(-0.3, 0.3)) = 0.0 _HeightOffset2("_HeightOffset2", Range(-0.3, 0.3)) = 0.0 _HeightOffset3("_HeightOffset3", Range(-0.3, 0.3)) = 0.0 _HeightFactor1("_HeightFactor1", Range(0, 5)) = 1 _HeightFactor2("_HeightFactor2", Range(0, 5)) = 1 _HeightFactor3("_HeightFactor3", Range(0, 5)) = 1 _BlendSize1("_BlendSize1", Range(0, 0.05)) = 0.0 _BlendSize2("_BlendSize2", Range(0, 0.05)) = 0.0 _BlendSize3("_BlendSize3", Range(0, 0.05)) = 0.0 _InheritBaseLayer1("_InheritBaseLayer1", Range(0, 1.0)) = 0.0 _InheritBaseLayer2("_InheritBaseLayer2", Range(0, 1.0)) = 0.0 _InheritBaseLayer3("_InheritBaseLayer3", Range(0, 1.0)) = 0.0 _VertexColorHeightFactor("_VertexColorHeightFactor", Float) = 1.0 _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} _EmissiveIntensity("EmissiveIntensity", Float) = 0 [ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 [ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 [ToggleOff] _DepthOffsetEnable("Depth Offset View space", 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 [HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 [Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0 [Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1 [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 [Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0 [Enum(DetailMapNormal, 0, DetailMapAOHeight, 1)] _DetailMapMode("DetailMap mode", Float) = 0 [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 [HideInInspector] _LayerCount("_LayerCount", Float) = 2.0 // WARNING // All the following properties that concern the UV mapping are the same as in the Lit shader. // This means that they will get overridden when synchronizing the various layers. // To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties _TexWorldScale0("Tiling", Float) = 1.0 _TexWorldScale1("Tiling", Float) = 1.0 _TexWorldScale2("Tiling", Float) = 1.0 _TexWorldScale3("Tiling", Float) = 1.0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 [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) [HideInInspector] _UVMappingPlanar0("_UVMappingPlanar0", Float) = 0.0 [HideInInspector] _UVMappingPlanar1("_UVMappingPlanar1", Float) = 0.0 [HideInInspector] _UVMappingPlanar2("_UVMappingPlanar2", Float) = 0.0 [HideInInspector] _UVMappingPlanar3("_UVMappingPlanar3", Float) = 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) } HLSLINCLUDE #pragma target 5.0 #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _DISTORTION_ON #pragma shader_feature _DEPTHOFFSET_ON #pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _LAYER_MAPPING_TRIPLANAR_0 #pragma shader_feature _LAYER_MAPPING_TRIPLANAR_1 #pragma shader_feature _LAYER_MAPPING_TRIPLANAR_2 #pragma shader_feature _LAYER_MAPPING_TRIPLANAR_3 #pragma shader_feature _DETAIL_MAP_WITH_NORMAL #pragma shader_feature _NORMALMAP_TANGENT_SPACE #pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT #pragma shader_feature _REQUIRE_UV2_OR_UV3 #pragma shader_feature _EMISSIVE_COLOR #pragma shader_feature _NORMALMAP #pragma shader_feature _MASKMAP #pragma shader_feature _SPECULAROCCLUSIONMAP #pragma shader_feature _EMISSIVE_COLOR_MAP #pragma shader_feature _HEIGHTMAP #pragma shader_feature _DETAIL_MAP #pragma shader_feature _LAYER_MASK_VERTEX_COLOR #pragma shader_feature _HEIGHT_BASED_BLEND #pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON // 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 //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "common.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderPipeline/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 "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl" // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag ENDHLSL SubShader { Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } LOD 300 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 #define SHADERPASS SHADERPASS_GBUFFER #include "../../Material/Material.hlsl" #include "../Lit/LitData.hlsl" #include "../Lit/LitSharePass.hlsl" #include "../../ShaderPass/ShaderPassGBuffer.hlsl" ENDHLSL } Pass { Name "Debug" Tags{ "LightMode" = "DebugViewMaterial" } Cull[_CullMode] HLSLPROGRAM #define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL #include "../../Material/Material.hlsl" #include "../Lit/LitData.hlsl" #include "../Lit/LitSharePass.hlsl" #include "../../ShaderPass/ShaderPassDebugViewMaterial.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 "../../Material/Material.hlsl" #include "../Lit/LitData.hlsl" #include "../Lit/LitMetaPass.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) Cull[_CullMode] ZWrite Off // TODO: Test Z equal here. HLSLPROGRAM #define SHADERPASS SHADERPASS_VELOCITY #include "../../Material/Material.hlsl" #include "../Lit/LitData.hlsl" #include "../Lit/LitVelocityPass.hlsl" #include "../../ShaderPass/ShaderPassVelocity.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZWrite On ZTest LEqual HLSLPROGRAM #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "../../Material/Material.hlsl" #include "../Lit/LitData.hlsl" #include "../Lit/LitDepthPass.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{ "LightMode" = "DepthOnly" } Cull[_CullMode] ZWrite On HLSLPROGRAM #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "../../Material/Material.hlsl" #include "../Lit/LitData.hlsl" #include "../Lit/LitDepthPass.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "Distortion" // Name is not used Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index Blend One One ZTest [_ZTestMode] ZWrite off Cull [_CullMode] HLSLPROGRAM #define SHADERPASS SHADERPASS_DISTORTION #include "../../Material/Material.hlsl" #include "../Lit/LitData.hlsl" #include "../Lit/LitDistortionPass.hlsl" #include "../../ShaderPass/ShaderPassDistortion.hlsl" ENDHLSL } 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 #define SHADERPASS SHADERPASS_FORWARD // TEMP until pragma work in include // #include "../../Lighting/Forward.hlsl" #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS //#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF #include "../../Lighting/Lighting.hlsl" #include "../Lit/LitData.hlsl" #include "../Lit/LitSharePass.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } } CustomEditor "Experimental.Rendering.HDPipeline.LayeredLitGUI" }