Shader "HDRenderPipeline/Experimental/Fabric" { 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" {} _Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0 _FuzzTint("FuzzTint", Color) = (1.0, 1.0, 1.0) _MaskMap("MaskMap", 2D) = "white" {} _SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {} _NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map _NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value _NormalScale("_NormalScale", Range(0.0, 2.0)) = 1 _HeightMap("HeightMap", 2D) = "black" {} _HeightAmplitude("Height Amplitude", Float) = 0.01 // In world units _HeightCenter("Height Center", Float) = 0.5 // In texture space _DetailMap("DetailMap", 2D) = "black" {} _DetailMask("DetailMask", 2D) = "white" {} _DetailFuzz1("_DetailFuzz1", Range(0.0, 1.0)) = 1 _DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 1.0)) = 1 _DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1 _DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1 _TangentMap("TangentMap", 2D) = "bump" {} _TangentMapOS("TangentMapOS", 2D) = "white" {} _SubsurfaceProfile("Subsurface Profile", Int) = 0 _SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 1.0 _SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {} _Thickness("Thickness", Range(0.0, 1.0)) = 1.0 _ThicknessMap("Thickness Map", 2D) = "white" {} _SpecularColor("SpecularColor", Color) = (1, 1, 1, 1) _SpecularColorMap("SpecularColorMap", 2D) = "white" {} // 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 // Following options are for the GUI inspector and different from the input parameters above // These option below will cause different compilation flag. _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} _EmissiveIntensity("EmissiveIntensity", Float) = 0 [ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 1.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _TransparentDepthPrepassEnable("Alpha Cutoff Enable", Float) = 1.0 _AlphaCutoffPrepass("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 // Stencil state [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (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] _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(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0 _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 [HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 [HideInInspector]_MaterialID("MaterialId", Int) = 0 // MaterialId.Subsurface [ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", 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 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0 [HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 [Enum(Silk, 0, CottonWool, 1)] _FabricType("Fabric Type", Float) = 0 // 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) } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 metal // TEMP: until we go futher in dev // #pragma enable_d3d11_debug_symbols //------------------------------------------------------------------------------------- // Variant //------------------------------------------------------------------------------------- #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _DEPTHOFFSET_ON #pragma shader_feature _DOUBLESIDED_ON #pragma shader_feature _PER_PIXEL_DISPLACEMENT #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR #pragma shader_feature _NORMALMAP_TANGENT_SPACE #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_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 _TANGENTMAP #pragma shader_feature _DETAIL_MAP #pragma shader_feature _SUBSURFACE_RADIUS_MAP #pragma shader_feature _THICKNESSMAP #pragma shader_feature _SPECULARCOLORMAP #pragma shader_feature _VERTEX_WIND #pragma shader_feature _FABRIC_SILK //Swap Fabric BRDFS #pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON // 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_FABRIC // 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 //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "../../../Core/ShaderLibrary/Common.hlsl" #include "../../../Core/ShaderLibrary/Wind.hlsl" #include "../../ShaderPass/FragInputs.hlsl" #include "../../ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- #include "../../Material/Fabric/FabricProperties.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 "ForwardOnlyOpaqueSplitLighting" Tags { "LightMode"="ForwardOnlyOpaqueSplitLighting" } Blend One Zero ZWrite [_ZWrite] Cull [_CullMode] Stencil { Ref 1 Comp Always Pass Replace } HLSLPROGRAM #define FORWARD_SPLIT_LIGHTING #define SHADERPASS SHADERPASS_FORWARD #include "../../ShaderVariables.hlsl" #include "../../Lighting/Forward.hlsl" #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS #include "../../Lighting/Lighting.hlsl" #include "ShaderPass/FabricSharePass.hlsl" #include "FabricData.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } Pass { Name "DepthForwardOnly" Tags{ "LightMode" = "DepthForwardOnly" } Cull[_CullMode] ZWrite On HLSLPROGRAM #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/FabricDepthPass.hlsl" #include "FabricData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.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 "ShaderPass/FabricMetaPass.hlsl" #include "FabricData.hlsl" #include "../../ShaderPass/ShaderPassLightTransport.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip Off ZWrite On ZTest LEqual HLSLPROGRAM #define SHADERPASS SHADERPASS_SHADOWS #define USE_LEGACY_UNITY_MATRIX_VARIABLES #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/FabricDepthPass.hlsl" #include "FabricData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.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 "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/FabricVelocityPass.hlsl" #include "FabricData.hlsl" #include "../../ShaderPass/ShaderPassVelocity.hlsl" ENDHLSL } Pass { Name "TransparentDepthPrepass" Tags{ "LightMode" = "TransparentDepthPrepass" } Cull[_CullMode] ZWrite On HLSLPROGRAM #define SHADERPASS SHADERPASS_DEPTH_ONLY #define FABRIC_TRANSPARENT_DEPTH_WRITE #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/FabricDepthPass.hlsl" #include "FabricData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } } CustomEditor "Experimental.Rendering.HDPipeline.FabricGUI" }