Shader "HDRenderPipeline/LitTessellation" { 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" {} _Metallic("_Metallic", Range(0.0, 1.0)) = 0 _Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0 _MaskMap("MaskMap", 2D) = "white" {} _SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0 _SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0 _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 _BentNormalMap("_BentNormalMap", 2D) = "bump" {} _BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {} _HeightMap("HeightMap", 2D) = "black" {} [HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.01 // In world units _HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space _HeightMin("Heightmap Min", Float) = -1 _HeightMax("Heightmap Max", Float) = 1 _DetailMap("DetailMap", 2D) = "black" {} _DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 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" {} _Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0 _AnisotropyMap("AnisotropyMap", 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" {} _CoatCoverage("Coat Coverage", Range(0.0, 1.0)) = 1.0 _CoatIOR("Coat IOR", Range(0.0, 1.0)) = 0.5 _SpecularColor("SpecularColor", Color) = (1, 1, 1, 1) _SpecularColorMap("SpecularColorMap", 2D) = "white" {} _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} // Following options are for the GUI inspector and different from the input parameters above // These option below will cause different compilation flag. [ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0 _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} _EmissiveIntensity("EmissiveIntensity", Float) = 0 [ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0 [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 // Transparency [Enum(None, 0, ThickPlane, 1, ThickSphere, 2, ThinPlane, 3)]_RefractionMode("Refraction Mode", Int) = 0 _IOR("Indice Of Refraction", Range(1.0, 2.5)) = 1.0 _ThicknessMultiplier("Thickness Multiplier", Float) = 1.0 _TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0) _ATDistance("Transmittance Absorption Distance", Float) = 1.0 // 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, 4, TriPlanar, 5)] _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 [Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, ClearCoat, 3, Specular Color, 4)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting [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 [ToggleOff] _PerPixelDisplacementObjectScale("Per pixel displacement object scale", Float) = 1.0 [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 // Displacement map [ToggleOff] _EnableVertexDisplacement("Enable vertex displacement", Float) = 0.0 [ToggleOff] _VertexDisplacementObjectScale("Vertex displacement object scale", Float) = 1.0 [ToggleOff] _VertexDisplacementTilingScale("Vertex displacement tiling height scale", Float) = 1.0 // 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) // Tessellation specific [Enum(None, 0, Phong, 1)] _TessellationMode("Tessellation mode", Float) = 0 _TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0 _TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0 _TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0 _TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0 _TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong _TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25 // TODO: Handle culling mode for backface culling } HLSLINCLUDE #pragma target 5.0 #pragma only_renderers d3d11 ps4// TEMP: until we go futher in dev // #pragma enable_d3d11_debug_symbols //------------------------------------------------------------------------------------- // Variant //------------------------------------------------------------------------------------- #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _DISTORTION_ON #pragma shader_feature _DEPTHOFFSET_ON #pragma shader_feature _DOUBLESIDED_ON #pragma shader_feature _PER_PIXEL_DISPLACEMENT #pragma shader_feature _PER_PIXEL_DISPLACEMENT_OBJECT_SCALE #pragma shader_feature _VERTEX_DISPLACEMENT #pragma shader_feature _VERTEX_DISPLACEMENT_OBJECT_SCALE #pragma shader_feature _VERTEX_DISPLACEMENT_TILING_SCALE #pragma shader_feature _VERTEX_WIND #pragma shader_feature _TESSELLATION_PHONG #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR #pragma shader_feature _NORMALMAP_TANGENT_SPACE #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 #pragma shader_feature _NORMALMAP #pragma shader_feature _MASKMAP #pragma shader_feature _SPECULAROCCLUSIONMAP #pragma shader_feature _EMISSIVE_COLOR_MAP #pragma shader_feature _ENABLESPECULAROCCLUSION #pragma shader_feature _HEIGHTMAP #pragma shader_feature _TANGENTMAP #pragma shader_feature _ANISOTROPYMAP #pragma shader_feature _DETAIL_MAP #pragma shader_feature _SUBSURFACE_RADIUS_MAP #pragma shader_feature _THICKNESSMAP #pragma shader_feature _SPECULARCOLORMAP #pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY // 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 _MATID_ANISO _MATID_SPECULAR _MATID_CLEARCOAT #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_LIT // Need to be define before including Material.hlsl #define TESSELLATION_ON // 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 #define HAVE_TESSELLATION_MODIFICATION //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "../../../Core/ShaderLibrary/common.hlsl" #include "../../../Core/ShaderLibrary/Wind.hlsl" #include "../../../Core/ShaderLibrary/tessellation.hlsl" #include "../../ShaderPass/FragInputs.hlsl" #include "../../ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // 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 { Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma hull Hull #pragma domain Domain #define SHADERPASS SHADERPASS_GBUFFER #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.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 { Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma hull Hull #pragma domain Domain #define SHADERPASS SHADERPASS_GBUFFER #define _BYPASS_ALPHA_TEST #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.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 { Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma hull Hull #pragma domain Domain #define DEBUG_DISPLAY #define SHADERPASS SHADERPASS_GBUFFER #include "../../ShaderVariables.hlsl" #include "../../Debug/DebugDisplay.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.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. // No tessellation for Meta pass #undef TESSELLATION_ON #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitMetaPass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassLightTransport.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip Off ZWrite On ZTest LEqual HLSLPROGRAM #pragma hull Hull #pragma domain Domain #define SHADERPASS SHADERPASS_SHADOWS #define USE_LEGACY_UNITY_MATRIX_VARIABLES #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitDepthPass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{ "LightMode" = "DepthOnly" } Cull[_CullMode] ZWrite On HLSLPROGRAM #pragma hull Hull #pragma domain Domain #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitDepthPass.hlsl" #include "LitData.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 // TODO: Tesselation can't work with velocity for now... #pragma hull Hull #pragma domain Domain #define SHADERPASS SHADERPASS_VELOCITY #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitVelocityPass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassVelocity.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 #pragma hull Hull #pragma domain Domain #define SHADERPASS SHADERPASS_DISTORTION #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitDistortionPass.hlsl" #include "LitData.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 #pragma hull Hull #pragma domain Domain #define SHADERPASS SHADERPASS_FORWARD #include "../../ShaderVariables.hlsl" #include "../../Lighting/Forward.hlsl" // TEMP until pragma work in include #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS #include "../../Lighting/Lighting.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } Pass { Name "ForwardDisplayDebug" // Name is not used Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_CullMode] HLSLPROGRAM #pragma hull Hull #pragma domain Domain #define DEBUG_DISPLAY #define SHADERPASS SHADERPASS_FORWARD #include "../../ShaderVariables.hlsl" #include "../../Debug/DebugDisplay.hlsl" #include "../../Lighting/Forward.hlsl" // TEMP until pragma work in include #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS #include "../../Lighting/Lighting.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } } CustomEditor "Experimental.Rendering.HDPipeline.LitGUI" }