Shader "HDRenderPipeline/StackLit" { Properties { // Versioning of material to help for upgrading [HideInInspector] _HdrpVersion("_HdrpVersion", Float) = 1 // 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 // Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. _BaseColor("BaseColor", Color) = (1,1,1,1) _BaseColorMap("BaseColor Map", 2D) = "white" {} [HideInInspector] _BaseColorMapShow("BaseColor Map Show", Float) = 0 _BaseColorMapUV("BaseColor Map UV", Float) = 0.0 _BaseColorMapUVLocal("BaseColorMap UV Local", Float) = 0.0 [HideInInspector] _MetallicMapShow("Metallic Map Show", Float) = 0 _Metallic("Metallic", Range(0.0, 1.0)) = 0 _MetallicMap("Metallic Map", 2D) = "black" {} _MetallicUseMap("Metallic Use Map", Float) = 0 _MetallicMapUV("Metallic Map UV", Float) = 0.0 _MetallicMapUVLocal("Metallic Map UV Local", Float) = 0.0 _MetallicMapChannel("Metallic Map Channel", Float) = 0.0 _MetallicMapChannelMask("Metallic Map Channel Mask", Vector) = (1, 0, 0, 0) _MetallicRemap("Metallic Remap", Vector) = (0, 1, 0, 0) [HideInInspector] _MetallicRange("Metallic Range", Vector) = (0, 1, 0, 0) _DielectricIor("DielectricIor IOR", Range(1.0, 2.5)) = 1.5 [HideInInspector] _SmoothnessAMapShow("SmoothnessA Map Show", Float) = 0 _SmoothnessA("SmoothnessA", Range(0.0, 1.0)) = 1.0 _SmoothnessAMap("SmoothnessA Map", 2D) = "white" {} _SmoothnessAUseMap("SmoothnessA Use Map", Float) = 0 _SmoothnessAMapUV("SmoothnessA Map UV", Float) = 0.0 _SmoothnessAMapUVLocal("_SmoothnessA Map UV Local", Float) = 0.0 _SmoothnessAMapChannel("SmoothnessA Map Channel", Float) = 0.0 _SmoothnessAMapChannelMask("SmoothnessA Map Channel Mask", Vector) = (1, 0, 0, 0) _SmoothnessARemap("SmoothnessA Remap", Vector) = (0, 1, 0, 0) [ToggleUI] _SmoothnessARemapInverted("Invert SmoothnessA Remap", Float) = 0.0 [HideInInspector] _SmoothnessARange("SmoothnessA Range", Vector) = (0, 1, 0, 0) [ToggleUI] _EnableDualSpecularLobe("Enable Dual Specular Lobe", Float) = 0.0 // UI only [HideInInspector] _SmoothnessBMapShow("SmoothnessB Map Show", Float) = 0 _SmoothnessB("SmoothnessB", Range(0.0, 1.0)) = 1.0 _SmoothnessBMap("SmoothnessB Map", 2D) = "white" {} _SmoothnessBUseMap("SmoothnessB Use Map", Float) = 0 _SmoothnessBMapUV("SmoothnessB Map UV", Float) = 0.0 _SmoothnessAMapUVLocal("_SmoothnessB Map UV Local", Float) = 0.0 _SmoothnessBMapChannel("SmoothnessB Map Channel", Float) = 0.0 _SmoothnessBMapChannelMask("SmoothnessB Map Channel Mask", Vector) = (1, 0, 0, 0) _SmoothnessBRemap("SmoothnessB Remap", Vector) = (0, 1, 0, 0) [ToggleUI] _SmoothnessBRemapInverted("Invert SmoothnessB Remap", Float) = 0.0 [HideInInspector] _SmoothnessBRange("SmoothnessB Range", Vector) = (0, 1, 0, 0) _LobeMix("Lobe Mix", Range(0.0, 1.0)) = 0 [ToggleUI] _VlayerRecomputePerLight("Vlayer Recompute Per Light", Float) = 0.0 // UI only [ToggleUI] _VlayerUseRefractedAnglesForBase("Vlayer Use Refracted Angles For Base", Float) = 0.0 // UI only [ToggleUI] _DebugEnable("Debug Enable", Float) = 0.0 // UI only _DebugEnvLobeMask("DebugEnvLobeMask", Vector) = (1, 1, 1, 1) _DebugLobeMask("DebugLobeMask", Vector) = (1, 1, 1, 1) _DebugAniso("DebugAniso", Vector) = (1, 0, 0, 1000.0) // TODO: TangentMap, AnisotropyMap and CoatIorMap (SmoothnessMap ?) [ToggleUI] _EnableAnisotropy("Enable Anisotropy", Float) = 0.0 // UI only _Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0.0 _AnisotropyMap("Anisotropy Map", 2D) = "white" {} _AnisotropyUseMap("Anisotropy Use Map", Float) = 0 _AnisotropyMapUV("Anisotropy Map UV", Float) = 0.0 _AnisotropyMapUVLocal("Anisotropy Map UV Local", Float) = 0.0 _AnisotropyMapChannel("Anisotropy Map Channel", Float) = 0.0 _AnisotropyMapChannelMask("Anisotropy Map Channel Mask", Vector) = (1, 0, 0, 0) _AnisotropyRemap("Anisotropy Remap", Vector) = (0, 1, 0, 0) [HideInInspector] _AnisotropyRange("Anisotropy Range", Vector) = (0, 1, 0, 0) [ToggleUI] _EnableCoat("Enable Coat", Float) = 0.0 // UI only [HideInInspector] _CoatSmoothnessMapShow("CoatSmoothness Show", Float) = 0 _CoatSmoothness("CoatSmoothness", Range(0.0, 1.0)) = 1.0 _CoatSmoothnessMap("CoatSmoothness Map", 2D) = "white" {} _CoatSmoothnessUseMap("CoatSmoothness Use Map", Float) = 0 _CoatSmoothnessMapUV("CoatSmoothness Map UV", Float) = 0.0 _CoatSmoothnessMapUVLocal("CoatSmoothness Map UV Local", Float) = 0.0 _CoatSmoothnessMapChannel("CoatSmoothness Map Channel", Float) = 0.0 _CoatSmoothnessMapChannelMask("CoatSmoothness Map Channel Mask", Vector) = (1, 0, 0, 0) _CoatSmoothnessRemap("CoatSmoothness Remap", Vector) = (0, 1, 0, 0) [ToggleUI] _CoatSmoothnessRemapInverted("Invert CoatSmoothness Remap", Float) = 0.0 [HideInInspector] _CoatSmoothnessRange("CoatSmoothness Range", Vector) = (0, 1, 0, 0) _CoatIor("Coat IOR", Range(1.0001, 2.0)) = 1.5 _CoatThickness("Coat Thickness", Range(0.0, 0.99)) = 0.0 _CoatExtinction("Coat Extinction Coefficient", Color) = (1,1,1) // in thickness^-1 units [ToggleUI] _EnableCoatNormalMap("Enable Coat Normal Map", Float) = 0.0 // UI only [HideInInspector] _CoatNormalMapShow("Coat NormalMap Show", Float) = 0.0 _CoatNormalMap("Coat NormalMap", 2D) = "bump" {} // Tangent space normal map _CoatNormalMapUV("Coat NormalMapUV", Float) = 0.0 _CoatNormalMapUVLocal("Coat NormalMapUV Local", Float) = 0.0 _CoatNormalMapObjSpace("Coat NormalMap ObjSpace", Float) = 0.0 _CoatNormalScale("Coat NormalMap Scale", Range(0.0, 2.0)) = 1 [HideInInspector] _NormalMapShow("NormalMap Show", Float) = 0.0 _NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map _NormalMapUV("NormalMapUV", Float) = 0.0 _NormalMapUVLocal("NormalMapUV Local", Float) = 0.0 _NormalMapObjSpace("NormalMapUV Local", Float) = 0.0 _NormalScale("Normal Scale", Range(0.0, 2.0)) = 1 [HideInInspector] _AmbientOcclusionMapShow("AmbientOcclusion Map Show", Float) = 0 _AmbientOcclusion("AmbientOcclusion", Range(0.0, 1.0)) = 1 _AmbientOcclusionMap("AmbientOcclusion Map", 2D) = "white" {} _AmbientOcclusionUseMap("AmbientOcclusion Use Map", Float) = 0 _AmbientOcclusionMapUV("AmbientOcclusion Map UV", Float) = 0.0 _AmbientOcclusionMapUVLocal("AmbientOcclusion Map UV Local", Float) = 0.0 _AmbientOcclusionMapChannel("AmbientOcclusion Map Channel", Float) = 0.0 _AmbientOcclusionMapChannelMask("AmbientOcclusion Map Channel Mask", Vector) = (1, 0, 0, 0) _AmbientOcclusionRemap("AmbientOcclusion Remap", Vector) = (0, 1, 0, 0) [HideInInspector] _AmbientOcclusionRange("AmbientOcclusion Range", Vector) = (0, 1, 0, 0) [HideInInspector] _EmissiveColorMapShow("Emissive Color Map Show", Float) = 0.0 [HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) _EmissiveColorMap("Emissive Color Map", 2D) = "white" {} _EmissiveColorMapUV("Emissive Color Map UV", Range(0.0, 1.0)) = 0 _EmissiveColorMapUVLocal("Emissive Color Map UV Local", Float) = 0.0 [ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0 [ToggleUI] _EnableSubsurfaceScattering("Enable Subsurface Scattering", Float) = 0.0 _DiffusionProfile("Diffusion Profile", Int) = 0 [HideInInspector] _SubsurfaceMaskMapShow("Subsurface Mask Map Show", Float) = 0 _SubsurfaceMask("Subsurface Mask", Range(0.0, 1.0)) = 1.0 _SubsurfaceMaskMap("Subsurface Mask Map", 2D) = "black" {} _SubsurfaceMaskUseMap("Subsurface Mask Use Map", Float) = 0 _SubsurfaceMaskMapUV("Subsurface Mask Map UV", Float) = 0.0 _SubsurfaceMaskMapUVLocal("Subsurface Mask UV Local", Float) = 0.0 _SubsurfaceMaskMapChannel("Subsurface Mask Map Channel", Float) = 0.0 _SubsurfaceMaskMapChannelMask("Subsurface Mask Map Channel Mask", Vector) = (1, 0, 0, 0) _SubsurfaceMaskRemap("Subsurface Mask Remap", Vector) = (0, 1, 0, 0) [HideInInspector] _SubsurfaceMaskRange("Subsurface Mask Range", Vector) = (0, 1, 0, 0) [ToggleUI] _EnableTransmission("Enable Transmission", Float) = 0.0 [HideInInspector] _ThicknessMapShow("Thickness Show", Float) = 0 _Thickness("Thickness", Range(0.0, 1.0)) = 1.0 _ThicknessMap("Thickness Map", 2D) = "black" {} _ThicknessUseMap("Thickness Use Map", Float) = 0 _ThicknessMapUV("Thickness Map UV", Float) = 0.0 _ThicknessMapUVLocal("Thickness Map UV Local", Float) = 0.0 _ThicknessMapChannel("Thickness Map Channel", Float) = 0.0 _ThicknessMapChannelMask("Thickness Map Channel Mask", Vector) = (1, 0, 0, 0) _ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0) [ToggleUI] _ThicknessRemapInverted("Invert Thickness Remap", Float) = 0.0 [HideInInspector] _ThicknessRange("Thickness Range", Vector) = (0, 1, 0, 0) [ToggleUI] _EnableIridescence("Enable Iridescence", Float) = 0.0 // UI only _IridescenceIor("Coat IOR", Range(1.0, 2.0)) = 1.5 _IridescenceThickness("_IridescenceThickness", Range(0.0, 1.0)) = 0.0 _IridescenceThicknessMap("IridescenceThickness Color Map", 2D) = "black" {} _IridescenceThicknessUseMap("IridescenceThickness Use Map", Float) = 0 _IridescenceThicknessMapUV("IridescenceThickness Map UV", Float) = 0.0 _IridescenceThicknessMapLocal("IridescenceThickness Map UV Local", Float) = 0.0 _IridescenceThicknessMapChannel("IridescenceThickness Mask Map Channel", Float) = 0.0 _IridescenceThicknessMapChannelMask("IridescenceThickness Mask Map Channel Mask", Vector) = (1, 0, 0, 0) [HideInInspector] _IridescenceThicknessRange("IridescenceThickness Range", Vector) = (0, 1, 0, 0) _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} [ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0 [ToggleUI] _DistortionOnly("Distortion Only", Float) = 0.0 [ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0 [Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0 [HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0 [HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0 [HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0 [HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0 [HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0 _DistortionScale("Distortion Scale", Float) = 1 _DistortionVectorScale("Distortion Vector Scale", Float) = 2 _DistortionVectorBias("Distortion Vector Bias", Float) = -1 _DistortionBlurScale("Distortion Blur Scale", Float) = 1 _DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0 _DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0 // Transparency [ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0 [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _TransparentSortPriority("_TransparentSortPriority", Float) = 0 // Stencil state [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time) [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time) [HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time) [HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (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] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal [HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8 [ToggleUI] _GeometricNormalFilteringEnabled("GeometricNormalFilteringEnabled", Float) = 0.0 [ToggleUI] _TextureNormalFilteringEnabled("TextureNormalFilteringEnabled", Float) = 0.0 _SpecularAntiAliasingScreenSpaceVariance("SpecularAntiAliasingScreenSpaceVariance", Range(0.0, 1.0)) = 0.1 _SpecularAntiAliasingThreshold("SpecularAntiAliasingThreshold", Range(0.0, 1.0)) = 0.2 [ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0 [ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0 [ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0 [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 // This is for the editor only, see BaseLitUI.cs: _DoubleSidedConstants will be set based on the mode. [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) // Sections show values. [HideInInspector] _MaterialFeaturesShow("_MaterialFeaturesShow", Float) = 1.0 [HideInInspector] _StandardShow("_StandardShow", Float) = 0.0 [HideInInspector] _EmissiveShow("_EmissiveShow", Float) = 0.0 [HideInInspector] _CoatShow("_CoatShow", Float) = 0.0 [HideInInspector] _DebugShow("_DebugShow", Float) = 0.0 [HideInInspector] _SSSShow("_SSSShow", Float) = 0.0 [HideInInspector] _DualSpecularLobeShow("_DualSpecularLobeShow", Float) = 0.0 [HideInInspector] _AnisotropyShow("_AnisotropyShow", Float) = 0.0 [HideInInspector] _TransmissionShow("_TransmissionShow", Float) = 0.0 [HideInInspector] _IridescenceShow("_IridescenceShow", Float) = 0.0 [HideInInspector] _SpecularAntiAliasingShow("_SpecularAntiAliasingShow", Float) = 0.0 // 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) // HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes. _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal //------------------------------------------------------------------------------------- // Variant //------------------------------------------------------------------------------------- #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _DOUBLESIDED_ON #pragma shader_feature _NORMALMAP_TANGENT_SPACE #pragma shader_feature _USE_UV2 #pragma shader_feature _USE_UV3 #pragma shader_feature _USE_TRIPLANAR // ...TODO: for surface gradient framework eg see litdata.hlsl, // but we need it right away for toggle with LayerTexCoord mapping so we might need them // from the Frag input right away. See also ShaderPass/StackLitSharePass.hlsl. // Keyword for transparent #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING // easily handled in material.hlsl, so adding this already. #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT // MaterialFeature are used as shader feature to allow compiler to optimize properly #pragma shader_feature _MATERIAL_FEATURE_DUAL_SPECULAR_LOBE #pragma shader_feature _MATERIAL_FEATURE_ANISOTROPY #pragma shader_feature _MATERIAL_FEATURE_COAT #pragma shader_feature _MATERIAL_FEATURE_COAT_NORMALMAP #pragma shader_feature _MATERIAL_FEATURE_IRIDESCENCE #pragma shader_feature _MATERIAL_FEATURE_SUBSURFACE_SCATTERING #pragma shader_feature _MATERIAL_FEATURE_TRANSMISSION #pragma shader_feature _VLAYERED_RECOMPUTE_PERLIGHT #pragma shader_feature _VLAYERED_USE_REFRACTED_ANGLES_FOR_BASE #pragma shader_feature _STACKLIT_DEBUG //enable GPU instancing support #pragma multi_compile_instancing //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- #define UNITY_MATERIAL_STACKLIT // Need to be define before including Material.hlsl // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "CoreRP/ShaderLibrary/Common.hlsl" #include "../../ShaderPass/FragInputs.hlsl" #include "../../ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- #include "../../Material/StackLit/StackLitProperties.hlsl" // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag ENDHLSL SubShader { // This tags allow to use the shader replacement features Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDStackLitShader" } Pass { Name "SceneSelectionPass" // Name is not used Tags { "LightMode" = "SceneSelectionPass" } Cull Off HLSLPROGRAM // Note: Require _ObjectId and _PassValue variables // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/StackLitDepthPass.hlsl" #include "StackLitData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "Depth prepass" Tags{ "LightMode" = "DepthForwardOnly" } Cull[_CullMode] ZWrite On HLSLPROGRAM #define WRITE_NORMAL_BUFFER #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" // As we enabled WRITE_NORMAL_BUFFER we need all regular interpolator #include "ShaderPass/StackLitSharePass.hlsl" #include "StackLitData.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/StackLitSharePass.hlsl" #include "StackLitData.hlsl" #include "../../ShaderPass/ShaderPassLightTransport.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip [_ZClip] ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_SHADOWS #define USE_LEGACY_UNITY_MATRIX_VARIABLES #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/StackLitDepthPass.hlsl" #include "StackLitData.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 [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend] BlendOp Add, [_DistortionBlurBlendOp] ZTest [_ZTestModeDistortion] ZWrite off Cull [_CullMode] HLSLPROGRAM #define SHADERPASS SHADERPASS_DISTORTION #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/StackLitDistortionPass.hlsl" #include "StackLitData.hlsl" #include "../../ShaderPass/ShaderPassDistortion.hlsl" ENDHLSL } // StackLit shader always render in forward Pass { Name "Forward" // Name is not used Tags { "LightMode" = "ForwardOnly" } Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } Blend [_SrcBlend] [_DstBlend] // In case of forward we want to have depth equal for opaque mesh ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] Cull [_CullModeForward] // // NOTE: For _CullModeForward, see BaseLitUI and the handling of TransparentBackfaceEnable: // Basically, we need to use it to support a TransparentBackface pass before this pass // (and it should be placed just before this one) for separate backface and frontface rendering, // eg for "hair shader style" approximate sorting, see eg Thorsten Scheuermann writeups on this: // http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.607.1272&rep=rep1&type=pdf // http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Scheuermann_HairSketchSlides.pdf // http://web.engr.oregonstate.edu/~mjb/cs519/Projects/Papers/HairRendering.pdf // // See Lit.shader and the order of the passes after a DistortionVectors, we have: // TransparentDepthPrepass, TransparentBackface, Forward, TransparentDepthPostpass HLSLPROGRAM #pragma multi_compile _ DEBUG_DISPLAY //NEWLITTODO //#pragma multi_compile _ LIGHTMAP_ON //#pragma multi_compile _ DIRLIGHTMAP_COMBINED //#pragma multi_compile _ DYNAMICLIGHTMAP_ON //#pragma multi_compile _ SHADOWS_SHADOWMASK // #include "../../Lighting/Forward.hlsl" : nothing left in there. //#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS #define LIGHTLOOP_TILE_PASS #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define SHADERPASS SHADERPASS_FORWARD // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) #ifndef _SURFACE_TYPE_TRANSPARENT #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #endif #include "../../ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "../../Debug/DebugDisplay.hlsl" #endif #include "../../Lighting/Lighting.hlsl" //...this will include #include "../../Material/Material.hlsl" but also LightLoop which the forward pass directly uses. #include "ShaderPass/StackLitSharePass.hlsl" #include "StackLitData.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } } CustomEditor "Experimental.Rendering.HDPipeline.StackLitGUI" }