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259 行
9.7 KiB
259 行
9.7 KiB
Shader "Hidden/HDRenderPipeline/TerrainLit_Basemap"
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{
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Properties
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{
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// Following are builtin properties
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// Stencil state
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[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
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[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time)
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[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time)
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[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (fixed at compile time)
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// Blending state
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
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[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
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// value that exist to identify if the GI emission need to be enabled.
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// 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.
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// TODO: Fix the code in legacy unity so we can customize the behavior for GI
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_EmissionColor("Color", Color) = (1, 1, 1)
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_MetallicTex("Metallic (R)", 2D) = "white" {}
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// 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.
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_MainTex("Albedo", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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[ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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#pragma shader_feature _DISABLE_DECALS
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#pragma shader_feature _TERRAIN_INSTANCED_PERPIXEL_NORMAL
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//enable GPU instancing support
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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//-------------------------------------------------------------------------------------
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// Define
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//-------------------------------------------------------------------------------------
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
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#define SURFACE_GRADIENT
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#define HAVE_MESH_MODIFICATION
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "../../ShaderPass/FragInputs.hlsl"
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#include "../../ShaderPass/ShaderPass.cs.hlsl"
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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#define TERRAINLIT_BASEMAP_SHADER
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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// All our shaders use same name for entry point
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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SubShader
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{
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// This tags allow to use the shader replacement features
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Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" }
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// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
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Pass
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{
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Name "GBuffer" // Name is not used
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Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
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Cull [_CullMode]
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ZTest[_ZTestGBuffer]
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Stencil
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{
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WriteMask [_StencilWriteMask]
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Ref [_StencilRef]
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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// Setup DECALS_OFF so the shader stripper can remove variants
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#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
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#pragma multi_compile _ LIGHT_LAYERS
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#define SHADERPASS SHADERPASS_GBUFFER
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#include "../../ShaderVariables.hlsl"
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#ifdef DEBUG_DISPLAY
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#include "../../Debug/DebugDisplay.hlsl"
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#endif
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#include "../../Material/Material.hlsl"
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#include "TerrainLitSharePass.hlsl"
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#include "TerrainLitData_Basemap.hlsl"
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#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
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ENDHLSL
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}
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// Extracts information for lightmapping, GI (emission, albedo, ...)
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// This pass it not used during regular rendering.
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Pass
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{
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Name "META"
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Tags{ "LightMode" = "Meta" }
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Cull Off
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HLSLPROGRAM
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// Lightmap memo
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// 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,
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// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
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#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "TerrainLitSharePass.hlsl"
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#include "TerrainLitData_Basemap.hlsl"
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#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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Cull[_CullMode]
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ZClip [_ZClip]
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ZWrite On
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ZTest LEqual
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ColorMask 0
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_SHADOWS
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#define USE_LEGACY_UNITY_MATRIX_VARIABLES
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "../Lit/ShaderPass/LitDepthPass.hlsl"
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#include "TerrainLitData_Basemap.hlsl"
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{ "LightMode" = "DepthOnly" }
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Cull[_CullMode]
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ZWrite On
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HLSLPROGRAM
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// In deferred, depth only pass don't output anything.
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// In forward it output the normal buffer
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#pragma multi_compile _ WRITE_NORMAL_BUFFER
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
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#include "../Lit/ShaderPass/LitSharePass.hlsl"
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#else
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#include "../Lit/ShaderPass/LitDepthPass.hlsl"
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#endif
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#include "TerrainLitData_Basemap.hlsl"
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Forward" // Name is not used
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Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
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Stencil
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{
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WriteMask [_StencilWriteMask]
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Ref [_StencilRef]
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Comp Always
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Pass Replace
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}
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// In case of forward we want to have depth equal for opaque mesh
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ZTest [_ZTestDepthEqualForOpaque]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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// Setup DECALS_OFF so the shader stripper can remove variants
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#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
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// #include "../../Lighting/Forward.hlsl"
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//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
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#define LIGHTLOOP_TILE_PASS
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#define SHADERPASS SHADERPASS_FORWARD
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// 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)
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#ifndef _SURFACE_TYPE_TRANSPARENT
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#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
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#endif
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#include "../../ShaderVariables.hlsl"
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#ifdef DEBUG_DISPLAY
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#include "../../Debug/DebugDisplay.hlsl"
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#endif
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#include "../../Lighting/Lighting.hlsl"
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#include "TerrainLitSharePass.hlsl"
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#include "TerrainLitData_Basemap.hlsl"
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#include "../../ShaderPass/ShaderPassForward.hlsl"
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ENDHLSL
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}
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UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
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UsePass "Hidden/Nature/Terrain/Utilities/SELECTION"
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}
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}
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