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279 行
11 KiB
279 行
11 KiB
Shader "Unity/LayeredLit"
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{
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Properties
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{
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// Following set of parameters represent the parameters node inside the MaterialGraph.
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
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_BaseColor0("BaseColor0", Color) = (1,1,1,1)
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_BaseColor1("BaseColor1", Color) = (1, 1, 1, 1)
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_BaseColor2("BaseColor2", Color) = (1, 1, 1, 1)
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_BaseColor3("BaseColor3", Color) = (1, 1, 1, 1)
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_BaseColorMap0("BaseColorMap0", 2D) = "white" {}
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_BaseColorMap1("BaseColorMap1", 2D) = "white" {}
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_BaseColorMap2("BaseColorMap2", 2D) = "white" {}
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_BaseColorMap3("BaseColorMap3", 2D) = "white" {}
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_Metalic0("Metalic0", Range(0.0, 1.0)) = 0
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_Metalic1("Metalic1", Range(0.0, 1.0)) = 0
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_Metalic2("Metalic2", Range(0.0, 1.0)) = 0
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_Metalic3("Metalic3", Range(0.0, 1.0)) = 0
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_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 0.5
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_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5
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_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5
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_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5
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_MaskMap0("MaskMap0", 2D) = "white" {}
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_MaskMap1("MaskMap1", 2D) = "white" {}
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_MaskMap2("MaskMap2", 2D) = "white" {}
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_MaskMap3("MaskMap3", 2D) = "white" {}
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_SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {}
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_SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {}
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_SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {}
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_SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {}
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_NormalMap0("NormalMap0", 2D) = "bump" {}
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_NormalMap1("NormalMap1", 2D) = "bump" {}
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_NormalMap2("NormalMap2", 2D) = "bump" {}
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_NormalMap3("NormalMap3", 2D) = "bump" {}
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
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_HeightMap0("HeightMap0", 2D) = "black" {}
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_HeightMap1("HeightMap1", 2D) = "black" {}
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_HeightMap2("HeightMap2", 2D) = "black" {}
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_HeightMap3("HeightMap3", 2D) = "black" {}
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_HeightScale0("Height Scale0", Float) = 1
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_HeightScale1("Height Scale1", Float) = 1
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_HeightScale2("Height Scale2", Float) = 1
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_HeightScale3("Height Scale3", Float) = 1
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_HeightBias0("Height Bias0", Float) = 0
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_HeightBias1("Height Bias1", Float) = 0
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_HeightBias2("Height Bias2", Float) = 0
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_HeightBias3("Height Bias3", Float) = 0
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[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
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_EmissiveColor0("EmissiveColor0", Color) = (0, 0, 0)
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_EmissiveColor1("EmissiveColor1", Color) = (0, 0, 0)
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_EmissiveColor2("EmissiveColor2", Color) = (0, 0, 0)
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_EmissiveColor3("EmissiveColor3", Color) = (0, 0, 0)
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_EmissiveColorMap0("EmissiveColorMap0", 2D) = "white" {}
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_EmissiveColorMap1("EmissiveColorMap1", 2D) = "white" {}
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_EmissiveColorMap2("EmissiveColorMap2", 2D) = "white" {}
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_EmissiveColorMap3("EmissiveColorMap3", 2D) = "white" {}
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_EmissiveIntensity0("EmissiveIntensity0", Float) = 0
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_EmissiveIntensity1("EmissiveIntensity1", Float) = 0
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_EmissiveIntensity2("EmissiveIntensity2", Float) = 0
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_EmissiveIntensity3("EmissiveIntensity3", Float) = 0
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_LayerMaskMap("LayerMaskMap", 2D) = "white" {}
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[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
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[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0
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[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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// Blending state
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[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
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[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0
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// Material Id
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[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
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[HideInInspector] _LayerCount("__layerCount", Float) = 2.0
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[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
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[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
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}
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HLSLINCLUDE
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#pragma target 5.0
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#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE
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#pragma shader_feature _MASKMAP
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#pragma shader_feature _SPECULAROCCLUSIONMAP
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _EMISSIVE_COLOR
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#pragma shader_feature _EMISSIVE_COLOR_MAP
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#pragma shader_feature _HEIGHTMAP
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#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
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#pragma shader_feature _LAYERMASKMAP
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#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
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#include "LayeredLitTemplate.hlsl"
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ENDHLSL
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SubShader
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{
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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LOD 300
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// ------------------------------------------------------------------
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// Deferred 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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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragDeferred
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#if SHADER_STAGE_FRAGMENT
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void FragDeferred( PackedVaryings packedInput,
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OUTPUT_GBUFFER(outGBuffer)
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#ifdef VELOCITY_IN_GBUFFER
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, OUTPUT_GBUFFER_VELOCITY(outGBuffer)
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#endif
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, OUTPUT_GBUFFER_BAKE_LIGHTING(outGBuffer)
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)
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{
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Varyings input = UnpackVaryings(packedInput);
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
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float3 positionWS = input.positionWS;
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
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PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
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ENCODE_INTO_GBUFFER(surfaceData, outGBuffer);
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#ifdef VELOCITY_IN_GBUFFER
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ENCODE_VELOCITY_INTO_GBUFFER(builtinData.velocity, outGBuffer);
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#endif
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ENCODE_BAKE_LIGHTING_INTO_GBUFFER(GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData), outGBuffer);
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}
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#endif
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// Debug pass
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Pass
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{
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Name "Debug"
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Tags{ "LightMode" = "DebugView" }
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Cull[_CullMode]
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragDebug
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#include "Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl"
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int _DebugViewMaterial;
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#if SHADER_STAGE_FRAGMENT
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float4 FragDebug(PackedVaryings packedInput) : SV_Target
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{
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Varyings input = UnpackVaryings(packedInput);
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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float3 result = float3(1.0, 1.0, 0.0);
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bool needLinearToSRGB = false;
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GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB);
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GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB);
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GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB);
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GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData...
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// TEMP!
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// For now, the final blit in the backbuffer performs an sRGB write
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// So in the meantime we apply the inverse transform to linear data to compensate.
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if (!needLinearToSRGB)
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result = SRGBToLinear(max(0, result));
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return float4(result, 0.0);
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}
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#endif
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// forward pass
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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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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_CullMode]
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragForward
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#if SHADER_STAGE_FRAGMENT
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float4 FragForward(PackedVaryings packedInput) : SV_Target
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{
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Varyings input = UnpackVaryings(packedInput);
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
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float3 positionWS = input.positionWS;
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
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PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
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float4 diffuseLighting;
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float4 specularLighting;
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ForwardLighting(V, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting);
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diffuseLighting.rgb += GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData);
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return float4(diffuseLighting.rgb + specularLighting.rgb, builtinData.opacity);
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}
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#endif
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ENDHLSL
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}
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}
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CustomEditor "LayeredLitGUI"
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}
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