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494 行
18 KiB

Shader "Unity/Lit"
{
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)) = 0.5
_MaskMap("MaskMap", 2D) = "white" {}
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
_HeightMap("HeightMap", 2D) = "black" {}
_HeightScale("Height Scale", Float) = 1
_HeightBias("Height Bias", Float) = 0
[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
//_Thickness("Thickness", Range(0.0, 1.0)) = 0
//_ThicknessMap("ThicknessMap", 2D) = "white" {}
//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}
//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0
//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {}
// _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {}
// _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0
// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
_DiffuseLightingMap("DiffuseLightingMap", 2D) = "black" {}
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// 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
// Material Id
[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
}
HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Debug/DebugViewMaterial.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
// Set of users variables
float4 _BaseColor;
UNITY_DECLARE_TEX2D(_BaseColorMap);
float _Metallic;
float _Smoothness;
UNITY_DECLARE_TEX2D(_MaskMap);
UNITY_DECLARE_TEX2D(_SpecularOcclusionMap);
UNITY_DECLARE_TEX2D(_NormalMap);
UNITY_DECLARE_TEX2D(_Heightmap);
float _HeightScale;
float _HeightBias;
UNITY_DECLARE_TEX2D(_DiffuseLightingMap);
float4 _EmissiveColor;
UNITY_DECLARE_TEX2D(_EmissiveColorMap);
float _EmissiveIntensity;
float _SubSurfaceRadius;
UNITY_DECLARE_TEX2D(_SubSurfaceRadiusMap);
// float _Thickness;
// UNITY_DECLARE_TEX2D(_ThicknessMap);
// float _CoatCoverage;
// UNITY_DECLARE_TEX2D(_CoatCoverageMap);
// float _CoatRoughness;
// UNITY_DECLARE_TEX2D(_CoatRoughnessMap);
float _AlphaCutoff;
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
// ------------------------------------------------------------------
// Deferred pass
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Lighting/Lighting.hlsl" // This include Material.hlsl
#include "LitData.hlsl"
#include "LitShare.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Debug pass
Pass
{
Name "Debug"
Tags { "LightMode" = "DebugViewMaterial" }
Cull[_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitShare.hlsl"
void GetVaryingsDataDebug(uint paramId, FragInput input, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_VARYING_DEPTH:
// TODO: provide a customize parameter (like a slider)
float linearDepth = frac(LinearEyeDepth(input.positionHS.z, _ZBufferParams) * 0.1);
result = linearDepth.xxx;
break;
case DEBUGVIEW_VARYING_TEXCOORD0:
result = float3(input.texCoord0 * 0.5 + 0.5, 0.0);
break;
case DEBUGVIEW_VARYING_TEXCOORD1:
result = float3(input.texCoord1 * 0.5 + 0.5, 0.0);
break;
case DEBUGVIEW_VARYING_TEXCOORD2:
result = float3(input.texCoord2 * 0.5 + 0.5, 0.0);
break;
case DEBUGVIEW_VARYING_VERTEXTANGENTWS:
result = input.tangentToWorld[0].xyz * 0.5 + 0.5;
break;
case DEBUGVIEW_VARYING_VERTEXBITANGENTWS:
result = input.tangentToWorld[1].xyz * 0.5 + 0.5;
break;
case DEBUGVIEW_VARYING_VERTEXNORMALWS:
result = input.tangentToWorld[2].xyz * 0.5 + 0.5;
break;
}
}
#include "../../ShaderPass/ShaderPassDebugViewMaterial.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.
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 tangentOS : TANGENT;
};
struct Varyings
{
float4 positionHS;
float2 texCoord0;
float2 texCoord1;
};
struct PackedVaryings
{
float4 positionHS : SV_Position;
float4 interpolators[1] : TEXCOORD0;
};
// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
output.positionHS = input.positionHS;
output.interpolators[0].xy = input.texCoord0;
output.interpolators[0].zw = input.texCoord1;
return output;
}
FragInput UnpackVaryings(PackedVaryings input)
{
FragInput output;
ZERO_INITIALIZE(FragInput, output);
output.positionHS = input.positionHS;
output.texCoord0 = input.interpolators[0].xy;
output.texCoord1 = input.interpolators[0].zw;
return output;
}
PackedVaryings Vert(Attributes input)
{
Varyings output;
// Output UV coordinate in vertex shader
if (unity_MetaVertexControl.x)
{
input.positionOS.xy = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
// OpenGL right now needs to actually use incoming vertex position,
// so use it in a very dummy way
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
}
if (unity_MetaVertexControl.y)
{
input.positionOS.xy = input.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
// OpenGL right now needs to actually use incoming vertex position,
// so use it in a very dummy way
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
}
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionHS = TransformWorldToHClip(positionWS);
output.texCoord0 = input.uv0;
output.texCoord1 = input.uv1;
return PackVaryings(output);
}
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Depth only
Pass
{
Name "DepthOnly" // Name is not used
Tags { "LightMode" = "ShadowCaster" } // This will be only for transparent object based on the RenderQueue index
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
float2 uv0 : TEXCOORD0;
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
float4 tangentOS : TANGENT;
#endif
};
struct Varyings
{
float4 positionHS;
float2 texCoord0;
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
float3 positionWS;
float3 tangentToWorld[3];
#endif
};
struct PackedVaryings
{
float4 positionHS : SV_Position;
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
float4 interpolators[4] : TEXCOORD0;
#else
float4 interpolators[1] : TEXCOORD0;
#endif
};
// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
output.positionHS = input.positionHS;
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
output.interpolators[0].xyz = input.positionWS.xyz;
output.interpolators[1].xyz = input.tangentToWorld[0];
output.interpolators[2].xyz = input.tangentToWorld[1];
output.interpolators[3].xyz = input.tangentToWorld[2];
output.interpolators[0].w = input.texCoord0.x;
output.interpolators[1].w = input.texCoord0.y;
#else
output.interpolators[0] = float4(input.texCoord0, 0.0, 0.0);
#endif
return output;
}
FragInput UnpackVaryings(PackedVaryings input)
{
FragInput output;
ZERO_INITIALIZE(FragInput, output);
output.positionHS = input.positionHS;
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
output.positionWS.xyz = input.interpolators[0].xyz;
output.tangentToWorld[0] = input.interpolators[1].xyz;
output.tangentToWorld[1] = input.interpolators[2].xyz;
output.tangentToWorld[2] = input.interpolators[3].xyz;
output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
#else
output.texCoord0.xy = input.interpolators[0].xy;
#endif
return output;
}
PackedVaryings Vert(Attributes input)
{
Varyings output;
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionHS = TransformWorldToHClip(positionWS);
output.texCoord0 = input.uv0;
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
output.positionWS = positionWS;
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
output.tangentToWorld[0] = tangentToWorld[0];
output.tangentToWorld[1] = tangentToWorld[1];
output.tangentToWorld[2] = tangentToWorld[2];
#endif
return PackVaryings(output);
}
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// forward pass
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 vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Lighting.hlsl"
#include "LitData.hlsl"
#include "LitShare.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
}
CustomEditor "LitGUI"
}