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12 KiB

// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2
Shader "ScriptableRenderPipeline/LightweightPipeline/NonPBR"
{
// Keep properties of StandardSpecular shader for upgrade reasons.
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Shininess("Shininess", Range(0.01, 1.0)) = 1.0
_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
_Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5
[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_Cube ("Reflection Cubemap", CUBE) = "" {}
_ReflectionSource("Reflection Source", Float) = 0
[HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0
_SpecColor("Specular", Color) = (1.0, 1.0, 1.0)
_SpecGlossMap("Specular", 2D) = "white" {}
[HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
[HideInInspector] _BumpScale("Scale", Float) = 1.0
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap("Height Map", 2D) = "black" {}
_EmissionColor("Emission Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
// Blending state
[HideInInspector] _Mode("__mode", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" }
LOD 300
Pass
{
Tags { "LightMode" = "LightweightForward" }
// Use same blending / depth states as Standard shader
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
#pragma shader_feature _ _SPECGLOSSMAP _SPECGLOSSMAP_BASE_ALPHA _SPECULAR_COLOR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature _ _REFLECTION_CUBEMAP _REFLECTION_PROBE
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ _LIGHT_PROBES_ON
#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _ATTENUATION_TEXTURE
#pragma multi_compile_fog
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityStandardInput.cginc"
#include "LightweightPipelineCore.cginc"
#include "LightweightPipelineLighting.cginc"
LightweightVertexOutput vert(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef LIGHTMAP_ON
o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
o.hpos = UnityObjectToClipPos(v.vertex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.posWS.xyz = worldPos;
o.viewDir.xyz = normalize(_WorldSpaceCameraPos - worldPos);
half3 normal = normalize(UnityObjectToWorldNormal(v.normal));
#if _NORMALMAP
half sign = v.tangent.w * unity_WorldTransformParams.w;
half3 tangent = normalize(UnityObjectToWorldDir(v.tangent));
half3 binormal = cross(normal, tangent) * v.tangent.w;
// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code
o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x);
o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y);
o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z);
#else
o.normal = normal;
#endif
// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU
#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS)
half3 diffuse = half3(1.0, 1.0, 1.0);
// pixel lights shaded = min(pixelLights, perObjectLights)
// vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded
// Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights)
int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y);
for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter)
{
int lightIndex = unity_4LightIndices0[lightIter];
LightInput lightInput;
INITIALIZE_LIGHT(lightInput, lightIndex);
half3 lightDirection;
half atten = ComputeLightAttenuationVertex(lightInput, normal, worldPos, lightDirection);
o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, normal, atten);
}
#endif
#if defined(_LIGHT_PROBES_ON) && !defined(LIGHTMAP_ON)
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1)));
#endif
UNITY_TRANSFER_FOG(o, o.hpos);
return o;
}
half4 frag(LightweightVertexOutput i) : SV_Target
{
half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy);
half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb;
half alpha = diffuseAlpha.a * _Color.a;
// Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff
// due overdraw performance impact.
#ifdef _ALPHATEST_ON
clip(alpha - _Cutoff);
#endif
half3 normal;
NormalMap(i, normal);
half4 specularGloss;
SpecularGloss(i.uv01.xy, alpha, specularGloss);
half3 viewDir = i.viewDir.xyz;
float3 worldPos = i.posWS.xyz;
half3 lightDirection;
#ifndef _MULTIPLE_LIGHTS
LightInput lightInput;
INITIALIZE_MAIN_LIGHT(lightInput);
half lightAtten = ComputeLightAttenuation(lightInput, normal, worldPos, lightDirection);
#ifdef _SHADOWS
lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
half3 color = LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightInput.color;
#else
half3 color = LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightInput.color;
#endif
#else
half3 color = half3(0, 0, 0);
#ifdef _SHADOWS
half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
{
LightInput lightData;
int lightIndex = unity_4LightIndices0[lightIter];
INITIALIZE_LIGHT(lightData, lightIndex);
half lightAtten = ComputeLightAttenuation(lightData, normal, worldPos, lightDirection);
#ifdef _SHADOWS
lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x));
#endif
#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightData.color;
#else
color += LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightData.color;
#endif
}
#endif // _MULTIPLE_LIGHTS
#ifdef _EMISSION
color += LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, i.uv01.xy).rgb) * _EmissionColor;
#else
color += _EmissionColor;
#endif
#if defined(LIGHTMAP_ON)
color += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse;
#elif defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON)
color += i.fogCoord.yzw * diffuse;
#endif
#if _REFLECTION_CUBEMAP
// TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
color += texCUBE(_Cube, reflectVec).rgb * specularGloss.rgb;
#elif defined(_REFLECTION_PROBE)
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
half4 reflectionProbe = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflectVec);
color += reflectionProbe.rgb * (reflectionProbe.a * unity_SpecCube0_HDR.x) * specularGloss.rgb;
#endif
UNITY_APPLY_FOG(i.fogCoord, color);
return OutputColor(color, alpha);
};
ENDCG
}
Pass
{
Tags { "Lightmode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 vert(float4 pos : POSITION) : SV_POSITION
{
float4 clipPos = UnityObjectToClipPos(pos);
#if defined(UNITY_REVERSED_Z)
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#endif
return clipPos;
}
half4 frag() : SV_TARGET
{
return 0;
}
ENDCG
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Tags{ "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
#pragma vertex vert_meta
#pragma fragment frag_meta_ld
#pragma shader_feature _EMISSION
#pragma shader_feature _SPECGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION
#include "UnityStandardMeta.cginc"
#include "LightweightPipelineCore.cginc"
fixed4 frag_meta_ld(v2f_meta i) : SV_Target
{
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o);
o.Albedo = Albedo(i.uv);
half4 specularColor;
SpecularGloss(i.uv.xy, 1.0, specularColor);
o.SpecularColor = specularColor;
#ifdef _EMISSION
o.Emission += LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, i.uv).rgb) * _EmissionColor;
#else
o.Emission += _EmissionColor;
#endif
return UnityMetaFragment(o);
}
ENDCG
}
}
Fallback "Standard (Specular setup)"
CustomEditor "LightweightPipelineMaterialEditor"
}