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269 行
10 KiB

Shader "ScriptableRenderPipeline/LightweightPipeline/Standard"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("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
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
Tags{"LightMode" = "LightweightForward"}
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ _SINGLE_DIRECTIONAL_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_fog
#pragma multi_compile_instancing
#pragma vertex LightweightVertex
#pragma fragment LightweightFragment
#include "UnityCG.cginc"
#include "UnityStandardInput.cginc"
#include "LightweightPipelineCore.cginc"
#include "LightweightPipelineLighting.cginc"
#include "LightweightPipelineBRDF.cginc"
LightweightVertexOutput LightweightVertex(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;
half3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
o.viewDir.xyz = viewDir;
#ifndef _METALLICGLOSSMAP
o.viewDir.w = saturate(_Glossiness + MetallicSetup_Reflectivity()); // grazing term
#endif
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
o.posWS.w = Pow4(1 - saturate(dot(normal, viewDir))); // fresnel term
#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 LightweightFragment(LightweightVertexOutput i) : SV_Target
{
float2 uv = i.uv01.xy;
float2 lightmapUV = i.uv01.zw;
half4 albedoTex = tex2D(_MainTex, i.uv01.xy);
half3 albedo = albedoTex.rgb * _Color.rgb;
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
half alpha = _Color.a;
half glossiness = albedorTex.a;
#else
half alpha = albedoTex.a * _Color.a;
half glossiness = _Glossiness;
#endif
#if defined(_ALPHATEST_ON)
clip(alpha - _Cutoff);
#endif
half2 metallicGloss = MetallicGloss(uv, glossiness);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y;
half oneMinusReflectivity;
half3 specColor;
half3 diffColor = DiffuseAndSpecularFromMetallic(albedo, metallicGloss.x, specColor, oneMinusReflectivity);
half3 normal;
NormalMap(i, normal);
// TODO: shader keyword for occlusion
// TODO: Reflection Probe blend support.
// GI
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
half occlusion = Occlusion(uv);
UnityIndirect indirectLight = LightweightGI(lightmapUV, i.fogCoord.yzw, reflectVec, occlusion, 1.0h - smoothness);
// PBS
#ifdef _METALLICGLOSSMAP
half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity));
#else
half grazingTerm = i.viewDir.w;
#endif
half perVertexFresnelTerm = i.posWS.w;
half3 color = LightweightBRDFIndirect(diffColor, specColor, indirectLight, grazingTerm, perVertexFresnelTerm);
half3 lightDirection;
#ifndef _MULTIPLE_LIGHTS
LightInput light;
INITIALIZE_MAIN_LIGHT(light);
half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
#ifdef _SHADOWS
lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
half NdotL = saturate(dot(normal, lightDirection));
half RdotL = saturate(dot(reflectVec, lightDirection));
half3 attenuatedLightColor = light.color * (NdotL * lightAtten);
color += LightweightBRDFDirect(diffColor, specColor, smoothness, RdotL) * attenuatedLightColor;
#else
#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 light;
int lightIndex = unity_4LightIndices0[lightIter];
INITIALIZE_LIGHT(light, lightIndex);
half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
#ifdef _SHADOWS
lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x));
#endif
half NdotL = saturate(dot(normal, lightDirection));
half RdotL = saturate(dot(reflectVec, lightDirection));
half3 attenuatedLightColor = light.color * (NdotL * lightAtten);
color += LightweightBRDFDirect(diffColor, specColor, smoothness, RdotL) * attenuatedLightColor;
}
#endif
color += Emission(uv);
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
}
}
FallBack "VertexLit"
CustomEditor "StandardShaderGUI"
}