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261 行
10 KiB
261 行
10 KiB
Shader "LightweightPipeline/Standard Terrain"
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{
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Properties
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{
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// set by terrain engine
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[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
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[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {}
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[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
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[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
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[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
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[HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
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[HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
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[HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
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[HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
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[HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
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[HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
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[HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
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[HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
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[HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0
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[HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0
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[HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0
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[HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0
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// used in fallback on old cards & base map
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[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "white" {}
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[HideInInspector] _Color("Main Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" }
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Pass
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{
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Tags { "LightMode" = "LightweightForward" }
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma target 3.0
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#pragma vertex SplatmapVert
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#pragma fragment SpatmapFragment
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma multi_compile _MAIN_LIGHT_DIRECTIONAL _MAIN_LIGHT_SPOT
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#pragma multi_compile _ _SHADOWS_ENABLED
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#pragma multi_compile _ _MAIN_LIGHT_COOKIE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _VERTEX_LIGHTS
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ FOG_LINEAR FOG_EXP2
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED LIGHTMAP_ON
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#pragma multi_compile __ _TERRAIN_NORMAL_MAP
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// LW doesn't support dynamic GI. So we save 30% shader variants if we assume
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// LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set
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#ifdef DIRLIGHTMAP_COMBINED
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#define LIGHTMAP_ON
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#endif
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#include "LWRP/ShaderLibrary/Lighting.hlsl"
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CBUFFER_START(_Terrain)
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half _Metallic0;
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half _Metallic1;
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half _Metallic2;
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half _Metallic3;
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half _Smoothness0;
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half _Smoothness1;
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half _Smoothness2;
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half _Smoothness3;
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float4 _Control_ST;
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half4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST;
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CBUFFER_END
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sampler2D _Control;
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sampler2D _Splat0, _Splat1, _Splat2, _Splat3;
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#ifdef _TERRAIN_NORMAL_MAP
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sampler2D _Normal0, _Normal1, _Normal2, _Normal3;
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#endif
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struct VertexInput
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{
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct VertexOutput
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{
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float4 uvSplat01 : TEXCOORD0; // xy: splat0, zw: splat1
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float4 uvSplat23 : TEXCOORD1; // xy: splat2, zw: splat3
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float4 uvControlAndLM : TEXCOORD2; // xy: control, zw: lightmap
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half3 normal : TEXCOORD3;
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#if _TERRAIN_NORMAL_MAP
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half3 tangent : TEXCOORD4;
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half3 binormal : TEXCOORD5;
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#endif
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
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float3 positionWS : TEXCOORD7;
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#ifdef _SHADOWS_ENABLED
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float4 shadowCoord : TEXCOORD8;
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#endif
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float4 clipPos : SV_POSITION;
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};
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void InitializeInputData(VertexOutput IN, half3 normalTS, out InputData input)
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{
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input = (InputData)0;
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input.positionWS = IN.positionWS;
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#ifdef _TERRAIN_NORMAL_MAP
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input.normalWS = TangentToWorldNormal(normalTS, IN.tangent, IN.binormal, IN.normal);
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#else
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input.normalWS = normalize(IN.normal);
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#endif
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input.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - IN.positionWS);
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#ifdef _SHADOWS_ENABLED
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input.shadowCoord = IN.shadowCoord;
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#endif
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input.fogCoord = IN.fogFactorAndVertexLight.x;
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#ifdef LIGHTMAP_ON
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input.bakedGI = SampleLightmap(IN.uvControlAndLM.zw, input.normalWS);
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#endif
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}
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void SplatmapMix(VertexOutput IN, half4 defaultAlpha, out half4 splat_control, out half weight, out half4 mixedDiffuse, inout half3 mixedNormal)
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{
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splat_control = tex2D(_Control, IN.uvControlAndLM.xy);
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weight = dot(splat_control, half4(1, 1, 1, 1));
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#if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS)
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clip(weight == 0.0f ? -1 : 1);
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#endif
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// Normalize weights before lighting and restore weights in final modifier functions so that the overal
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// lighting result can be correctly weighted.
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splat_control /= (weight + 1e-3f);
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mixedDiffuse = 0.0f;
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mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.uvSplat01.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.r);
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mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.uvSplat01.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.g);
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mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.uvSplat23.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.b);
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mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.uvSplat23.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.a);
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#ifdef _TERRAIN_NORMAL_MAP
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half4 nrm = 0.0f;
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nrm += splat_control.r * tex2D(_Normal0, IN.uvSplat01.xy);
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nrm += splat_control.g * tex2D(_Normal1, IN.uvSplat01.zw);
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nrm += splat_control.b * tex2D(_Normal2, IN.uvSplat23.xy);
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nrm += splat_control.a * tex2D(_Normal3, IN.uvSplat23.zw);
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mixedNormal = UnpackNormal(nrm);
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#else
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mixedNormal = half3(0, 0, 1);
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#endif
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}
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VertexOutput SplatmapVert(VertexInput v)
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{
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VertexOutput o = (VertexOutput)0;
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float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
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float4 clipPos = TransformWorldToHClip(positionWS);
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o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
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o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
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o.uvSplat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
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o.uvSplat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
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o.uvControlAndLM.xy = TRANSFORM_TEX(v.texcoord, _Control);
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o.uvControlAndLM.zw = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw;
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#ifdef _TERRAIN_NORMAL_MAP
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float4 vertexTangent = float4(cross(v.normal, float3(0, 0, 1)), -1.0);
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OutputTangentToWorld(vertexTangent, v.normal, o.tangent, o.binormal, o.normal);
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#else
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o.normal = TransformObjectToWorldNormal(v.normal);
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#endif
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o.fogFactorAndVertexLight.x = ComputeFogFactor(clipPos.z);
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o.fogFactorAndVertexLight.yzw = VertexLighting(positionWS, o.normal);
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o.positionWS = positionWS;
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o.clipPos = clipPos;
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#if defined(_SHADOWS_ENABLED) && !defined(_SHADOWS_CASCADE)
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o.shadowCoord = ComputeShadowCoord(o.positionWS.xyz);
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#endif
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return o;
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}
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half4 SpatmapFragment(VertexOutput IN) : SV_TARGET
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{
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half4 splat_control;
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half weight;
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half4 mixedDiffuse;
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half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
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half3 normalTS;
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SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, normalTS);
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half3 albedo = mixedDiffuse.rgb;
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half smoothness = mixedDiffuse.a;
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half metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3));
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half3 specular = half3(0, 0, 0);
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half alpha = weight;
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InputData inputData;
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InitializeInputData(IN, normalTS, inputData);
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half4 color = LightweightFragmentPBR(inputData, albedo, metallic, specular, smoothness, /* occlusion */ 1.0, /* emission */ half3(0, 0, 0), alpha);
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ApplyFog(color.rgb, inputData.fogCoord);
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return color;
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}
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ENDHLSL
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}
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Pass
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{
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Tags{"Lightmode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#include "LWRP/ShaderLibrary/Core.hlsl"
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float4 vert(float4 pos : POSITION) : SV_POSITION
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{
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return TransformObjectToHClip(pos.xyz);
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}
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half4 frag() : SV_TARGET
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{
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return 0;
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}
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ENDHLSL
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}
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}
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Fallback "Hidden/InternalErrorShader"
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}
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