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// Shader targeted for LowEnd mobile devices. Single Pass Forward Rendering. Shader Model 2
//
// The parameters and inspector of the shader are the same as Standard shader,
// for easier experimentation.
Shader "RenderLoop/LowEnd"
{
// Properties is just a copy of Standard.shader. Our example shader does not use all of them,
// but the inspector UI expects all these to exist.
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
[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" "PerformanceChecks" = "False" }
LOD 300
// Include forward (base + additive) pass from regular Standard shader.
// They are not used by the scriptable render loop; only here so that
// if we turn off our example loop, then regular forward rendering kicks in
// and objects look just like with a Standard shader.
UsePass "Standard/FORWARD"
UsePass "Standard/FORWARD_DELTA"
//UsePass "Standard/ShadowCaster"
Pass
{
Tags { "LightMode" = "LowEndForwardBase" }
// Use same blending / depth states as Standard shader
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#include "UnityCG.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityStandardInput.cginc"
#include "UnityStandardUtils.cginc"
#define DEBUG_CASCADES 0
#define MAX_SHADOW_CASCADES 4
#define MAX_LIGHTS 8
#define INITIALIZE_LIGHT(light, lightIndex) \
light.pos = globalLightPos[lightIndex]; \
light.color = globalLightColor[lightIndex]; \
light.atten = globalLightAtten[lightIndex]; \
light.spotDir = globalLightSpotDir[lightIndex];
#define FRESNEL_TERM(normal, viewDir) Pow4(1.0 - saturate(dot(normal, viewDir)))
// TODO: Add metallic or specular reflectivity
#define GRAZING_TERM _Glossiness
// The variables are very similar to built-in unity_LightColor, unity_LightPosition,
// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here
// we use world space positions instead of view space.
half4 globalLightColor[MAX_LIGHTS];
float4 globalLightPos[MAX_LIGHTS];
half4 globalLightSpotDir[MAX_LIGHTS];
half4 globalLightAtten[MAX_LIGHTS];
int4 globalLightCount; // x: pixelLightCount, y = totalLightCount (pixel + vert)
// Global ambient/SH probe, similar to unity_SH* built-in variables.
float4 globalSH[7];
sampler2D g_tShadowBuffer;
half4x4 _WorldToShadow[MAX_SHADOW_CASCADES];
half4 _PSSMDistances;
struct LightInput
{
half4 pos;
half4 color;
half4 atten;
half4 spotDir;
};
inline int ComputeCascadeIndex(half eyeZ)
{
// PSSMDistance is set to infinity for non active cascades. This way the comparison for unavailable cascades will always be zero.
half3 cascadeCompare = step(_PSSMDistances, half3(eyeZ, eyeZ, eyeZ));
return dot(cascadeCompare, cascadeCompare);
}
inline half3 EvaluateOneLight(LightInput lightInput, half3 diffuseColor, half3 specularColor, half3 normal, float3 posWorld, half3 viewDir)
{
float3 posToLight = lightInput.pos.xyz;
posToLight -= posWorld * lightInput.pos.w;
float distanceSqr = max(dot(posToLight, posToLight), 0.001);
float lightAtten = 1.0 / (1.0 + distanceSqr * lightInput.atten.z);
float3 lightDir = normalize(posToLight);
float SdotL = saturate(dot(lightInput.spotDir.xyz, lightDir));
lightAtten *= saturate((SdotL - lightInput.atten.x) / lightInput.atten.y);
float cutoff = step(distanceSqr, lightInput.atten.w);
lightAtten *= cutoff;
float NdotL = saturate(dot(normal, lightDir));
half3 halfVec = normalize(lightDir + viewDir);
half NdotH = saturate(dot(normal, halfVec));
half3 lightColor = lightInput.color.rgb * lightAtten;
half3 diffuse = diffuseColor * lightColor * NdotL;
half3 specular = specularColor * lightColor * pow(NdotH, 128.0f) * _Glossiness;
return diffuse + specular;
}
inline half3 EvaluateMainLight(LightInput lightInput, half3 diffuseColor, half3 specularColor, half3 normal, float4 posWorld, half3 viewDir)
{
int cascadeIndex = ComputeCascadeIndex(posWorld.w);
float3 shadowCoord = mul(_WorldToShadow[cascadeIndex], float4(posWorld.xyz, 1.0));
shadowCoord.z = saturate(shadowCoord.z);
// TODO: Apply proper bias considering NdotL
half bias = 0.001;
half shadowDepth = tex2D(g_tShadowBuffer, shadowCoord.xy).r;
half shadowAttenuation = 1.0;
#if defined(UNITY_REVERSED_Z)
shadowAttenuation = step(shadowDepth - bias, shadowCoord.z);
#else
shadowAttenuation = step(shadowCoord.z - bias, shadowDepth);
#endif
#if DEBUG_CASCADES
half3 cascadeColors[MAX_SHADOW_CASCADES] = { half3(1.0, 0.0, 0.0), half3(0.0, 1.0, 0.0), half3(0.0, 0.0, 1.0), half3(1.0, 0.0, 1.0) };
return cascadeColors[cascadeIndex] * diffuseColor * max(shadowAttenuation, 0.5);
#endif
half3 color = EvaluateOneLight(lightInput, diffuseColor, specularColor, normal, posWorld, viewDir);
return color * shadowAttenuation;
}
struct LowendVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float3 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
};
struct v2f
{
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float4 posWS : TEXCOORD2; // xyz: posWorld, w: eyeZ
half4 normalWS : TEXCOORD3; // xyz: normal, w: fresnel term
half3 tangentWS : TEXCOORD4;
half3 binormalWS : TEXCOORD5;
half4 viewDir : TEXCOORD6; // xyz: viewDir, w: grazingTerm;
half3 vertexColor : TEXCOORD7;
float4 hpos : SV_POSITION;
};
v2f vert(LowendVertexInput v)
{
v2f o;
o.uv0 = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv1 = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
o.hpos = UnityObjectToClipPos(v.vertex);
o.posWS.xyz = mul(unity_ObjectToWorld, v.vertex).xyz;
o.posWS.w = -UnityObjectToViewPos(v.vertex).z;
o.viewDir.xyz = normalize(_WorldSpaceCameraPos - o.posWS.xyz);
#if !GLOSSMAP
o.viewDir.w = GRAZING_TERM;
#endif
o.normalWS.xyz = UnityObjectToWorldNormal(v.normal);
o.normalWS.w = FRESNEL_TERM(o.normalWS.xyz, o.viewDir.xyz);
#if _NORMALMAP
half sign = v.tangent.w * unity_WorldTransformParams.w;
o.tangentWS = UnityObjectToWorldDir(v.tangent);
o.binormalWS = cross(o.normalWS.xyz, o.tangentWS) * v.tangent.w;
#else
o.tangentWS = half3(1, 0, 0);
o.binormalWS = half3(0, 1, 0);
#endif
half3 diffuseAndSpecularColor = half3(1.0, 1.0, 1.0);
for (int lightIndex = globalLightCount.x; lightIndex < globalLightCount.y; ++lightIndex)
{
LightInput lightInput;
INITIALIZE_LIGHT(lightInput, lightIndex);
o.vertexColor += EvaluateOneLight(lightInput, diffuseAndSpecularColor, diffuseAndSpecularColor, o.normalWS, o.posWS.xyz, o.viewDir.xyz);
}
return o;
}
half4 frag(v2f i) : SV_Target
{
#if _NORMALMAP
half3 normalmap = UnpackNormal(tex2D(_BumpMap, i.uv0));
// TODO: This will generate unoptimized code from the glsl compiler. Store the transpose matrix and compute dot manually
half3x3 tangentToWorld = half3x3(i.tangentWS, i.binormalWS, i.normalWS.xyx);
half3 normal = mul(normalmap, tangentToWorld);
#else
half3 normal = normalize(i.normalWS.xyz);
#endif
float3 posWorld = i.posWS.xyz;
half3 viewDir = i.viewDir.xyz;
half4 diffuseAlbedo = tex2D(_MainTex, i.uv0);
half2 metalSmooth;
#ifdef _METALLICGLOSSMAP
metalSmooth = tex2D(_MetallicGlossMap, i.uv0).ra;
#else
metalSmooth.r = _Metallic;
metalSmooth.g = _Glossiness;
#endif
half occlusion = Occlusion(i.uv0.xy);
half3 emission = Emission(i.uv0.xy);
half3 specular;
half oneMinuReflectivity;
half3 diffuse = DiffuseAndSpecularFromMetallic(diffuseAlbedo.rgb, metalSmooth.x, specular, oneMinuReflectivity);
// Indirect Light Contribution
UnityIndirect giIndirect;
giIndirect.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1)) * occlusion;
giIndirect.specular = half3(0, 0, 0);
half3 indirectColor = BRDF3_Indirect(diffuse, specular, giIndirect, i.posWS.w, i.normalWS.w);
half3 directColor = i.vertexColor * diffuseAlbedo.rgb;
// Compute direct contribution from main directional light.
// Only a single directional shadow caster is supported.
LightInput mainLight;
INITIALIZE_LIGHT(mainLight, 0)
#if DEBUG_CASCADES
return half4(EvaluateMainLight(mainLight, diffuse, specular, normal, i.posWS, viewDir), 1.0);
#endif
directColor += EvaluateMainLight(mainLight, diffuse, specular, normal, i.posWS, viewDir);
// Compute direct contribution from additional lights.
for (int lightIndex = 1; lightIndex < globalLightCount.x; ++lightIndex)
{
LightInput additionalLight;
INITIALIZE_LIGHT(additionalLight, lightIndex);
directColor += EvaluateOneLight(additionalLight, diffuse, specular, normal, posWorld, viewDir);
}
half3 finalColor = directColor + indirectColor + emission;
return half4(finalColor, diffuseAlbedo.a);
}
ENDCG
}
Pass
{
Tags { "Lightmode" = "ShadowCaster" }
ZWrite On ZTest LEqual Cull Front
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 vert(float4 position : POSITION) : SV_POSITION
{
return UnityObjectToClipPos(position);
}
half4 frag() : SV_TARGET
{
return 0;
}
ENDCG
}
}
CustomEditor "StandardShaderGUI"
}