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407 行
20 KiB
407 行
20 KiB
Shader "HDRenderPipeline/StackLit"
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{
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Properties
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{
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// Following set of parameters represent the parameters node inside the MaterialGraph.
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
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// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
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_BaseColor("BaseColor", Color) = (1,1,1,1)
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_BaseColorMap("BaseColor Map", 2D) = "white" {}
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[HideInInspector] _BaseColorMapShow("BaseColor Map Show", Float) = 0
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_BaseColorMapUV("BaseColor Map UV", Float) = 0.0
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_BaseColorMapUVLocal("BaseColorMap UV Local", Float) = 0.0
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[HideInInspector] _MetallicMapShow("Metallic Map Show", Float) = 0
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_Metallic("Metallic", Range(0.0, 1.0)) = 0
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_MetallicMap("Metallic Map", 2D) = "black" {}
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_MetallicUseMap("Metallic Use Map", Float) = 0
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_MetallicMapUV("Metallic Map UV", Float) = 0.0
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_MetallicMapUVLocal("Metallic Map UV Local", Float) = 0.0
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_MetallicMapChannel("Metallic Map Channel", Float) = 0.0
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_MetallicMapChannelMask("Metallic Map Channel Mask", Vector) = (1, 0, 0, 0)
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_MetallicRemap("Metallic Remap", Vector) = (0, 1, 0, 0)
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[ToggleUI] _MetallicRemapInverted("Invert Metallic Remap", Float) = 0.0
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[HideInInspector] _MetallicRange("Metallic Range", Vector) = (0, 1, 0, 0)
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[HideInInspector] _SmoothnessAMapShow("SmoothnessA Map Show", Float) = 0
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_SmoothnessA("SmoothnessA", Range(0.0, 1.0)) = 1.0
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_SmoothnessAMap("SmoothnessA Map", 2D) = "white" {}
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_SmoothnessAUseMap("SmoothnessA Use Map", Float) = 0
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_SmoothnessAMapUV("SmoothnessA Map UV", Float) = 0.0
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_SmoothnessAMapUVLocal("_SmoothnessA Map UV Local", Float) = 0.0
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_SmoothnessAMapChannel("SmoothnessA Map Channel", Float) = 0.0
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_SmoothnessAMapChannelMask("SmoothnessA Map Channel Mask", Vector) = (1, 0, 0, 0)
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_SmoothnessARemap("SmoothnessA Remap", Vector) = (0, 1, 0, 0)
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[ToggleUI] _SmoothnessARemapInverted("Invert SmoothnessA Remap", Float) = 0.0
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[HideInInspector] _SmoothnessARange("SmoothnessA Range", Vector) = (0, 1, 0, 0)
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[HideInInspector] _SmoothnessBMapShow("SmoothnessB Map Show", Float) = 0
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_SmoothnessB("SmoothnessB", Range(0.0, 1.0)) = 1.0
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_SmoothnessBMap("SmoothnessB Map", 2D) = "white" {}
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_SmoothnessBUseMap("SmoothnessB Use Map", Float) = 0
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_SmoothnessBMapUV("SmoothnessB Map UV", Float) = 0.0
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_SmoothnessAMapUVLocal("_SmoothnessB Map UV Local", Float) = 0.0
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_SmoothnessBMapChannel("SmoothnessB Map Channel", Float) = 0.0
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_SmoothnessBMapChannelMask("SmoothnessB Map Channel Mask", Vector) = (1, 0, 0, 0)
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_SmoothnessBRemap("SmoothnessB Remap", Vector) = (0, 1, 0, 0)
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[ToggleUI] _SmoothnessBRemapInverted("Invert SmoothnessB Remap", Float) = 0.0
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[HideInInspector] _SmoothnessBRange("SmoothnessB Range", Vector) = (0, 1, 0, 0)
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_LobeMix("Lobe Mix", Range(0.0, 1.0)) = 0
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// TODO: TangentMap, AnisotropyMap and CoatIorMap (SmoothnessMap ?)
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_Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0.0
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[ToggleUI] _CoatEnable("Coat Enable", Float) = 0.0 // UI only
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_CoatSmoothness("Coat Smoothness", Range(0.0, 1.0)) = 1.0
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_CoatIor("Coat IOR", Range(1.0, 2.0)) = 1.5
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_CoatThickness("Coat Thickness", Range(0.0, 0.99)) = 0.0
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_CoatExtinction("Coat Extinction Coefficient", Color) = (1,1,1,1) // in thickness^-1 units
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[HideInInspector] _NormalMapShow("NormalMap Show", Float) = 0.0
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_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
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_NormalMapUV("NormalMapUV", Float) = 0.0
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_NormalMapUVLocal("NormalMapUV Local", Float) = 0.0
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_NormalMapObjSpace("NormalMapUV Local", Float) = 0.0
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_NormalScale("Normal Scale", Range(0.0, 2.0)) = 1
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[HideInInspector] _EmissiveColorMapShow("Emissive Color Map Show", Float) = 0.0
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_EmissiveColor("Emissive Color", Color) = (1, 1, 1)
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_EmissiveColorMap("Emissive Color Map", 2D) = "white" {}
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_EmissiveColorMapUV("Emissive Color Map UV", Range(0.0, 1.0)) = 0
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_EmissiveColorMapUVLocal("Emissive Color Map UV Local", Float) = 0.0
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_EmissiveIntensity("Emissive Intensity", Float) = 0
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[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
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[HideInInspector] _SubsurfaceMaskMapShow("Subsurface Mask Map Show", Float) = 0
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_SubsurfaceMask("Subsurface Mask", Range(0.0, 1.0)) = 1.0
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_SubsurfaceMaskMap("Subsurface Mask Map", 2D) = "black" {}
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_SubsurfaceMaskUSeMap("Subsurface Mask Use Map", Float) = 0
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_SubsurfaceMaskMapUV("Subsurface Mask Map UV", Float) = 0.0
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_SubsurfaceMaskMapChannel("Subsurface Mask Map Channel", Float) = 0.0
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_SubsurfaceMaskMapChannelMask("Subsurface Mask Map Channel Mask", Vector) = (1, 0, 0, 0)
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_SubsurfaceMaskRemap("Subsurface Mask Remap", Vector) = (0, 1, 0, 0)
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[ToggleUI] _SubsurfaceMaskRemapInverted("Invert Subsurface Mask Remap", Float) = 0.0
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[HideInInspector] _SubsurfaceMaskRange("Subsurface Mask Range", Vector) = (0, 1, 0, 0)
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[HideInInspector] _ThicknessMapShow("Thickness Show", Float) = 0
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_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
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_ThicknessMap("Thickness Map", 2D) = "black" {}
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_ThicknessUseMap("Thickness Use Map", Float) = 0
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_ThicknessMapUV("Thickness Map UV", Float) = 0.0
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_ThicknessMapChannel("Thickness Map Channel", Float) = 0.0
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_ThicknessMapChannelMask("Thickness Map Channel Mask", Vector) = (1, 0, 0, 0)
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_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
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[ToggleUI] _ThicknessRemapInverted("Invert Thickness Remap", Float) = 0.0
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[HideInInspector] _ThicknessRange("Thickness Range", Vector) = (0, 1, 0, 0)
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
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[ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0
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[ToggleUI] _DistortionOnly("Distortion Only", Float) = 0.0
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[ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
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[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
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[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
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[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
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[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
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[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
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[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
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_DistortionScale("Distortion Scale", Float) = 1
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_DistortionVectorScale("Distortion Vector Scale", Float) = 2
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_DistortionVectorBias("Distortion Vector Bias", Float) = -1
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_DistortionBlurScale("Distortion Blur Scale", Float) = 1
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_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
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_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
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// Transparency
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[ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0
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[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_TransparentSortPriority("_TransparentSortPriority", Float) = 0
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// Stencil state
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[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)
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[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time)
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[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time)
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[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (fixed at compile time)
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// Blending state
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[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
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[HideInInspector] _BlendMode("__blendmode", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0
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[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
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[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
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[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
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[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
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[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
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[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 // This is for the editor only, see BaseLitUI.cs: _DoubleSidedConstants will be set based on the mode.
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[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
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// Sections show values.
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[HideInInspector] _StandardShow("_StandardShow", Float) = 0.0
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[HideInInspector] _EmissiveShow("_EmissiveShow", Float) = 0.0
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[HideInInspector] _CoatShow("_CoatShow", Float) = 0.0
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[HideInInspector] _SSSShow("_SSSShow", Float) = 0.0
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[HideInInspector] _Lobe2Show("_Lobe2Show", Float) = 0.0
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[HideInInspector] _AnisotropyShow("_AnisotropyShow", Float) = 0.0
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[HideInInspector] _TransmissionShow("_TransmissionShow", Float) = 0.0
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[HideInInspector] _IridescenceShow("_IridescenceShow", Float) = 0.0
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[HideInInspector] _GlintShow("_GlintShow", Float) = 0.0
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
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// value that exist to identify if the GI emission need to be enabled.
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// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
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// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
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_EmissionColor("Color", Color) = (1, 1, 1)
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// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
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_MainTex("Albedo", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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//-------------------------------------------------------------------------------------
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// Variant
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//-------------------------------------------------------------------------------------
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _DOUBLESIDED_ON
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE
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#pragma shader_feature _USE_UV2
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#pragma shader_feature _USE_UV3
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#pragma shader_feature _USE_TRIPLANAR
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// ...TODO: for surface gradient framework eg see litdata.hlsl,
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// but we need it right away for toggle with LayerTexCoord mapping so we might need them
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// from the Frag input right away. See also ShaderPass/StackLitSharePass.hlsl.
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _MASKMAPA
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#pragma shader_feature _MASKMAPB
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#pragma shader_feature _EMISSIVE_COLOR_MAP
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// Keyword for transparent
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#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
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#pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING // easily handled in material.hlsl, so adding this already.
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#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
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// MaterialFeature are used as shader feature to allow compiler to optimize properly
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#pragma shader_feature _MATERIAL_FEATURE_ANISOTROPY
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#pragma shader_feature _MATERIAL_FEATURE_COAT
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#pragma shader_feature _MATERIAL_FEATURE_DUAL_LOBE
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//enable GPU instancing support
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#pragma multi_compile_instancing
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//-------------------------------------------------------------------------------------
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// Define
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//-------------------------------------------------------------------------------------
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#define UNITY_MATERIAL_STACKLIT // Need to be define before including Material.hlsl
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "../../ShaderPass/FragInputs.hlsl"
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#include "../../ShaderPass/ShaderPass.cs.hlsl"
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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#include "../../Material/StackLit/StackLitProperties.hlsl"
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// All our shaders use same name for entry point
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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SubShader
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{
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// This tags allow to use the shader replacement features
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Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDStackLitShader" }
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// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not be the meta pass.
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Pass
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{
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Name "Depth prepass"
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Tags{ "LightMode" = "DepthForwardOnly" }
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Cull[_CullMode]
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ZWrite On
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/StackLitDepthPass.hlsl"
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#include "StackLitData.hlsl"
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
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}
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// Extracts information for lightmapping, GI (emission, albedo, ...)
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// This pass it not used during regular rendering.
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Pass
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{
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Name "META"
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Tags{ "LightMode" = "Meta" }
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Cull Off
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HLSLPROGRAM
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// Lightmap memo
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// 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,
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// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
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#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/StackLitSharePass.hlsl"
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#include "StackLitData.hlsl"
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#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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Cull[_CullMode]
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ZClip [_ZClip]
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ZWrite On
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ZTest LEqual
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ColorMask 0
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_SHADOWS
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#define USE_LEGACY_UNITY_MATRIX_VARIABLES
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/StackLitDepthPass.hlsl"
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#include "StackLitData.hlsl"
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Distortion" // Name is not used
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Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
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Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
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BlendOp Add, [_DistortionBlurBlendOp]
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ZTest [_ZTestModeDistortion]
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ZWrite off
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Cull [_CullMode]
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_DISTORTION
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/StackLitDistortionPass.hlsl"
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#include "StackLitData.hlsl"
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#include "../../ShaderPass/ShaderPassDistortion.hlsl"
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ENDHLSL
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}
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// StackLit shader always render in forward
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Pass
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{
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Name "Forward" // Name is not used
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Tags { "LightMode" = "ForwardOnly" }
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Stencil
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{
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WriteMask [_StencilWriteMask]
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Ref [_StencilRef]
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Comp Always
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Pass Replace
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}
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Blend [_SrcBlend] [_DstBlend]
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// In case of forward we want to have depth equal for opaque mesh
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ZTest [_ZTestDepthEqualForOpaque]
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ZWrite [_ZWrite]
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Cull [_CullModeForward]
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//
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// NOTE: For _CullModeForward, see BaseLitUI and the handling of TransparentBackfaceEnable:
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// Basically, we need to use it to support a TransparentBackface pass before this pass
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// (and it should be placed just before this one) for separate backface and frontface rendering,
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// eg for "hair shader style" approximate sorting, see eg Thorsten Scheuermann writeups on this:
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// http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.607.1272&rep=rep1&type=pdf
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// http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Scheuermann_HairSketchSlides.pdf
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// http://web.engr.oregonstate.edu/~mjb/cs519/Projects/Papers/HairRendering.pdf
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//
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// See Lit.shader and the order of the passes after a DistortionVectors, we have:
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// TransparentDepthPrepass, TransparentBackface, Forward, TransparentDepthPostpass
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HLSLPROGRAM
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#pragma multi_compile _ DEBUG_DISPLAY
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//NEWLITTODO
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//#pragma multi_compile _ LIGHTMAP_ON
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//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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//#pragma multi_compile _ SHADOWS_SHADOWMASK
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// #include "../../Lighting/Forward.hlsl" : nothing left in there.
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//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
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#define LIGHTLOOP_TILE_PASS
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#define SHADERPASS SHADERPASS_FORWARD
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// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
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#ifndef _SURFACE_TYPE_TRANSPARENT
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#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
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#endif
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#include "../../ShaderVariables.hlsl"
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#ifdef DEBUG_DISPLAY
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#include "../../Debug/DebugDisplay.hlsl"
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#endif
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#include "../../Lighting/Lighting.hlsl"
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//...this will include #include "../../Material/Material.hlsl" but also LightLoop which the forward pass directly uses.
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#include "ShaderPass/StackLitSharePass.hlsl"
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#include "StackLitData.hlsl"
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#include "../../ShaderPass/ShaderPassForward.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "Experimental.Rendering.HDPipeline.StackLitGUI"
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}
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