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218 行
7.8 KiB
218 行
7.8 KiB
Shader "HDRenderPipeline/Unlit"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_ColorMap("ColorMap", 2D) = "white" {}
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
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_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
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_EmissiveIntensity("EmissiveIntensity", Float) = 0
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[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
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[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
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[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0
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[ToggleOff] _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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// 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] _ZTestMode("_ZTestMode", Int) = 8
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[ToggleOff] _DoubleSidedEnable("Double sided enable", 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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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
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// #pragma enable_d3d11_debug_symbols
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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 - We have no lighting, so no need to have this combination for shader, the option will just disable backface culling
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#pragma shader_feature _EMISSIVE_COLOR_MAP
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#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
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//-------------------------------------------------------------------------------------
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// Define
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//-------------------------------------------------------------------------------------
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#define UNITY_MATERIAL_UNLIT // 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 "../../../Core/ShaderLibrary/common.hlsl"
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#include "../../ShaderVariables.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/Unlit/UnlitProperties.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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// 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 "../../Material/Material.hlsl"
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#include "ShaderPass/UnlitMetaPass.hlsl"
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#include "UnlitData.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 "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 One One
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ZTest [_ZTestMode]
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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 "../../Material/Material.hlsl"
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#include "ShaderPass/UnlitDistortionPass.hlsl"
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#include "UnlitData.hlsl"
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#include "../../ShaderPass/ShaderPassDistortion.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ForwardUnlit"
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Tags { "LightMode" = "Forward" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_FORWARD_UNLIT
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/UnlitSharePass.hlsl"
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#include "UnlitData.hlsl"
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#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ForwardDebugDisplay"
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Tags { "LightMode" = "ForwardDebugDisplay" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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HLSLPROGRAM
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#define DEBUG_DISPLAY
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#define SHADERPASS SHADERPASS_FORWARD_UNLIT
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#include "../../Debug/DebugDisplay.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/UnlitSharePass.hlsl"
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#include "UnlitData.hlsl"
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#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
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ENDHLSL
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}
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// Unlit opaque material need to be render with ForwardOnlyOpaque. Unlike Lit that can be both deferred and forward,
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// unlit require to be forward only, that's why we need this pass. Unlit transparent will use regular Forward pass
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// (Code is exactly the same as "Forward", it simply allow our system to filter objects correctly)
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Pass
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{
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Name "ForwardUnlit"
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Tags { "LightMode" = "ForwardOnlyOpaque" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_FORWARD_UNLIT
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/UnlitSharePass.hlsl"
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#include "UnlitData.hlsl"
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#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ForwardUnlit"
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Tags { "LightMode" = "ForwardOnlyOpaqueDebugDisplay" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_FORWARD_UNLIT
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#include "../../Debug/DebugDisplay.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/UnlitSharePass.hlsl"
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#include "UnlitData.hlsl"
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#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "Experimental.Rendering.HDPipeline.UnlitGUI"
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}
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