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243 行
9.4 KiB
243 行
9.4 KiB
Shader "Unity/Lit"
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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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_BaseColor("BaseColor", Color) = (1,1,1,1)
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_BaseColorMap("BaseColorMap", 2D) = "white" {}
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_Metalic("_Metalic", Range(0.0, 1.0)) = 0
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_MaskMap("MaskMap", 2D) = "white" {}
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_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
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_NormalMap("NormalMap", 2D) = "bump" {}
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
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_HeightMap("HeightMap", 2D) = "black" {}
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_HeightScale("Height Scale", Float) = 1
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_HeightBias("Height Bias", Float) = 0
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[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
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_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
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_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
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//_Thickness("Thickness", Range(0.0, 1.0)) = 0
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//_ThicknessMap("ThicknessMap", 2D) = "white" {}
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//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0
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//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
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//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}
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//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0
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//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {}
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// _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {}
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// _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0
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// Following options are for the GUI inspector and different from the input parameters above
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// These option below will cause different compilation flag.
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_DiffuseLightingMap("DiffuseLightingMap", 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] _DistortionOnly("Distortion Only", Float) = 0.0
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[ToggleOff] _DistortionDepthTest("Distortion Only", 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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// Material Id
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[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
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[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
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[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
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}
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HLSLINCLUDE
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#pragma target 5.0
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#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE
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#pragma shader_feature _MASKMAP
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#pragma shader_feature _SPECULAROCCLUSIONMAP
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _EMISSIVE_COLOR
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#pragma shader_feature _EMISSIVE_COLOR_MAP
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#pragma shader_feature _HEIGHTMAP
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#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
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#include "LitTemplate.hlsl"
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ENDHLSL
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SubShader
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{
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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LOD 300
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// ------------------------------------------------------------------
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// Deferred pass
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Pass
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{
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Name "GBuffer" // Name is not used
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Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragDeferred
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#if SHADER_STAGE_FRAGMENT
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void FragDeferred( PackedVaryings packedInput,
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OUTPUT_GBUFFER(outGBuffer)
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#ifdef VELOCITY_IN_GBUFFER
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, OUTPUT_GBUFFER_VELOCITY(outGBuffer)
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#endif
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, OUTPUT_GBUFFER_BAKE_LIGHTING(outGBuffer)
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)
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{
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Varyings input = UnpackVaryings(packedInput);
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
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float3 positionWS = input.positionWS;
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
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PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
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ENCODE_INTO_GBUFFER(surfaceData, outGBuffer);
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#ifdef VELOCITY_IN_GBUFFER
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ENCODE_VELOCITY_INTO_GBUFFER(builtinData.velocity, outGBuffer);
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#endif
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ENCODE_BAKE_LIGHTING_INTO_GBUFFER(GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData), outGBuffer);
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}
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#endif
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// Debug pass
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Pass
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{
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Name "Debug"
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Tags { "LightMode" = "DebugView" }
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Cull[_CullMode]
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragDebug
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#include "Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl"
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int _DebugViewMaterial;
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#if SHADER_STAGE_FRAGMENT
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float4 FragDebug( PackedVaryings packedInput ) : SV_Target
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{
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Varyings input = UnpackVaryings(packedInput);
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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float3 result = float3(1.0, 1.0, 0.0);
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bool needLinearToSRGB = false;
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GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB);
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GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB);
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GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB);
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GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData...
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// TEMP!
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// For now, the final blit in the backbuffer performs an sRGB write
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// So in the meantime we apply the inverse transform to linear data to compensate.
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if (!needLinearToSRGB)
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result = SRGBToLinear(max(0, result));
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return float4(result, 0.0);
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}
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#endif
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// forward pass
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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" = "Forward" } // This will be only for transparent object based on the RenderQueue index
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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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#pragma vertex VertDefault
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#pragma fragment FragForward
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#if SHADER_STAGE_FRAGMENT
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float4 FragForward(PackedVaryings packedInput) : SV_Target
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{
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Varyings input = UnpackVaryings(packedInput);
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
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float3 positionWS = input.positionWS;
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
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PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
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float4 diffuseLighting;
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float4 specularLighting;
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ForwardLighting(V, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting);
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diffuseLighting.rgb += GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData);
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return float4(diffuseLighting.rgb + specularLighting.rgb, builtinData.opacity);
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}
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#endif
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ENDHLSL
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}
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}
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CustomEditor "LitGUI"
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}
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