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243 行
9.4 KiB

Shader "Unity/Lit"
{
Properties
{
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
_BaseColor("BaseColor", Color) = (1,1,1,1)
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_Metalic("_Metalic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_MaskMap("MaskMap", 2D) = "white" {}
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
_HeightMap("HeightMap", 2D) = "black" {}
_HeightScale("Height Scale", Float) = 1
_HeightBias("Height Bias", Float) = 0
[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
//_Thickness("Thickness", Range(0.0, 1.0)) = 0
//_ThicknessMap("ThicknessMap", 2D) = "white" {}
//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}
//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0
//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {}
// _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {}
// _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0
// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
_DiffuseLightingMap("DiffuseLightingMap", 2D) = "black" {}
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
// Material Id
[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
}
HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
#include "LitTemplate.hlsl"
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
// ------------------------------------------------------------------
// Deferred pass
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragDeferred
#if SHADER_STAGE_FRAGMENT
void FragDeferred( PackedVaryings packedInput,
OUTPUT_GBUFFER(outGBuffer)
#ifdef VELOCITY_IN_GBUFFER
, OUTPUT_GBUFFER_VELOCITY(outGBuffer)
#endif
, OUTPUT_GBUFFER_BAKE_LIGHTING(outGBuffer)
)
{
Varyings input = UnpackVaryings(packedInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 positionWS = input.positionWS;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
ENCODE_INTO_GBUFFER(surfaceData, outGBuffer);
#ifdef VELOCITY_IN_GBUFFER
ENCODE_VELOCITY_INTO_GBUFFER(builtinData.velocity, outGBuffer);
#endif
ENCODE_BAKE_LIGHTING_INTO_GBUFFER(GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData), outGBuffer);
}
#endif
ENDHLSL
}
// ------------------------------------------------------------------
// Debug pass
Pass
{
Name "Debug"
Tags { "LightMode" = "DebugView" }
Cull[_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragDebug
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl"
int _DebugViewMaterial;
#if SHADER_STAGE_FRAGMENT
float4 FragDebug( PackedVaryings packedInput ) : SV_Target
{
Varyings input = UnpackVaryings(packedInput);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
float3 result = float3(1.0, 1.0, 0.0);
bool needLinearToSRGB = false;
GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB);
GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB);
GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData...
// TEMP!
// For now, the final blit in the backbuffer performs an sRGB write
// So in the meantime we apply the inverse transform to linear data to compensate.
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
return float4(result, 0.0);
}
#endif
ENDHLSL
}
// ------------------------------------------------------------------
// forward pass
Pass
{
Name "Forward" // Name is not used
Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragForward
#if SHADER_STAGE_FRAGMENT
float4 FragForward(PackedVaryings packedInput) : SV_Target
{
Varyings input = UnpackVaryings(packedInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
float3 positionWS = input.positionWS;
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
float4 diffuseLighting;
float4 specularLighting;
ForwardLighting(V, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting);
diffuseLighting.rgb += GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData);
return float4(diffuseLighting.rgb + specularLighting.rgb, builtinData.opacity);
}
#endif
ENDHLSL
}
}
CustomEditor "LitGUI"
}