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696 行
28 KiB
696 行
28 KiB
Shader "HDRenderPipeline/LitTessellation"
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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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_Metallic("_Metallic", Range(0.0, 1.0)) = 0
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0
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_MaskMap("MaskMap", 2D) = "white" {}
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_SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0
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_SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0
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_AORemapMin("AORemapMin", Float) = 0.0
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_AORemapMax("AORemapMax", Float) = 1.0
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_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
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_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
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_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
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_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
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_BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {}
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_HeightMap("HeightMap", 2D) = "black" {}
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// Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01
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[HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units
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_HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space
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_HeightMin("Heightmap Min", Float) = -1
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_HeightMax("Heightmap Max", Float) = 1
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_DetailMap("DetailMap", 2D) = "black" {}
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_DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1
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_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale("_DetailSmoothnessScale", Range(0.0, 2.0)) = 1
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_TangentMap("TangentMap", 2D) = "bump" {}
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_TangentMapOS("TangentMapOS", 2D) = "white" {}
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_Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0
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_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
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_SubsurfaceProfile("Subsurface Profile", Int) = 0
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_SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 1.0
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_SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {}
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_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
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_ThicknessMap("Thickness Map", 2D) = "white" {}
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_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
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_CoatCoverage("Coat Coverage", Range(0.0, 1.0)) = 1.0
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_CoatIOR("Coat IOR", Range(0.0, 1.0)) = 0.5
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_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
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_SpecularColorMap("SpecularColorMap", 2D) = "white" {}
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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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[ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
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_EmissiveColor("EmissiveColor", Color) = (1, 1, 1)
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
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_EmissiveIntensity("EmissiveIntensity", Float) = 0
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[ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
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_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
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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) = 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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[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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_AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5
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_AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5
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[ToggleOff] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0
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[ToggleOff] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
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[ToggleOff] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0
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// Transparency
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[Enum(None, 0, Plane, 1, Sphere, 2)]_RefractionMode("Refraction Mode", Int) = 0
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_IOR("Indice Of Refraction", Range(1.0, 2.5)) = 1.0
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_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0
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_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
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_TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {}
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_ATDistance("Transmittance Absorption Distance", Float) = 1.0
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[ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0
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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] _ZTestMode("_ZTestMode", Int) = 8
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[ToggleOff] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
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[ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
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[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
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[Enum(Flip, 0, Mirror, 1)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
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[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
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[Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVBase("UV Set for base", Float) = 0
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_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
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[HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
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[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
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[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, ClearCoat, 3, Specular Color, 4)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
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[Enum(None, 0, Tessellation displacement, 3)] _DisplacementMode("DisplacementMode", Int) = 3
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[ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
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[ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
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[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
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[ToggleOff] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
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_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
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_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
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_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
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_PPDPrimitiveLength("Primitive length for POM", Float) = 1
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_PPDPrimitiveWidth("Primitive width for POM", Float) = 1
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[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
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[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
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[ToggleOff] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
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// Wind
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[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0
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_InitialBend("Initial Bend", float) = 1.0
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_Stiffness("Stiffness", float) = 1.0
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_Drag("Drag", float) = 1.0
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_ShiverDrag("Shiver Drag", float) = 0.2
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_ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5
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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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// Tessellation specific
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[Enum(None, 0, Phong, 1)] _TessellationMode("Tessellation mode", Float) = 0
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_TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0
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_TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0
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_TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0
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_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0
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_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong
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_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25
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// TODO: Handle culling mode for backface culling
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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 5.0
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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 _DEPTHOFFSET_ON
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#pragma shader_feature _DOUBLESIDED_ON
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#pragma shader_feature _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT _TESSELLATION_DISPLACEMENT
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#pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
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#pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE
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#pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
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#pragma shader_feature _VERTEX_WIND
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#pragma shader_feature _ _TESSELLATION_PHONG
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#pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE
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#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE
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#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _MASKMAP
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#pragma shader_feature _SPECULAROCCLUSIONMAP
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#pragma shader_feature _EMISSIVE_COLOR_MAP
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#pragma shader_feature _ENABLESPECULAROCCLUSION
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#pragma shader_feature _HEIGHTMAP
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#pragma shader_feature _TANGENTMAP
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#pragma shader_feature _ANISOTROPYMAP
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#pragma shader_feature _DETAIL_MAP
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#pragma shader_feature _SUBSURFACE_RADIUS_MAP
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#pragma shader_feature _THICKNESSMAP
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#pragma shader_feature _SPECULARCOLORMAP
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#pragma shader_feature _TRANSMITTANCECOLORMAP
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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
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#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
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// MaterialId are used as shader feature to allow compiler to optimize properly
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// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
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#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR _MATID_CLEARCOAT
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// enable dithering LOD crossfade
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
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//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
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//-------------------------------------------------------------------------------------
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// Define
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//-------------------------------------------------------------------------------------
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
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#define TESSELLATION_ON
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// Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet
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#define SURFACE_GRADIENT
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// This shader support vertex modification
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#define HAVE_VERTEX_MODIFICATION
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#define HAVE_TESSELLATION_MODIFICATION
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// If we use subsurface scattering, enable output split lighting (for forward pass)
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#if defined(_MATID_SSS) && !defined(_SURFACE_TYPE_TRANSPARENT)
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#define OUTPUT_SPLIT_LIGHTING
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#endif
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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 "CoreRP/ShaderLibrary/Wind.hlsl"
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#include "CoreRP/ShaderLibrary/GeometricTools.hlsl"
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#include "CoreRP/ShaderLibrary/tessellation.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/Lit/LitProperties.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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// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta 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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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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HLSLPROGRAM
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#pragma hull Hull
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#pragma domain Domain
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#define SHADERPASS SHADERPASS_GBUFFER
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/LitSharePass.hlsl"
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#include "LitData.hlsl"
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#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
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ENDHLSL
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}
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// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
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// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
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Pass
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{
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Name "GBufferWithPrepass" // Name is not used
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Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
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Cull [_CullMode]
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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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HLSLPROGRAM
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#pragma hull Hull
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#pragma domain Domain
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#define SHADERPASS SHADERPASS_GBUFFER
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#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/LitSharePass.hlsl"
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#include "LitData.hlsl"
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#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "GBufferDebugDisplay" // Name is not used
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Tags{ "LightMode" = "GBufferDebugDisplay" } // This will be only for opaque object based on the RenderQueue index
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Cull [_CullMode]
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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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HLSLPROGRAM
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#pragma hull Hull
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#pragma domain Domain
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#define DEBUG_DISPLAY
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#define SHADERPASS SHADERPASS_GBUFFER
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#include "../../ShaderVariables.hlsl"
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#include "../../Debug/DebugDisplay.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/LitSharePass.hlsl"
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#include "LitData.hlsl"
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#include "../../ShaderPass/ShaderPassGBuffer.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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// No tessellation for Meta pass
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#undef TESSELLATION_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/LitSharePass.hlsl"
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#include "LitData.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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#pragma hull Hull
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#pragma domain Domain
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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/LitDepthPass.hlsl"
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#include "LitData.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 "DepthOnly"
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Tags{ "LightMode" = "DepthOnly" }
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Cull[_CullMode]
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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#pragma hull Hull
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#pragma domain Domain
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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/LitDepthPass.hlsl"
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#include "LitData.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 "Motion Vectors"
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Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
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// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity
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Stencil
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{
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WriteMask [_StencilWriteMaskMV]
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Ref [_StencilRefMV]
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Comp Always
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Pass Replace
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}
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Cull[_CullMode]
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ZWrite Off // TODO: Test Z equal here.
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HLSLPROGRAM
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// TODO: Tesselation can't work with velocity for now...
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#pragma hull Hull
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#pragma domain Domain
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#define SHADERPASS SHADERPASS_VELOCITY
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/LitVelocityPass.hlsl"
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#include "LitData.hlsl"
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#include "../../ShaderPass/ShaderPassVelocity.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 [_ZTestMode]
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ZWrite off
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma hull Hull
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#pragma domain Domain
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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/LitDistortionPass.hlsl"
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#include "LitData.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 "TransparentDepthPrepass"
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Tags{ "LightMode" = "TransparentDepthPrepass" }
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Cull[_CullMode]
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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#pragma hull Hull
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#pragma domain Domain
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#define CUTOFF_TRANSPARENT_DEPTH_PREPASS
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/LitDepthPass.hlsl"
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#include "LitData.hlsl"
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
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}
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// Caution: Order is important: TransparentBackface, then Forward/ForwardOnly
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Pass
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{
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Name "TransparentBackface"
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Tags { "LightMode" = "TransparentBackface" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull Front
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HLSLPROGRAM
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#pragma hull Hull
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#pragma domain Domain
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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// #include "../../Lighting/Forward.hlsl"
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS 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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#include "../../ShaderVariables.hlsl"
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#include "../../Lighting/Lighting.hlsl"
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#include "ShaderPass/LitSharePass.hlsl"
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#include "LitData.hlsl"
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#include "../../ShaderPass/ShaderPassForward.hlsl"
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ENDHLSL
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}
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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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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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ZWrite [_ZWrite]
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Cull[_CullModeForward]
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HLSLPROGRAM
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#pragma hull Hull
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#pragma domain Domain
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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// #include "../../Lighting/Forward.hlsl"
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS 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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#include "../../ShaderVariables.hlsl"
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#include "../../Lighting/Lighting.hlsl"
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#include "ShaderPass/LitSharePass.hlsl"
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#include "LitData.hlsl"
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#include "../../ShaderPass/ShaderPassForward.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" // Name is not used
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Tags{ "LightMode" = "ForwardDebugDisplay" } // This will be only for transparent object based on the RenderQueue index
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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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ZWrite[_ZWrite]
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Cull[_CullModeForward]
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HLSLPROGRAM
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#pragma hull Hull
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#pragma domain Domain
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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// #include "../../Lighting/Forward.hlsl"
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#define DEBUG_DISPLAY
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#define SHADERPASS SHADERPASS_FORWARD
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#include "../../ShaderVariables.hlsl"
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#include "../../Debug/DebugDisplay.hlsl"
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#include "../../Lighting/Lighting.hlsl"
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#include "ShaderPass/LitSharePass.hlsl"
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#include "LitData.hlsl"
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#include "../../ShaderPass/ShaderPassForward.hlsl"
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ENDHLSL
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}
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Pass
|
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{
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Name "TransparentDepthPostpass"
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Tags { "LightMode" = "TransparentDepthPostpass" }
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|
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Cull[_CullMode]
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
|
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|
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#pragma hull Hull
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#pragma domain Domain
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/LitDepthPass.hlsl"
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#include "LitData.hlsl"
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
|
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}
|
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}
|
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CustomEditor "Experimental.Rendering.HDPipeline.LitGUI"
|
|
}
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