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275 行
10 KiB
275 行
10 KiB
// Shader targeted for LowEnd mobile devices. Single Pass Forward Rendering. Shader Model 2
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Shader "ScriptableRenderPipeline/LowEndMobile"
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{
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// Keep properties of StandardSpecular shader for upgrade reasons.
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Glossiness("Shininess", Range(0.0, 1.0)) = 0.5
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_SpecularStrength("Specular Strength", Range(0.0, 255.0)) = 200
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_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
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[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
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[HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0
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_SpecColor("Specular", Color) = (1.0, 1.0, 1.0)
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_SpecGlossMap("Specular", 2D) = "white" {}
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[HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
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[HideInInspector] _BumpScale("Scale", Float) = 1.0
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[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
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_ParallaxMap("Height Map", 2D) = "black" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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_EmissionColor("Emission Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
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_DetailNormalMapScale("Scale", Float) = 1.0
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_DetailNormalMap("Normal Map", 2D) = "bump" {}
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[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
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// Blending state
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[HideInInspector] _Mode("__mode", 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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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "LowEndMobilePipeline" }
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LOD 300
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Pass
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{
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Name "LD_SINGLE_PASS_FORWARD"
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Tags { "LightMode" = "LowEndMobileForward" }
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// Use same blending / depth states as Standard shader
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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CGPROGRAM
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
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#pragma shader_feature _ _SHARED_SPECULAR_DIFFUSE _SPECGLOSSMAP _SPECULAR_COLOR
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#pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
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#pragma shader_feature _NORMALMAP
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ HARD_SHADOWS SOFT_SHADOWS
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#pragma multi_compile _ _SHADOW_CASCADES
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#pragma multi_compile _ _VERTEX_LIGHTS
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#pragma multi_compile_fog
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#pragma only_renderers d3d9 d3d11 d3d11_9x glcore gles gles3 metal
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#pragma enable_d3d11_debug_symbols
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#include "UnityCG.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "UnityStandardInput.cginc"
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#include "UnityStandardUtils.cginc"
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#include "LowEndMobilePipelineCore.cginc"
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v2f vert(LowendVertexInput v)
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{
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v2f o = (v2f)0;
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o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
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o.hpos = UnityObjectToClipPos(v.vertex);
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o.posWS = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.viewDir.xyz = normalize(_WorldSpaceCameraPos - o.posWS);
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half3 normal = normalize(UnityObjectToWorldNormal(v.normal));
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#if _NORMALMAP
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half sign = v.tangent.w * unity_WorldTransformParams.w;
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half3 tangent = normalize(UnityObjectToWorldDir(v.tangent));
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half3 binormal = cross(normal, tangent) * v.tangent.w;
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// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code
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o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x);
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o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y);
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o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z);
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#else
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o.normal = normal;
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#endif
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#if _VERTEX_LIGHTS
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half4 diffuseAndSpecular = half4(1.0, 1.0, 1.0, 1.0);
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for (int lightIndex = globalLightCount.x; lightIndex < globalLightCount.y; ++lightIndex)
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{
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LightInput lightInput;
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INITIALIZE_LIGHT(lightInput, lightIndex);
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o.fogCoord.yzw += EvaluateOneLight(lightInput, diffuseAndSpecular.rgb, diffuseAndSpecular, normal, o.posWS, o.viewDir.xyz);
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}
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#endif
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#ifndef _SHADOW_CASCADES
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o.shadowCoord = mul(_WorldToShadow[0], float4(o.posWS, 1.0)).xyz;
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#endif
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#ifndef LIGHTMAP_ON
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o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1)));
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#endif
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UNITY_TRANSFER_FOG(o, o.hpos);
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy);
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half3 diffuse = diffuseAlpha.rgb * _Color.rgb;
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half alpha = diffuseAlpha.a * _Color.a;
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// Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff
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// due overdraw performance impact.
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#ifdef _ALPHATEST_ON
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clip(alpha - _Cutoff);
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#endif
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half3 normal;
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NormalMap(i, normal);
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half4 specularGloss;
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SpecularGloss(diffuse, alpha, specularGloss);
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// Indirect Light Contribution
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half3 indirectDiffuse;
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IndirectDiffuse(i, diffuse, indirectDiffuse);
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// Compute direct contribution from main directional light.
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// Only a single directional shadow caster is supported.
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LightInput mainLight;
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INITIALIZE_LIGHT(mainLight, 0);
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half3 viewDir = i.viewDir.xyz;
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half3 directColor = EvaluateOneLight(mainLight, diffuse, specularGloss, normal, i.posWS, viewDir);
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#if defined(HARD_SHADOWS) || defined(SOFT_SHADOWS)
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directColor *= ComputeShadowAttenuation(i);
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#endif
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// Compute direct contribution from additional lights.
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for (int lightIndex = 1; lightIndex < globalLightCount.x; ++lightIndex)
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{
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LightInput additionalLight;
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INITIALIZE_LIGHT(additionalLight, lightIndex);
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directColor += EvaluateOneLight(additionalLight, diffuse, specularGloss, normal, i.posWS, viewDir);
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}
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half3 color = directColor + indirectDiffuse + _EmissionColor;
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UNITY_APPLY_FOG(i.fogCoord, color);
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return OutputColor(color, alpha);
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};
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ENDCG
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}
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Pass
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{
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Name "LD_SHADOW_CASTER"
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Tags { "Lightmode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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float4 _WorldLightDirAndBias;
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#include "UnityCG.cginc"
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struct VertexInput
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{
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float4 pos : POSITION;
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float3 normal : NORMAL;
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};
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// Similar to UnityClipSpaceShadowCasterPos but using LDPipeline lightdir and bias and applying near plane clamp
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float4 ClipSpaceShadowCasterPos(float4 vertex, float3 normal)
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{
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float4 wPos = mul(unity_ObjectToWorld, vertex);
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if (_WorldLightDirAndBias.w > 0.0)
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{
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float3 wNormal = UnityObjectToWorldNormal(normal);
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// apply normal offset bias (inset position along the normal)
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// bias needs to be scaled by sine between normal and light direction
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// (http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/)
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//
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// _WorldLightDirAndBias.w shadow bias defined in LRRenderPipeline asset
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float shadowCos = dot(wNormal, _WorldLightDirAndBias.xyz);
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float shadowSine = sqrt(1 - shadowCos*shadowCos);
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float normalBias = _WorldLightDirAndBias.w * shadowSine;
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wPos.xyz -= wNormal * normalBias;
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}
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float4 clipPos = mul(UNITY_MATRIX_VP, wPos);
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#if defined(UNITY_REVERSED_Z)
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clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
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#else
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clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
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#endif
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return clipPos;
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}
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float4 vert(VertexInput i) : SV_POSITION
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{
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return ClipSpaceShadowCasterPos(i.pos, i.normal);
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}
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half4 frag() : SV_TARGET
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{
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return 0;
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}
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ENDCG
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Name "LD_META"
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Tags{ "LightMode" = "Meta" }
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Cull Off
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CGPROGRAM
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#pragma vertex vert_meta
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#pragma fragment frag_meta
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature EDITOR_VISUALIZATION
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#include "UnityStandardMeta.cginc"
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ENDCG
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}
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}
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Fallback "Standard (Specular setup)"
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CustomEditor "LowendMobilePipelineMaterialEditor"
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}
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