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288 行
11 KiB

Shader "HDRenderPipeline/ExperimentalHair"
{
Properties
{
[Enum(Skin, 0, Hair, 1, Eye, 2)] _CharacterMaterialID("CharacterMaterialID", Int) = 0 //TODO: Move to gui
_PrimarySpecular("PrimarySpecular", Range(0.0, 1.0)) = 0.8
_SecondarySpecular("SecondarySpecular", Range(0.0, 1.0)) = 0.5
_PrimarySpecularShift("PrimarySpecularShift", Range(-1.0, 1.0)) = 0.0
_SecondarySpecularShift("SecondarySpecularShift", Range(-1.0, 1.0)) = 0.0
_SpecularTint("SpecularTint", Color) = (1.0, 1.0, 1.0)
_Scatter("Scatter", Range(0.0, 1.0)) = 0.7
// 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
[ToggleOff] _HairSprays("Hair Sprays", Float) = 0.0
_DiffuseColor("DiffuseColor", Color) = (1,1,1,1)
_DiffuseColorMap("DiffuseColorMap", 2D) = "white" {}
_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0
_MaskMap("MaskMap", 2D) = "white" {}
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
_DetailMap("DetailMap", 2D) = "black" {}
_DetailMask("DetailMask", 2D) = "white" {}
_DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1
_TangentMap("TangentMap", 2D) = "bump" {}
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0
_InitialBend("Initial Bend", float) = 1.0
_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0
_ShiverDrag("Shiver Drag", float) = 0.2
_ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 1.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_AlphaCutoffShadow("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[ToggleOff] _TransparentDepthPrepassEnable("Alpha Cutoff Enable", Float) = 1.0
_AlphaCutoffPrepass("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0
// 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
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0
_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
// Caution: C# code in BaseHairUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// 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.
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
_EmissionColor("Color", Color) = (1, 1, 1)
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go futher in dev
// #pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _HAIRSPRAYS_ON
#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _TANGENTMAP
#pragma shader_feature _ANISOTROPYMAP
#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// Can we force a shader to not support lightmap ?
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_HAIR // Need to be define before including Material.hlsl
// Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet
#define SURFACE_GRADIENT
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "../../../Core/ShaderLibrary/Wind.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#include "../../Material/Hair/HairProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "PerformanceChecks"="False" }
LOD 300
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
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/HairSharePass.hlsl"
#include "HairData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
Pass
{
Name "ForwardDisplayDebug" // Name is not used
Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_CullMode]
HLSLPROGRAM
#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/HairSharePass.hlsl"
#include "HairData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
Pass
{
Name "TransparentDepthPrepass"
Tags{ "LightMode" = "TransparentDepthPrepass" }
Cull[_CullMode]
ZWrite On
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define HAIR_TRANSPARENT_DEPTH_WRITE
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/HairDepthPass.hlsl"
#include "HairData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
Cull[_CullMode]
ZWrite On
ZTest LEqual
HLSLPROGRAM
#define SHADERPASS SHADERPASS_SHADOWS
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "../../ShaderVariables.hlsl"
#define HAIR_SHADOW
#include "../../Material/Material.hlsl"
#include "ShaderPass/HairDepthPass.hlsl"
#include "HairData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "Motion Vectors"
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
Cull[_CullMode]
ZWrite Off // TODO: Test Z equal here.
HLSLPROGRAM
#define SHADERPASS SHADERPASS_VELOCITY
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/HairVelocityPass.hlsl"
#include "HairData.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.Rendering.HDPipeline.CharacterGUI"
//CustomEditor "Experimental.Rendering.HDPipeline.HairGUI"
}