您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
250 行
8.5 KiB
250 行
8.5 KiB
Shader "HDRenderLoop/Unlit"
|
|
{
|
|
Properties
|
|
{
|
|
_Color("Color", Color) = (1,1,1,1)
|
|
_ColorMap("ColorMap", 2D) = "white" {}
|
|
|
|
_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
|
|
|
|
[Enum(None, 0, DoubleSided, 1)] _DoubleSidedMode("Double sided mode", Float) = 0
|
|
}
|
|
|
|
HLSLINCLUDE
|
|
|
|
#pragma target 5.0
|
|
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Variant
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#pragma shader_feature _ALPHATEST_ON
|
|
#pragma shader_feature _EMISSIVE_COLOR_MAP
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Define
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Include
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#include "common.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl"
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// variable declaration
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
float4 _Color;
|
|
TEXTURE2D(_ColorMap);
|
|
SAMPLER2D(sampler_ColorMap);
|
|
|
|
float3 _EmissiveColor;
|
|
TEXTURE2D(_EmissiveColorMap);
|
|
SAMPLER2D(sampler_EmissiveColorMap);
|
|
|
|
float _EmissiveIntensity;
|
|
|
|
float _AlphaCutoff;
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
|
|
LOD 300
|
|
|
|
// ------------------------------------------------------------------
|
|
// Debug pass
|
|
Pass
|
|
{
|
|
Name "Debug"
|
|
Tags { "LightMode" = "DebugViewMaterial" }
|
|
|
|
Cull[_CullMode]
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag
|
|
|
|
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
|
|
#include "../../Material/Material.hlsl"
|
|
#include "UnlitData.hlsl"
|
|
#include "UnlitSharePass.hlsl"
|
|
|
|
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// ------------------------------------------------------------------
|
|
// forward pass
|
|
Pass
|
|
{
|
|
Name "ForwardUnlit"
|
|
Tags { "LightMode" = "ForwardUnlit" }
|
|
|
|
Blend [_SrcBlend] [_DstBlend]
|
|
ZWrite [_ZWrite]
|
|
Cull [_CullMode]
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag
|
|
|
|
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
|
|
#include "../../Material/Material.hlsl"
|
|
#include "UnlitData.hlsl"
|
|
#include "UnlitSharePass.hlsl"
|
|
|
|
#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// ------------------------------------------------------------------
|
|
// Extracts information for lightmapping, GI (emission, albedo, ...)
|
|
// This pass it not used during regular rendering.
|
|
// ------------------------------------------------------------------
|
|
Pass
|
|
{
|
|
Name "META"
|
|
Tags{ "LightMode" = "Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
// Lightmap memo
|
|
// 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,
|
|
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
|
|
#include "../../Material/Material.hlsl"
|
|
#include "UnlitData.hlsl"
|
|
|
|
CBUFFER_START(UnityMetaPass)
|
|
// x = use uv1 as raster position
|
|
// y = use uv2 as raster position
|
|
bool4 unity_MetaVertexControl;
|
|
|
|
// x = return albedo
|
|
// y = return normal
|
|
bool4 unity_MetaFragmentControl;
|
|
|
|
CBUFFER_END
|
|
|
|
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
|
|
float unity_OneOverOutputBoost;
|
|
float unity_MaxOutputValue;
|
|
|
|
struct Attributes
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float2 uv0 : TEXCOORD0;
|
|
float2 uv1 : TEXCOORD1;
|
|
float2 uv2 : TEXCOORD2;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS;
|
|
float2 texCoord0;
|
|
float2 texCoord1;
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
float4 interpolators[1] : TEXCOORD0;
|
|
};
|
|
|
|
// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
|
|
PackedVaryings PackVaryings(Varyings input)
|
|
{
|
|
PackedVaryings output;
|
|
output.positionCS = input.positionCS;
|
|
output.interpolators[0].xy = input.texCoord0;
|
|
output.interpolators[0].zw = input.texCoord1;
|
|
|
|
return output;
|
|
}
|
|
|
|
FragInput UnpackVaryings(PackedVaryings input)
|
|
{
|
|
FragInput output;
|
|
ZERO_INITIALIZE(FragInput, output);
|
|
|
|
output.unPositionSS = input.positionCS;
|
|
output.texCoord0 = input.interpolators[0].xy;
|
|
output.texCoord1 = input.interpolators[0].zw;
|
|
|
|
return output;
|
|
}
|
|
|
|
PackedVaryings Vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
// Output UV coordinate in vertex shader
|
|
if (unity_MetaVertexControl.x)
|
|
{
|
|
input.positionOS.xy = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
// OpenGL right now needs to actually use incoming vertex position,
|
|
// so use it in a very dummy way
|
|
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
|
|
}
|
|
if (unity_MetaVertexControl.y)
|
|
{
|
|
input.positionOS.xy = input.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
// OpenGL right now needs to actually use incoming vertex position,
|
|
// so use it in a very dummy way
|
|
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
|
|
}
|
|
|
|
float3 positionWS = TransformObjectToWorld(input.positionOS);
|
|
output.positionCS = TransformWorldToHClip(positionWS);
|
|
output.texCoord0 = input.uv0;
|
|
output.texCoord1 = input.uv1;
|
|
|
|
return PackVaryings(output);
|
|
}
|
|
|
|
|
|
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
CustomEditor "UnlitGUI"
|
|
}
|