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
168 行
4.4 KiB
168 行
4.4 KiB
SubShader
|
|
{
|
|
Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
|
|
|
|
LOD ${LOD}
|
|
|
|
Pass
|
|
{
|
|
Tags{"LightMode" = "LightweightForward"}
|
|
${Tags}
|
|
${Blending}
|
|
${Culling}
|
|
${ZTest}
|
|
${ZWrite}
|
|
|
|
CGPROGRAM
|
|
#pragma target 3.0
|
|
|
|
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT
|
|
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
|
|
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ _LIGHT_PROBES_ON
|
|
#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES
|
|
#pragma multi_compile _ _VERTEX_LIGHTS
|
|
#pragma multi_compile_fog
|
|
#pragma multi_compile_instancing
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma glsl
|
|
#pragma debug
|
|
|
|
${Defines}
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "CGIncludes/LightweightPBR.cginc"
|
|
|
|
struct GraphVertexOutput
|
|
{
|
|
float4 position : POSITION;
|
|
float4 lwCustom : TEXCOORD0;
|
|
float4 fogCoord : TEXCOORD1; // x: fogCoord, yzw: vertexColor
|
|
${Interpolators}
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
GraphVertexOutput vert (GraphVertexInput v)
|
|
{
|
|
v = PopulateVertexData(v);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
GraphVertexOutput o = (GraphVertexOutput)0;
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
o.position = UnityObjectToClipPos(v.vertex);
|
|
${VertexShader}
|
|
|
|
#ifdef LIGHTMAP_ON
|
|
o.lwCustom.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
float3 lwWNormal = normalize(UnityObjectToWorldNormal(v.normal));
|
|
float3 lwWorldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
|
|
// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU
|
|
#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS)
|
|
half3 diffuse = half3(1.0, 1.0, 1.0);
|
|
// pixel lights shaded = min(pixelLights, perObjectLights)
|
|
// vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded
|
|
// Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights)
|
|
int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
|
|
int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y);
|
|
for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter)
|
|
{
|
|
int lightIndex = unity_4LightIndices0[lightIter];
|
|
LightInput lightInput;
|
|
INITIALIZE_LIGHT(lightInput, lightIndex);
|
|
|
|
half3 lightDirection;
|
|
half atten = ComputeLightAttenuationVertex(lightInput, lwWNormal, lwWorldPos, lightDirection);
|
|
o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, lwWNormal, atten);
|
|
}
|
|
#endif
|
|
|
|
#if defined(_LIGHT_PROBES_ON) && !defined(LIGHTMAP_ON)
|
|
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(lwWNormal, 1)));
|
|
#endif
|
|
|
|
UNITY_TRANSFER_FOG(o, o.position);
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (GraphVertexOutput IN) : SV_Target
|
|
{
|
|
${LocalPixelShader}
|
|
|
|
SurfaceInputs surfaceInput = (SurfaceInputs)0;
|
|
${SurfaceInputs}
|
|
|
|
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
|
|
|
|
float3 Albedo = float3(0.5, 0.5, 0.5);
|
|
float3 Specular = float3(0, 0, 0);
|
|
float Metallic = 0;
|
|
float3 Normal = float3(0, 0, 1);
|
|
float3 Emission = 0;
|
|
float Smoothness = 0;
|
|
float Occlusion = 1;
|
|
float Alpha = 1;
|
|
|
|
${SurfaceOutputRemap}
|
|
|
|
#if defined(UNITY_COLORSPACE_GAMMA)
|
|
Albedo = Albedo * Albedo;
|
|
Emission = Emission * Emission;
|
|
#endif
|
|
|
|
return FragmentLightingPBR(
|
|
IN.lwCustom,
|
|
worldSpacePosition,
|
|
worldSpaceNormal,
|
|
worldSpaceTangent,
|
|
worldSpaceBiTangent,
|
|
worldSpaceViewDirection,
|
|
IN.fogCoord,
|
|
|
|
Albedo,
|
|
Metallic,
|
|
Specular,
|
|
Smoothness,
|
|
Normal,
|
|
Occlusion,
|
|
Emission,
|
|
Alpha);
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Tags{"Lightmode" = "ShadowCaster"}
|
|
ZWrite On ZTest LEqual
|
|
|
|
CGPROGRAM
|
|
#pragma target 2.0
|
|
#include "UnityCG.cginc"
|
|
#include "CGIncludes/LightweightPass.cginc"
|
|
#pragma vertex shadowVert
|
|
#pragma fragment shadowFrag
|
|
ENDCG
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Tags{"Lightmode" = "DepthOnly"}
|
|
ZWrite On
|
|
|
|
CGPROGRAM
|
|
#pragma target 2.0
|
|
#include "UnityCG.cginc"
|
|
#include "CGIncludes/LightweightPass.cginc"
|
|
#pragma vertex depthVert
|
|
#pragma fragment depthFrag
|
|
ENDCG
|
|
}
|
|
}
|