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250 行
8.5 KiB
250 行
8.5 KiB
Shader "HDRenderLoop/Unlit"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_ColorMap("ColorMap", 2D) = "white" {}
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_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
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_EmissiveIntensity("EmissiveIntensity", Float) = 0
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[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
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[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0
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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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// 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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[Enum(None, 0, DoubleSided, 1)] _DoubleSidedMode("Double sided mode", Float) = 0
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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 // TEMP: unitl we go futher in dev
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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 _EMISSIVE_COLOR_MAP
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//-------------------------------------------------------------------------------------
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// Define
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//-------------------------------------------------------------------------------------
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#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "common.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl"
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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float4 _Color;
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TEXTURE2D(_ColorMap);
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SAMPLER2D(sampler_ColorMap);
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float3 _EmissiveColor;
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TEXTURE2D(_EmissiveColorMap);
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SAMPLER2D(sampler_EmissiveColorMap);
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float _EmissiveIntensity;
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float _AlphaCutoff;
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ENDHLSL
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SubShader
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{
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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LOD 300
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// ------------------------------------------------------------------
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// Debug pass
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Pass
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{
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Name "Debug"
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Tags { "LightMode" = "DebugViewMaterial" }
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Cull[_CullMode]
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
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#include "../../Material/Material.hlsl"
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#include "UnlitData.hlsl"
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#include "UnlitSharePass.hlsl"
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#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// forward pass
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Pass
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{
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Name "ForwardUnlit"
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Tags { "LightMode" = "ForwardUnlit" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_FORWARD_UNLIT
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#include "../../Material/Material.hlsl"
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#include "UnlitData.hlsl"
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#include "UnlitSharePass.hlsl"
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#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
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ENDHLSL
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}
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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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// ------------------------------------------------------------------
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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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#pragma vertex Vert
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
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#include "../../Material/Material.hlsl"
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#include "UnlitData.hlsl"
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CBUFFER_START(UnityMetaPass)
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// x = use uv1 as raster position
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// y = use uv2 as raster position
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bool4 unity_MetaVertexControl;
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// x = return albedo
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// y = return normal
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bool4 unity_MetaFragmentControl;
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CBUFFER_END
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// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
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float unity_OneOverOutputBoost;
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float unity_MaxOutputValue;
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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};
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struct Varyings
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{
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float4 positionCS;
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float2 texCoord0;
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float2 texCoord1;
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};
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struct PackedVaryings
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{
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float4 positionCS : SV_Position;
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float4 interpolators[1] : TEXCOORD0;
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};
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// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
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PackedVaryings PackVaryings(Varyings input)
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{
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PackedVaryings output;
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output.positionCS = input.positionCS;
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output.interpolators[0].xy = input.texCoord0;
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output.interpolators[0].zw = input.texCoord1;
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return output;
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}
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FragInput UnpackVaryings(PackedVaryings input)
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{
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FragInput output;
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ZERO_INITIALIZE(FragInput, output);
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output.unPositionSS = input.positionCS;
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output.texCoord0 = input.interpolators[0].xy;
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output.texCoord1 = input.interpolators[0].zw;
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return output;
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}
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PackedVaryings Vert(Attributes input)
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{
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Varyings output;
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// Output UV coordinate in vertex shader
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if (unity_MetaVertexControl.x)
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{
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input.positionOS.xy = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
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// OpenGL right now needs to actually use incoming vertex position,
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// so use it in a very dummy way
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//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
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}
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if (unity_MetaVertexControl.y)
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{
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input.positionOS.xy = input.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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// OpenGL right now needs to actually use incoming vertex position,
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// so use it in a very dummy way
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//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
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}
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float3 positionWS = TransformObjectToWorld(input.positionOS);
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output.positionCS = TransformWorldToHClip(positionWS);
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output.texCoord0 = input.uv0;
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output.texCoord1 = input.uv1;
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return PackVaryings(output);
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}
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#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "Experimental.ScriptableRenderLoop.UnlitGUI"
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}
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