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440 行
16 KiB
440 行
16 KiB
Shader "HDRenderLoop/LayeredLit"
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{
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Properties
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{
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// Following set of parameters represent the parameters node inside the MaterialGraph.
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
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_BaseColor0("BaseColor0", Color) = (1,1,1,1)
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_BaseColor1("BaseColor1", Color) = (1, 1, 1, 1)
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_BaseColor2("BaseColor2", Color) = (1, 1, 1, 1)
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_BaseColor3("BaseColor3", Color) = (1, 1, 1, 1)
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_BaseColorMap0("BaseColorMap0", 2D) = "white" {}
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_BaseColorMap1("BaseColorMap1", 2D) = "white" {}
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_BaseColorMap2("BaseColorMap2", 2D) = "white" {}
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_BaseColorMap3("BaseColorMap3", 2D) = "white" {}
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_Metallic0("Metallic0", Range(0.0, 1.0)) = 0
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_Metallic1("Metallic1", Range(0.0, 1.0)) = 0
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_Metallic2("Metallic2", Range(0.0, 1.0)) = 0
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_Metallic3("Metallic3", Range(0.0, 1.0)) = 0
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_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 0.5
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_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5
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_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5
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_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5
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_MaskMap0("MaskMap0", 2D) = "white" {}
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_MaskMap1("MaskMap1", 2D) = "white" {}
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_MaskMap2("MaskMap2", 2D) = "white" {}
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_MaskMap3("MaskMap3", 2D) = "white" {}
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_SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {}
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_SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {}
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_SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {}
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_SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {}
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_NormalMap0("NormalMap0", 2D) = "bump" {}
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_NormalMap1("NormalMap1", 2D) = "bump" {}
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_NormalMap2("NormalMap2", 2D) = "bump" {}
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_NormalMap3("NormalMap3", 2D) = "bump" {}
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
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_HeightMap0("HeightMap0", 2D) = "black" {}
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_HeightMap1("HeightMap1", 2D) = "black" {}
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_HeightMap2("HeightMap2", 2D) = "black" {}
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_HeightMap3("HeightMap3", 2D) = "black" {}
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_HeightScale0("Height Scale0", Float) = 1
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_HeightScale1("Height Scale1", Float) = 1
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_HeightScale2("Height Scale2", Float) = 1
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_HeightScale3("Height Scale3", Float) = 1
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_HeightBias0("Height Bias0", Float) = 0
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_HeightBias1("Height Bias1", Float) = 0
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_HeightBias2("Height Bias2", Float) = 0
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_HeightBias3("Height Bias3", Float) = 0
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[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
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_EmissiveColor0("EmissiveColor0", Color) = (0, 0, 0)
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_EmissiveColor1("EmissiveColor1", Color) = (0, 0, 0)
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_EmissiveColor2("EmissiveColor2", Color) = (0, 0, 0)
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_EmissiveColor3("EmissiveColor3", Color) = (0, 0, 0)
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_EmissiveColorMap0("EmissiveColorMap0", 2D) = "white" {}
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_EmissiveColorMap1("EmissiveColorMap1", 2D) = "white" {}
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_EmissiveColorMap2("EmissiveColorMap2", 2D) = "white" {}
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_EmissiveColorMap3("EmissiveColorMap3", 2D) = "white" {}
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_EmissiveIntensity0("EmissiveIntensity0", Float) = 0
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_EmissiveIntensity1("EmissiveIntensity1", Float) = 0
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_EmissiveIntensity2("EmissiveIntensity2", Float) = 0
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_EmissiveIntensity3("EmissiveIntensity3", Float) = 0
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_LayerSize0("LayerSize0", Float) = 1.0
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_LayerSize1("LayerSize1", Float) = 1.0
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_LayerSize2("LayerSize2", Float) = 1.0
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_LayerSize3("LayerSize3", Float) = 1.0
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_LayerMaskMap("LayerMaskMap", 2D) = "white" {}
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[ToggleOff] _LayerMaskVertexColor("Use Vertex Color Mask", Float) = 0.0
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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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// Material Id
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[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
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[HideInInspector] _LayerCount("__layerCount", Float) = 2.0
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[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
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[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
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//[Enum(UV0, 0, UV1, 1, Planar, 2, Triplanar, 3)] _LayerMapping0("Layer 0 Mapping", Float) = 0
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//[Enum(UV0, 0, UV1, 1, Planar, 2, Triplanar, 3)] _LayerMapping1("Layer 1 Mapping", Float) = 0
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//[Enum(UV0, 0, UV1, 1, Planar, 2, Triplanar, 3)] _LayerMapping2("Layer 2 Mapping", Float) = 0
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//[Enum(UV0, 0, UV1, 1, Planar, 2, Triplanar, 3)] _LayerMapping3("Layer 3 Mapping", Float) = 0
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[Enum(UV0, 0, UV1, 1, Planar, 2)] _LayerMapping0("Layer 0 Mapping", Float) = 0
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[Enum(UV0, 0, UV1, 1, Planar, 2)] _LayerMapping1("Layer 1 Mapping", Float) = 0
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[Enum(UV0, 0, UV1, 1, Planar, 2)] _LayerMapping2("Layer 2 Mapping", Float) = 0
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[Enum(UV0, 0, UV1, 1, Planar, 2)] _LayerMapping3("Layer 3 Mapping", 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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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE
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#pragma shader_feature _MASKMAP
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#pragma shader_feature _SPECULAROCCLUSIONMAP
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _EMISSIVE_COLOR
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#pragma shader_feature _EMISSIVE_COLOR_MAP
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#pragma shader_feature _HEIGHTMAP
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#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
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#pragma shader_feature _LAYER_MASK_MAP
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#pragma shader_feature _LAYER_MASK_VERTEX_COLOR
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#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
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#pragma shader_feature _ _LAYER_MAPPING_UV1_0 _LAYER_MAPPING_PLANAR_0 _LAYER_MAPPING_TRIPLANAR_0
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#pragma shader_feature _ _LAYER_MAPPING_UV1_1 _LAYER_MAPPING_PLANAR_1 _LAYER_MAPPING_TRIPLANAR_1
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#pragma shader_feature _ _LAYER_MAPPING_UV1_2 _LAYER_MAPPING_PLANAR_2 _LAYER_MAPPING_TRIPLANAR_2
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#pragma shader_feature _ _LAYER_MAPPING_UV1_3 _LAYER_MAPPING_PLANAR_3 _LAYER_MAPPING_TRIPLANAR_3
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//-------------------------------------------------------------------------------------
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// Define
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//-------------------------------------------------------------------------------------
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#define UNITY_MATERIAL_LIT // 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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#define _MAX_LAYER 4
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#if defined(_LAYEREDLIT_4_LAYERS)
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# define _LAYER_COUNT 4
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#elif defined(_LAYEREDLIT_3_LAYERS)
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# define _LAYER_COUNT 3
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#else
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# define _LAYER_COUNT 2
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#endif
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struct LayerCoordinates
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{
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float2 texcoord[_MAX_LAYER];
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bool isTriplanar[_MAX_LAYER];
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};
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float4 SampleLayer(TEXTURE2D_ARGS(layerTex, layerSampler), LayerCoordinates layerCoord, int layerIndex)
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{
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if (layerCoord.isTriplanar[layerIndex])
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{
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// TODO
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return SAMPLE_TEXTURE2D(layerTex, layerSampler, layerCoord.texcoord[layerIndex]);
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}
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else
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{
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return SAMPLE_TEXTURE2D(layerTex, layerSampler, layerCoord.texcoord[layerIndex]);
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}
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}
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// Set of users variables
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#define PROP_DECL(type, name) type name, name##0, name##1, name##2, name##3;
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#define PROP_DECL_TEX2D(name)\
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TEXTURE2D(name##0); \
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SAMPLER2D(sampler##name##0); \
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TEXTURE2D(name##1); \
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TEXTURE2D(name##2); \
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TEXTURE2D(name##3);
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#define PROP_SAMPLE(name, textureName, layerCoord, swizzle)\
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name##0 = SampleLayer(TEXTURE2D_PARAM(textureName##0, sampler##textureName##0), layerCoord, 0).##swizzle; \
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name##1 = SampleLayer(TEXTURE2D_PARAM(textureName##1, sampler##textureName##0), layerCoord, 1).##swizzle; \
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name##2 = SampleLayer(TEXTURE2D_PARAM(textureName##2, sampler##textureName##0), layerCoord, 2).##swizzle; \
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name##3 = SampleLayer(TEXTURE2D_PARAM(textureName##3, sampler##textureName##0), layerCoord, 3).##swizzle;
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#define PROP_MUL(name, multiplier, swizzle)\
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name##0 *= multiplier##0.##swizzle; \
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name##1 *= multiplier##1.##swizzle; \
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name##2 *= multiplier##2.##swizzle; \
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name##3 *= multiplier##3.##swizzle;
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#define PROP_ASSIGN(name, input, swizzle)\
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name##0 = input##0.##swizzle; \
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name##1 = input##1.##swizzle; \
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name##2 = input##2.##swizzle; \
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name##3 = input##3.##swizzle;
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#define PROP_ASSIGN_VALUE(name, input)\
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name##0 = input; \
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name##1 = input; \
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name##2 = input; \
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name##3 = input;
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#define PROP_BLEND_COLOR(name, mask) name = BlendLayeredColor(name##0, name##1, name##2, name##3, mask);
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#define PROP_BLEND_SCALAR(name, mask) name = BlendLayeredScalar(name##0, name##1, name##2, name##3, mask);
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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// Set of users variables
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PROP_DECL(float4, _BaseColor);
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PROP_DECL_TEX2D(_BaseColorMap);
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PROP_DECL(float, _Metallic);
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PROP_DECL(float, _Smoothness);
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PROP_DECL_TEX2D(_MaskMap);
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PROP_DECL_TEX2D(_SpecularOcclusionMap);
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PROP_DECL_TEX2D(_NormalMap);
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PROP_DECL_TEX2D(_HeightMap);
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PROP_DECL(float, _HeightScale);
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PROP_DECL(float, _HeightBias);
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PROP_DECL(float3, _EmissiveColor);
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PROP_DECL(float, _EmissiveIntensity);
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PROP_DECL(float, _LayerSize);
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float _AlphaCutoff;
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TEXTURE2D(_LayerMaskMap);
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SAMPLER2D(sampler_LayerMaskMap);
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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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Pass
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{
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Name "GBuffer" // Name is not used
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Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
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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_GBUFFER
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#define LAYERED_LIT_SHADER
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#include "../../Material/Material.hlsl"
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#include "../Lit/LitData.hlsl"
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#include "../Lit/LitSharePass.hlsl"
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#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
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ENDHLSL
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}
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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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#define LAYERED_LIT_SHADER
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#include "../../Material/Material.hlsl"
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#include "../Lit/LitData.hlsl"
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#include "../Lit/LitSharePass.hlsl"
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#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"
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ENDHLSL
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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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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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#define LAYERED_LIT_SHADER
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#include "../../Material/Material.hlsl"
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#include "../Lit/LitData.hlsl"
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#include "../Lit/LitMetaPass.hlsl"
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#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Motion Vectors"
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Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
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Cull[_CullMode]
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ZTest LEqual
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ZWrite Off // TODO: Test Z equal here.
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_VELOCITY
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#define LAYERED_LIT_SHADER
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#include "../../Material/Material.hlsl"
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#include "../Lit/LitData.hlsl"
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#include "../Lit/LitVelocityPass.hlsl"
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#include "../../ShaderPass/ShaderPassVelocity.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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Cull[_CullMode]
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ZWrite On ZTest LEqual
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#define LAYERED_LIT_SHADER
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#include "../../Material/Material.hlsl"
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#include "../Lit/LitData.hlsl"
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#include "../Lit/LitDepthPass.hlsl"
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{ "LightMode" = "DepthOnly" }
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Cull[_CullMode]
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ZWrite On ZTest LEqual
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#define LAYERED_LIT_SHADER
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#include "../../Material/Material.hlsl"
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#include "../Lit/LitData.hlsl"
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#include "../Lit/LitDepthPass.hlsl"
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Forward" // Name is not used
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Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
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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
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// TEMP until pragma work in include
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// #include "../../Lighting/Forward.hlsl"
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS
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#define LAYERED_LIT_SHADER
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//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
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#include "../../Lighting/Lighting.hlsl"
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#include "../Lit/LitData.hlsl"
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#include "../Lit/LitSharePass.hlsl"
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#include "../../ShaderPass/ShaderPassForward.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "UnityEditor.Experimental.ScriptableRenderLoop.LayeredLitGUI"
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}
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