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440 行
16 KiB

Shader "HDRenderLoop/LayeredLit"
{
Properties
{
// 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
_BaseColor0("BaseColor0", Color) = (1,1,1,1)
_BaseColor1("BaseColor1", Color) = (1, 1, 1, 1)
_BaseColor2("BaseColor2", Color) = (1, 1, 1, 1)
_BaseColor3("BaseColor3", Color) = (1, 1, 1, 1)
_BaseColorMap0("BaseColorMap0", 2D) = "white" {}
_BaseColorMap1("BaseColorMap1", 2D) = "white" {}
_BaseColorMap2("BaseColorMap2", 2D) = "white" {}
_BaseColorMap3("BaseColorMap3", 2D) = "white" {}
_Metallic0("Metallic0", Range(0.0, 1.0)) = 0
_Metallic1("Metallic1", Range(0.0, 1.0)) = 0
_Metallic2("Metallic2", Range(0.0, 1.0)) = 0
_Metallic3("Metallic3", Range(0.0, 1.0)) = 0
_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 0.5
_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5
_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5
_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5
_MaskMap0("MaskMap0", 2D) = "white" {}
_MaskMap1("MaskMap1", 2D) = "white" {}
_MaskMap2("MaskMap2", 2D) = "white" {}
_MaskMap3("MaskMap3", 2D) = "white" {}
_SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {}
_SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {}
_SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {}
_SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {}
_NormalMap0("NormalMap0", 2D) = "bump" {}
_NormalMap1("NormalMap1", 2D) = "bump" {}
_NormalMap2("NormalMap2", 2D) = "bump" {}
_NormalMap3("NormalMap3", 2D) = "bump" {}
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
_HeightMap0("HeightMap0", 2D) = "black" {}
_HeightMap1("HeightMap1", 2D) = "black" {}
_HeightMap2("HeightMap2", 2D) = "black" {}
_HeightMap3("HeightMap3", 2D) = "black" {}
_HeightScale0("Height Scale0", Float) = 1
_HeightScale1("Height Scale1", Float) = 1
_HeightScale2("Height Scale2", Float) = 1
_HeightScale3("Height Scale3", Float) = 1
_HeightBias0("Height Bias0", Float) = 0
_HeightBias1("Height Bias1", Float) = 0
_HeightBias2("Height Bias2", Float) = 0
_HeightBias3("Height Bias3", Float) = 0
[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
_EmissiveColor0("EmissiveColor0", Color) = (0, 0, 0)
_EmissiveColor1("EmissiveColor1", Color) = (0, 0, 0)
_EmissiveColor2("EmissiveColor2", Color) = (0, 0, 0)
_EmissiveColor3("EmissiveColor3", Color) = (0, 0, 0)
_EmissiveColorMap0("EmissiveColorMap0", 2D) = "white" {}
_EmissiveColorMap1("EmissiveColorMap1", 2D) = "white" {}
_EmissiveColorMap2("EmissiveColorMap2", 2D) = "white" {}
_EmissiveColorMap3("EmissiveColorMap3", 2D) = "white" {}
_EmissiveIntensity0("EmissiveIntensity0", Float) = 0
_EmissiveIntensity1("EmissiveIntensity1", Float) = 0
_EmissiveIntensity2("EmissiveIntensity2", Float) = 0
_EmissiveIntensity3("EmissiveIntensity3", Float) = 0
_LayerSize0("LayerSize0", Float) = 1.0
_LayerSize1("LayerSize1", Float) = 1.0
_LayerSize2("LayerSize2", Float) = 1.0
_LayerSize3("LayerSize3", Float) = 1.0
_LayerMaskMap("LayerMaskMap", 2D) = "white" {}
[ToggleOff] _LayerMaskVertexColor("Use Vertex Color Mask", Float) = 0.0
[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
// Material Id
[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
[HideInInspector] _LayerCount("__layerCount", Float) = 2.0
[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
//[Enum(UV0, 0, UV1, 1, Planar, 2, Triplanar, 3)] _LayerMapping0("Layer 0 Mapping", Float) = 0
//[Enum(UV0, 0, UV1, 1, Planar, 2, Triplanar, 3)] _LayerMapping1("Layer 1 Mapping", Float) = 0
//[Enum(UV0, 0, UV1, 1, Planar, 2, Triplanar, 3)] _LayerMapping2("Layer 2 Mapping", Float) = 0
//[Enum(UV0, 0, UV1, 1, Planar, 2, Triplanar, 3)] _LayerMapping3("Layer 3 Mapping", Float) = 0
[Enum(UV0, 0, UV1, 1, Planar, 2)] _LayerMapping0("Layer 0 Mapping", Float) = 0
[Enum(UV0, 0, UV1, 1, Planar, 2)] _LayerMapping1("Layer 1 Mapping", Float) = 0
[Enum(UV0, 0, UV1, 1, Planar, 2)] _LayerMapping2("Layer 2 Mapping", Float) = 0
[Enum(UV0, 0, UV1, 1, Planar, 2)] _LayerMapping3("Layer 3 Mapping", Float) = 0
}
HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
#pragma shader_feature _LAYER_MASK_MAP
#pragma shader_feature _LAYER_MASK_VERTEX_COLOR
#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
#pragma shader_feature _ _LAYER_MAPPING_UV1_0 _LAYER_MAPPING_PLANAR_0 _LAYER_MAPPING_TRIPLANAR_0
#pragma shader_feature _ _LAYER_MAPPING_UV1_1 _LAYER_MAPPING_PLANAR_1 _LAYER_MAPPING_TRIPLANAR_1
#pragma shader_feature _ _LAYER_MAPPING_UV1_2 _LAYER_MAPPING_PLANAR_2 _LAYER_MAPPING_TRIPLANAR_2
#pragma shader_feature _ _LAYER_MAPPING_UV1_3 _LAYER_MAPPING_PLANAR_3 _LAYER_MAPPING_TRIPLANAR_3
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_LIT // 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
//-------------------------------------------------------------------------------------
#define _MAX_LAYER 4
#if defined(_LAYEREDLIT_4_LAYERS)
# define _LAYER_COUNT 4
#elif defined(_LAYEREDLIT_3_LAYERS)
# define _LAYER_COUNT 3
#else
# define _LAYER_COUNT 2
#endif
struct LayerCoordinates
{
float2 texcoord[_MAX_LAYER];
bool isTriplanar[_MAX_LAYER];
};
float4 SampleLayer(TEXTURE2D_ARGS(layerTex, layerSampler), LayerCoordinates layerCoord, int layerIndex)
{
if (layerCoord.isTriplanar[layerIndex])
{
// TODO
return SAMPLE_TEXTURE2D(layerTex, layerSampler, layerCoord.texcoord[layerIndex]);
}
else
{
return SAMPLE_TEXTURE2D(layerTex, layerSampler, layerCoord.texcoord[layerIndex]);
}
}
// Set of users variables
#define PROP_DECL(type, name) type name, name##0, name##1, name##2, name##3;
#define PROP_DECL_TEX2D(name)\
TEXTURE2D(name##0); \
SAMPLER2D(sampler##name##0); \
TEXTURE2D(name##1); \
TEXTURE2D(name##2); \
TEXTURE2D(name##3);
#define PROP_SAMPLE(name, textureName, layerCoord, swizzle)\
name##0 = SampleLayer(TEXTURE2D_PARAM(textureName##0, sampler##textureName##0), layerCoord, 0).##swizzle; \
name##1 = SampleLayer(TEXTURE2D_PARAM(textureName##1, sampler##textureName##0), layerCoord, 1).##swizzle; \
name##2 = SampleLayer(TEXTURE2D_PARAM(textureName##2, sampler##textureName##0), layerCoord, 2).##swizzle; \
name##3 = SampleLayer(TEXTURE2D_PARAM(textureName##3, sampler##textureName##0), layerCoord, 3).##swizzle;
#define PROP_MUL(name, multiplier, swizzle)\
name##0 *= multiplier##0.##swizzle; \
name##1 *= multiplier##1.##swizzle; \
name##2 *= multiplier##2.##swizzle; \
name##3 *= multiplier##3.##swizzle;
#define PROP_ASSIGN(name, input, swizzle)\
name##0 = input##0.##swizzle; \
name##1 = input##1.##swizzle; \
name##2 = input##2.##swizzle; \
name##3 = input##3.##swizzle;
#define PROP_ASSIGN_VALUE(name, input)\
name##0 = input; \
name##1 = input; \
name##2 = input; \
name##3 = input;
#define PROP_BLEND_COLOR(name, mask) name = BlendLayeredColor(name##0, name##1, name##2, name##3, mask);
#define PROP_BLEND_SCALAR(name, mask) name = BlendLayeredScalar(name##0, name##1, name##2, name##3, mask);
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
// Set of users variables
PROP_DECL(float4, _BaseColor);
PROP_DECL_TEX2D(_BaseColorMap);
PROP_DECL(float, _Metallic);
PROP_DECL(float, _Smoothness);
PROP_DECL_TEX2D(_MaskMap);
PROP_DECL_TEX2D(_SpecularOcclusionMap);
PROP_DECL_TEX2D(_NormalMap);
PROP_DECL_TEX2D(_HeightMap);
PROP_DECL(float, _HeightScale);
PROP_DECL(float, _HeightBias);
PROP_DECL(float3, _EmissiveColor);
PROP_DECL(float, _EmissiveIntensity);
PROP_DECL(float, _LayerSize);
float _AlphaCutoff;
TEXTURE2D(_LayerMaskMap);
SAMPLER2D(sampler_LayerMaskMap);
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_GBUFFER
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "Debug"
Tags{ "LightMode" = "DebugViewMaterial" }
Cull[_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassDebugViewMaterial.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
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitMetaPass.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.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]
ZTest LEqual
ZWrite Off // TODO: Test Z equal here.
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_VELOCITY
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitVelocityPass.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
Cull[_CullMode]
ZWrite On ZTest LEqual
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{ "LightMode" = "DepthOnly" }
Cull[_CullMode]
ZWrite On ZTest LEqual
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
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
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_FORWARD
// TEMP until pragma work in include
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS
#define LAYERED_LIT_SHADER
//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
#include "../../Lighting/Lighting.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
}
CustomEditor "UnityEditor.Experimental.ScriptableRenderLoop.LayeredLitGUI"
}