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// Upgrade NOTE: replaced 'glstate_matrix_invtrans_modelview0' with 'UNITY_MATRIX_IT_MV'
// Upgrade NOTE: replaced 'glstate_matrix_modelview0' with 'UNITY_MATRIX_MV'
// Upgrade NOTE: replaced 'glstate_matrix_mvp' with 'UNITY_MATRIX_MVP'
// Example shader for a scriptable render loop that calculates multiple lights
// in a single forward-rendered shading pass. Uses same PBR shading model as the
// Standard shader.
//
// The parameters and inspector of the shader are the same as Standard shader,
// for easier experimentation.
Shader "RenderLoop/Batching/Standard8"
{
// Properties is just a copy of Standard.shader. Our example shader does not use all of them,
// but the inspector UI expects all these to exist.
Properties
{
// _Color("Color", Color) = (1,1,1,1)
myColor("Color", Color) = (1,1,1,1)
myTexture1("Albedo1", 2D) = "white" {}
myTexture2("Albedo2", 2D) = "white" {}
myTexture3("Albedo3", 2D) = "white" {}
myTexture4("Albedo4", 2D) = "white" {}
myTexture5("Albedo5", 2D) = "white" {}
myTexture6("Albedo6", 2D) = "white" {}
myTexture7("Albedo7", 2D) = "white" {}
myTexture8("Albedo8", 2D) = "white" {}
// [HideInInspector] _Mode("__mode", Float) = 0.0
// [HideInInspector] _SrcBlend("__src", Float) = 1.0
// [HideInInspector] _DstBlend("__dst", Float) = 0.0
// [HideInInspector] _ZWrite("__zw", Float) = 1.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
LOD 300
// Multiple lights at once pass, for our example Basic render loop.
Pass
{
Tags { "LightMode" = "BasicPass" }
// Use same blending / depth states as Standard shader
Blend One Zero
ZWrite On
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
//#pragma shader_feature _METALLICGLOSSMAP
//#include "UnityCG.cginc"
#include "HLSLSupport.cginc"
//float4 _Color;
// Global lighting data (setup from C# code once per frame).
CBUFFER_START(GlobalLightData)
// The variables are very similar to built-in unity_LightColor, unity_LightPosition,
// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here
// we use world space positions instead of view space.
half4 globalLightColor[8];
float4 globalLightPos[8];
float4 globalLightSpotDir[8];
float4 globalLightAtten[8];
int4 globalLightCount;
// Global ambient/SH probe, similar to unity_SH* built-in variables.
float4 globalSH[7];
CBUFFER_END
CBUFFER_START(simplebufferTest)
float4 myColor;
CBUFFER_END
/*
CBUFFER_START(UnityPerDraw) // 352 bytes, uploaded per object (even if just position change position )
float4x4 UNITY_MATRIX_MVP;
float4x4 UNITY_MATRIX_MV;
float4x4 UNITY_MATRIX_IT_MV;
float4x4 unity_ObjectToWorld;
float4x4 unity_WorldToObject;
float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms
CBUFFER_END
*/
// Compute attenuation & illumination from one light
half3 EvaluateOneLight(int idx, float3 positionWS, half3 normalWS, float3 vAlbedo)
{
// direction to light
float3 dirToLight = globalLightPos[idx].xyz;
dirToLight -= positionWS * globalLightPos[idx].w;
// distance attenuation
float att = 1.0;
float distSqr = dot(dirToLight, dirToLight);
att /= (1.0 + globalLightAtten[idx].z * distSqr);
if (globalLightPos[idx].w != 0 && distSqr > globalLightAtten[idx].w) att = 0.0; // set to 0 if outside of range
distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
dirToLight *= rsqrt(distSqr);
// spotlight angular attenuation
// Fill in light & indirect structures, and evaluate Standard BRDF
half3 light = globalLightColor[idx].rgb * att;
half3 c = dot(dirToLight, normalWS) * light * vAlbedo;
return c;
}
sampler2D myTexture1;
sampler2D myTexture2;
sampler2D myTexture3;
sampler2D myTexture4;
sampler2D myTexture5;
sampler2D myTexture6;
sampler2D myTexture7;
sampler2D myTexture8;
// Vertex shader
struct v2f // vertex to fragment
{
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float4 hpos : SV_POSITION;
};
struct s2v // stream to vertex
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
v2f vert(s2v v)
{
v2f o;
o.uv = v.texcoord.xy;
o.hpos = mul(UNITY_MATRIX_MVP, v.vertex);
o.positionWS = mul(unity_ObjectToWorld, v.vertex).xyz;
o.normalWS = normalize(mul((float3x3)unity_WorldToObject, v.normal));
return o;
}
// Fragment shader
half4 frag(v2f i) : SV_Target
{
i.normalWS = normalize(i.normalWS);
float4 color;
float4 diffuseAlbedo = float4(0, 0, 0, 0);
diffuseAlbedo += tex2D(myTexture1, i.uv);
diffuseAlbedo += tex2D(myTexture2, i.uv);
diffuseAlbedo += tex2D(myTexture3, i.uv);
diffuseAlbedo += tex2D(myTexture4, i.uv);
diffuseAlbedo += tex2D(myTexture5, i.uv);
diffuseAlbedo += tex2D(myTexture6, i.uv);
diffuseAlbedo += tex2D(myTexture7, i.uv);
diffuseAlbedo += tex2D(myTexture8, i.uv);
color = half4(EvaluateOneLight(0, i.positionWS, i.normalWS, diffuseAlbedo.rgb * myColor.rgb),1);
return color;
}
ENDCG
}
}
// CustomEditor "StandardShaderGUI"
}