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179 行
4.4 KiB
179 行
4.4 KiB
Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On ZTest LEqual
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// Material options generated by graph
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${Culling}
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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// Defines generated by graph
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${Defines}
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#include "LWRP/ShaderLibrary/Core.hlsl"
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#include "LWRP/ShaderLibrary/Lighting.hlsl"
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#include "ShaderGraphLibrary/Functions.hlsl"
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#include "CoreRP/ShaderLibrary/Color.hlsl"
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${Graph}
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struct VertexOutput
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{
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float2 uv : TEXCOORD0;
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float4 clipPos : SV_POSITION;
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};
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// x: global clip space bias, y: normal world space bias
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float4 _ShadowBias;
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float3 _LightDirection;
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VertexOutput ShadowPassVertex(GraphVertexInput v)
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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// Vertex transformations performed by graph
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${VertexShader}
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VertexDescriptionInputs vdi = (VertexDescriptionInputs)0;
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// Vertex description inputs defined by graph
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${VertexShaderDescriptionInputs}
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VertexDescription vd = PopulateVertexData(vdi);
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v.vertex.xyz = vd.Position;
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o.uv = uv1;
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float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
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float3 normalWS = TransformObjectToWorldDir(v.normal);
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float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS));
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float scale = invNdotL * _ShadowBias.y;
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// normal bias is negative since we want to apply an inset normal offset
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positionWS = normalWS * scale.xxx + positionWS;
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float4 clipPos = TransformWorldToHClip(positionWS);
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// _ShadowBias.x sign depens on if platform has reversed z buffer
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clipPos.z += _ShadowBias.x;
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#if UNITY_REVERSED_Z
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clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#else
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clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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o.clipPos = clipPos;
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return o;
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}
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half4 ShadowPassFragment() : SV_TARGET
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{
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return 0;
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}
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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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ZWrite On
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ColorMask 0
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// Material options generated by graph
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${Culling}
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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// Defines generated by graph
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${Defines}
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#include "LWRP/ShaderLibrary/Core.hlsl"
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#include "LWRP/ShaderLibrary/Lighting.hlsl"
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#include "ShaderGraphLibrary/Functions.hlsl"
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#include "CoreRP/ShaderLibrary/Color.hlsl"
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${Graph}
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struct VertexOutput
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{
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float2 uv : TEXCOORD0;
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float4 clipPos : SV_POSITION;
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};
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VertexOutput vert(GraphVertexInput v)
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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// Vertex transformations performed by graph
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${VertexShader}
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VertexDescriptionInputs vdi = (VertexDescriptionInputs)0;
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// Vertex description inputs defined by graph
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${VertexShaderDescriptionInputs}
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VertexDescription vd = PopulateVertexData(vdi);
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v.vertex.xyz = vd.Position;
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o.uv = uv1;
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o.clipPos = TransformObjectToHClip(v.vertex.xyz);
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return o;
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}
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half4 frag() : SV_TARGET
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{
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return 0;
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}
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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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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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma vertex LightweightVertexMeta
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#pragma fragment LightweightFragmentMeta
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#pragma shader_feature _SPECULAR_SETUP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICSPECGLOSSMAP
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature EDITOR_VISUALIZATION
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#pragma shader_feature _SPECGLOSSMAP
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#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
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#include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl"
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ENDHLSL
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}
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