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505 行
20 KiB

Shader "HDRenderPipeline/LitTessellation"
{
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
_BaseColor("BaseColor", Color) = (1,1,1,1)
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0
_MaskMap("MaskMap", 2D) = "white" {}
_SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0
_SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
_BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {}
_HeightMap("HeightMap", 2D) = "black" {}
[HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.01 // In world units
_HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space
_HeightMin("Heightmap Min", Float) = -1
_HeightMax("Heightmap Max", Float) = 1
_DetailMap("DetailMap", 2D) = "black" {}
_DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1
_TangentMap("TangentMap", 2D) = "bump" {}
_TangentMapOS("TangentMapOS", 2D) = "white" {}
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
_SubsurfaceProfile("Subsurface Profile", Int) = 0
_SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 1.0
_SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {}
_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
_CoatCoverage("Coat Coverage", Range(0.0, 1.0)) = 1.0
_CoatIOR("Coat IOR", Range(0.0, 1.0)) = 0.5
_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
_SpecularColorMap("SpecularColorMap", 2D) = "white" {}
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
[ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)
// 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
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVBase("UV Set for base", Float) = 0
_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, ClearCoat, 3, Specular Color, 4)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
[ToggleOff] _PerPixelDisplacementObjectScale("Per pixel displacement object scale", Float) = 1.0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
// Displacement map
[ToggleOff] _EnableVertexDisplacement("Enable vertex displacement", Float) = 0.0
[ToggleOff] _VertexDisplacementObjectScale("Vertex displacement object scale", Float) = 1.0
[ToggleOff] _VertexDisplacementTilingScale("Vertex displacement tiling height scale", Float) = 1.0
// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0
_InitialBend("Initial Bend", float) = 1.0
_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0
_ShiverDrag("Shiver Drag", float) = 0.2
_ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
_EmissionColor("Color", Color) = (1, 1, 1)
// Tessellation specific
[Enum(None, 0, Phong, 1)] _TessellationMode("Tessellation mode", Float) = 0
_TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0
_TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0
_TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0
_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0
_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong
_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25
// TODO: Handle culling mode for backface culling
}
HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4// TEMP: until we go futher in dev
// #pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DISTORTION_ON
#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _PER_PIXEL_DISPLACEMENT
#pragma shader_feature _PER_PIXEL_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT
#pragma shader_feature _VERTEX_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _TESSELLATION_PHONG
#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
#pragma shader_feature _NORMALMAP
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _ENABLESPECULAROCCLUSION
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _TANGENTMAP
#pragma shader_feature _ANISOTROPYMAP
#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _SUBSURFACE_RADIUS_MAP
#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR _MATID_CLEARCOAT
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#define TESSELLATION_ON
// Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet
#define SURFACE_GRADIENT
// This shader support vertex modification
#define HAVE_VERTEX_MODIFICATION
#define HAVE_TESSELLATION_MODIFICATION
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "../../../Core/ShaderLibrary/Wind.hlsl"
#include "../../../Core/ShaderLibrary/tessellation.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#include "../../Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
Pass
{
Name "GBufferWithPrepass" // Name is not used
Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_GBUFFER
#define _BYPASS_ALPHA_TEST
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "GBufferDebugDisplay" // Name is not used
Tags{ "LightMode" = "GBufferDebugDisplay" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.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.
// No tessellation for Meta pass
#undef TESSELLATION_ON
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitMetaPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
Cull[_CullMode]
ZClip Off
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_SHADOWS
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{ "LightMode" = "DepthOnly" }
Cull[_CullMode]
ZWrite On
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.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]
ZWrite Off // TODO: Test Z equal here.
HLSLPROGRAM
// TODO: Tesselation can't work with velocity for now...
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_VELOCITY
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitVelocityPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL
}
Pass
{
Name "Distortion" // Name is not used
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
Blend One One
ZTest [_ZTestMode]
ZWrite off
Cull [_CullMode]
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_DISTORTION
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDistortionPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.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 hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
Pass
{
Name "ForwardDisplayDebug" // Name is not used
Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_CullMode]
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.Rendering.HDPipeline.LitGUI"
}