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238 行
9.3 KiB
238 行
9.3 KiB
Shader "ScriptableRenderPipeline/LightweightPipeline/Standard"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
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_ParallaxMap("Height Map", 2D) = "black" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
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_DetailNormalMapScale("Scale", Float) = 1.0
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_DetailNormalMap("Normal Map", 2D) = "bump" {}
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[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
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// Blending state
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[HideInInspector] _Mode("__mode", 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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}
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SubShader
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{
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
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LOD 300
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// ------------------------------------------------------------------
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// Base forward pass (directional light, emission, lightmaps, ...)
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Pass
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{
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Tags{"LightMode" = "LightweightForward"}
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICGLOSSMAP
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#pragma shader_feature ___ _DETAIL_MULX2
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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#pragma shader_feature _PARALLAXMAP
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#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT
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#pragma multi_compile _ LIGHTWEIGHT_LINEAR
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
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#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ _LIGHT_PROBES_ON
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#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES
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#pragma multi_compile _ _VERTEX_LIGHTS
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma vertex LightweightVertex
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#pragma fragment LightweightFragment
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#include "UnityCG.cginc"
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#include "UnityStandardInput.cginc"
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#include "LightweightPipelineCore.cginc"
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#include "LightweightPipelineLighting.cginc"
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#include "LightweightPipelineBRDF.cginc"
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LightweightVertexOutput LightweightVertex(LightweightVertexInput v)
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{
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LightweightVertexOutput o = (LightweightVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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#ifdef LIGHTMAP_ON
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o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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o.hpos = UnityObjectToClipPos(v.vertex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.posWS.xyz = worldPos;
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half3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
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o.viewDir.xyz = viewDir;
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#ifndef _METALLICGLOSSMAP
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o.viewDir.w = saturate(_Glossiness + MetallicSetup_Reflectivity()); // grazing term
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#endif
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half3 normal = normalize(UnityObjectToWorldNormal(v.normal));
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#if _NORMALMAP
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half sign = v.tangent.w * unity_WorldTransformParams.w;
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half3 tangent = normalize(UnityObjectToWorldDir(v.tangent));
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half3 binormal = cross(normal, tangent) * v.tangent.w;
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// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code
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o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x);
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o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y);
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o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z);
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#else
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o.normal = normal;
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#endif
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o.posWS.w = Pow4(1 - saturate(dot(normal, viewDir))); // fresnel term
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#ifdef _LIGHT_PROBES_ON
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o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1)));
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#endif
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UNITY_TRANSFER_FOG(o, o.hpos);
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return o;
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}
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half4 LightweightFragment(LightweightVertexOutput i) : SV_Target
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{
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float2 uv = i.uv01.xy;
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float2 lightmapUV = i.uv01.zw;
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half4 albedoTex = tex2D(_MainTex, i.uv01.xy);
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half3 albedo = albedoTex.rgb * _Color.rgb;
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#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
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half alpha = _Color.a;
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half glossiness = albedorTex.a;
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#else
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half alpha = albedoTex.a * _Color.a;
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half glossiness = _Glossiness;
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#endif
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#if defined(_ALPHATEST_ON)
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clip(alpha - _Cutoff);
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#endif
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half2 metallicGloss = MetallicGloss(uv, glossiness);
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half metallic = metallicGloss.x;
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half smoothness = metallicGloss.y;
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half oneMinusReflectivity;
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half3 specColor;
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half3 diffColor = DiffuseAndSpecularFromMetallic(albedo, metallicGloss.x, specColor, oneMinusReflectivity);
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half3 normal;
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NormalMap(i, normal);
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// TODO: shader keyword for occlusion
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// TODO: Reflection Probe blend support.
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// GI
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half3 reflectVec = reflect(-i.viewDir.xyz, normal);
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half occlusion = Occlusion(uv);
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UnityIndirect indirectLight = LightweightGI(lightmapUV, i.fogCoord.yzw, reflectVec, occlusion, 1.0h - smoothness);
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// PBS
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#ifdef _METALLICGLOSSMAP
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half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity));
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#else
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half grazingTerm = i.viewDir.w;
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#endif
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half perVertexFresnelTerm = i.posWS.w;
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half3 color = LightweightBRDFIndirect(diffColor, specColor, indirectLight, grazingTerm, perVertexFresnelTerm);
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half3 lightDirection;
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#ifndef _MULTIPLE_LIGHTS
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LightInput light;
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INITIALIZE_MAIN_LIGHT(light);
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half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
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#ifdef _SHADOWS
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lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
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#endif
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half NdotL = saturate(dot(normal, lightDirection));
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half RdotL = saturate(dot(reflectVec, lightDirection));
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half3 attenuatedLightColor = light.color * (NdotL * lightAtten);
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color += LightweightBRDFDirect(diffColor, specColor, smoothness, RdotL) * attenuatedLightColor;
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#else
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#ifdef _SHADOWS
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half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
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#endif
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int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
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for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
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{
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LightInput light;
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int lightIndex = unity_4LightIndices0[lightIter];
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INITIALIZE_LIGHT(light, lightIndex);
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half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
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#ifdef _SHADOWS
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lightAtten *= max(shadowAttenuation, half(lightIter != _ShadowData.x));
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#endif
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half NdotL = saturate(dot(normal, lightDirection));
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half RdotL = saturate(dot(reflectVec, lightDirection));
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half3 attenuatedLightColor = light.color * (NdotL * lightAtten);
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color += LightweightBRDFDirect(diffColor, specColor, smoothness, RdotL) * attenuatedLightColor;
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}
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#endif
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color += Emission(uv);
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UNITY_APPLY_FOG(i.fogCoord, color);
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return OutputColor(color, alpha);
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}
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ENDCG
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}
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}
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FallBack "VertexLit"
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CustomEditor "StandardShaderGUI"
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}
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