您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
314 行
12 KiB
314 行
12 KiB
Shader "HDRenderPipeline/TerrainLit"
|
|
{
|
|
Properties
|
|
{
|
|
[HideInInspector] [Enum(Alpha, 0, Density, 1, Height, 2)] _LayerBlendMode("Layer Blend Mode", Int) = 0
|
|
_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
|
|
|
|
// TODO: support tri-planar?
|
|
// TODO: support more maps?
|
|
//[HideInInspector] _TexWorldScale0("Tiling", Float) = 1.0
|
|
//[HideInInspector] _TexWorldScale1("Tiling", Float) = 1.0
|
|
//[HideInInspector] _TexWorldScale2("Tiling", Float) = 1.0
|
|
//[HideInInspector] _TexWorldScale3("Tiling", Float) = 1.0
|
|
|
|
// Following are builtin properties
|
|
|
|
// Stencil state
|
|
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
|
|
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time)
|
|
[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time)
|
|
[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (fixed at compile time)
|
|
|
|
// Blending state
|
|
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
|
|
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
|
|
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
|
|
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
|
|
|
|
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
|
|
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
|
|
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
|
|
|
|
[ToggleUI] _EnableInstancedPerPixelNormal("Instanced per pixel normal", Float) = 1.0
|
|
|
|
// 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 behavior for GI
|
|
_EmissionColor("Color", Color) = (1, 1, 1)
|
|
|
|
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
|
|
_MainTex("Albedo", 2D) = "white" {}
|
|
_Color("Color", Color) = (1,1,1,1)
|
|
|
|
[ToggleUI] _SupportDBuffer("Support DBuffer", Float) = 1.0
|
|
}
|
|
|
|
HLSLINCLUDE
|
|
|
|
#pragma target 4.5
|
|
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
|
|
|
|
#pragma shader_feature _TERRAIN_8_LAYERS
|
|
#pragma shader_feature _ _TERRAIN_BLEND_DENSITY _TERRAIN_BLEND_HEIGHT
|
|
#pragma shader_feature _NORMALMAP
|
|
#pragma shader_feature _MASKMAP
|
|
// Sample normal in pixel shader when doing instancing
|
|
#pragma shader_feature _TERRAIN_INSTANCED_PERPIXEL_NORMAL
|
|
|
|
#pragma shader_feature _DOUBLESIDED_ON
|
|
|
|
//#pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
|
|
//#pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1
|
|
//#pragma shader_feature _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2
|
|
//#pragma shader_feature _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3
|
|
|
|
#pragma shader_feature _DISABLE_DBUFFER
|
|
|
|
//enable GPU instancing support
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Define
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
|
|
// 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
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Include
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#include "CoreRP/ShaderLibrary/Common.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
|
|
{
|
|
// This tags allow to use the shader replacement features
|
|
Tags
|
|
{
|
|
"RenderPipeline" = "HDRenderPipeline"
|
|
"RenderType" = "Opaque"
|
|
"SplatCount" = "8"
|
|
"MaskMapR" = "Metallic"
|
|
"MaskMapG" = "AO"
|
|
"MaskMapB" = "Height"
|
|
"MaskMapA" = "Smoothness"
|
|
"DiffuseA" = "Smoothness (becomes Density when Mask map is assigned)" // when MaskMap is disabled
|
|
"DiffuseA_MaskMapUsed" = "Density" // when MaskMap is enabled
|
|
}
|
|
|
|
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
|
|
Pass
|
|
{
|
|
Name "GBuffer" // Name is not used
|
|
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
|
|
|
|
Cull [_CullMode]
|
|
ZTest[_ZTestGBuffer]
|
|
|
|
Stencil
|
|
{
|
|
WriteMask [_StencilWriteMask]
|
|
Ref [_StencilRef]
|
|
Comp Always
|
|
Pass Replace
|
|
}
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile _ DEBUG_DISPLAY
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
#include "../../ShaderVariables.hlsl"
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "../../Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
#include "../../Material/Material.hlsl"
|
|
#include "TerrainLitSharePass.hlsl"
|
|
#include "TerrainLitData.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.
|
|
|
|
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
|
|
#include "../../ShaderVariables.hlsl"
|
|
#include "../../Material/Material.hlsl"
|
|
#include "TerrainLitSharePass.hlsl"
|
|
#include "TerrainLitData.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)
|
|
|
|
// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity
|
|
Stencil
|
|
{
|
|
WriteMask [_StencilWriteMaskMV]
|
|
Ref [_StencilRefMV]
|
|
Comp Always
|
|
Pass Replace
|
|
}
|
|
|
|
Cull[_CullMode]
|
|
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define SHADERPASS SHADERPASS_VELOCITY
|
|
#include "../../ShaderVariables.hlsl"
|
|
#include "../../Material/Material.hlsl"
|
|
#include "../Lit/ShaderPass/LitVelocityPass.hlsl"
|
|
#include "TerrainLitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "ShadowCaster"
|
|
Tags{ "LightMode" = "ShadowCaster" }
|
|
|
|
Cull[_CullMode]
|
|
|
|
ZClip [_ZClip]
|
|
ZWrite On
|
|
ZTest LEqual
|
|
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWS
|
|
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
|
|
#include "../../ShaderVariables.hlsl"
|
|
#include "../../Material/Material.hlsl"
|
|
#include "../Lit/ShaderPass/LitDepthPass.hlsl"
|
|
#include "TerrainLitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "DepthOnly"
|
|
Tags{ "LightMode" = "DepthOnly" }
|
|
|
|
Cull[_CullMode]
|
|
|
|
ZWrite On
|
|
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#include "../../ShaderVariables.hlsl"
|
|
#include "../../Material/Material.hlsl"
|
|
#include "../Lit/ShaderPass/LitDepthPass.hlsl"
|
|
#include "TerrainLitData.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
|
|
|
|
Stencil
|
|
{
|
|
WriteMask [_StencilWriteMask]
|
|
Ref [_StencilRef]
|
|
Comp Always
|
|
Pass Replace
|
|
}
|
|
|
|
// In case of forward we want to have depth equal for opaque mesh
|
|
ZTest [_ZTestDepthEqualForOpaque]
|
|
ZWrite [_ZWrite]
|
|
Cull [_CullMode]
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile _ DEBUG_DISPLAY
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
// #include "../../Lighting/Forward.hlsl"
|
|
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
|
|
#define LIGHTLOOP_TILE_PASS
|
|
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
|
|
|
|
#define SHADERPASS SHADERPASS_FORWARD
|
|
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
|
|
#ifndef _SURFACE_TYPE_TRANSPARENT
|
|
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
|
#endif
|
|
#include "../../ShaderVariables.hlsl"
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "../../Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
#include "../../Lighting/Lighting.hlsl"
|
|
#include "TerrainLitSharePass.hlsl"
|
|
#include "TerrainLitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassForward.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
UsePass "Hidden/Nature/Terrain/Picking/TERRAINPICKING"
|
|
}
|
|
|
|
Dependency "BaseMapShader" = "Hidden/HDRenderPipeline/TerrainLit_Basemap"
|
|
Dependency "BaseMapGenShader" = "Hidden/HDRenderPipeline/TerrainLit_Basemap_Gen"
|
|
CustomEditor "UnityEditor.Experimental.Rendering.HDPipeline.TerrainLitGUI"
|
|
}
|