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
265 行
16 KiB
265 行
16 KiB
Pass
|
|
{
|
|
// based on HDUnlitPassForward.template
|
|
Name "${PassName}"
|
|
Tags { "LightMode" = "${LightMode}" }
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Render Modes (Blend, Cull, ZTest, Stencil, etc)
|
|
//-------------------------------------------------------------------------------------
|
|
${Blending}
|
|
${Culling}
|
|
${ZTest}
|
|
${ZWrite}
|
|
${Stencil}
|
|
${ColorMask}
|
|
//-------------------------------------------------------------------------------------
|
|
// End Render Modes
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma target 4.5
|
|
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
|
|
//#pragma enable_d3d11_debug_symbols
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Variant Definitions
|
|
//-------------------------------------------------------------------------------------
|
|
${VariantDefines}
|
|
//-------------------------------------------------------------------------------------
|
|
// End Variant
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
|
|
|
|
#include "CoreRP/ShaderLibrary/Common.hlsl"
|
|
// #include "CoreRP/ShaderLibrary/Wind.hlsl"
|
|
|
|
#include "ShaderGraphLibrary/Functions.hlsl"
|
|
|
|
// define FragInputs structure
|
|
#include "HDRP/ShaderPass/FragInputs.hlsl"
|
|
#include "HDRP/ShaderPass/ShaderPass.cs.hlsl"
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Defines
|
|
//-------------------------------------------------------------------------------------
|
|
${Defines}
|
|
|
|
// this translates the new dependency tracker into the old preprocessor definitions for the existing HDRP shader code
|
|
$AttributesMesh.normalOS: #define ATTRIBUTES_NEED_NORMAL
|
|
$AttributesMesh.tangentOS: #define ATTRIBUTES_NEED_TANGENT
|
|
$AttributesMesh.uv0: #define ATTRIBUTES_NEED_TEXCOORD0
|
|
$AttributesMesh.uv1: #define ATTRIBUTES_NEED_TEXCOORD1
|
|
$AttributesMesh.uv2: #define ATTRIBUTES_NEED_TEXCOORD2
|
|
$AttributesMesh.uv3: #define ATTRIBUTES_NEED_TEXCOORD3
|
|
$AttributesMesh.color: #define ATTRIBUTES_NEED_COLOR
|
|
$VaryingsMeshToPS.positionWS: #define VARYINGS_NEED_POSITION_WS
|
|
$VaryingsMeshToPS.normalWS: #define VARYINGS_NEED_TANGENT_TO_WORLD
|
|
$VaryingsMeshToPS.texCoord0: #define VARYINGS_NEED_TEXCOORD0
|
|
$VaryingsMeshToPS.texCoord1: #define VARYINGS_NEED_TEXCOORD1
|
|
$VaryingsMeshToPS.texCoord2: #define VARYINGS_NEED_TEXCOORD2
|
|
$VaryingsMeshToPS.texCoord3: #define VARYINGS_NEED_TEXCOORD3
|
|
$VaryingsMeshToPS.color: #define VARYINGS_NEED_COLOR
|
|
$VaryingsMeshToPS.cullFace: #define VARYINGS_NEED_CULLFACE
|
|
//-------------------------------------------------------------------------------------
|
|
// End Defines
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#include "HDRP/ShaderVariables.hlsl"
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "HDRP/Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
|
|
#if (SHADERPASS == SHADERPASS_FORWARD)
|
|
// used for shaders that want to do lighting (and materials)
|
|
#include "HDRP/Lighting/Lighting.hlsl"
|
|
#else
|
|
// used for shaders that don't need lighting
|
|
#include "HDRP/Material/Material.hlsl"
|
|
#endif
|
|
#include "HDRP/Material/MaterialUtilities.hlsl"
|
|
|
|
// this function assumes the bitangent flip is encoded in tangentWS.w
|
|
// TODO: move this function to HDRP shared file, once we merge with HDRP repo
|
|
float3x3 BuildWorldToTangent(float4 tangentWS, float3 normalWS)
|
|
{
|
|
// tangentWS must not be normalized (mikkts requirement)
|
|
|
|
// Normalize normalWS vector but keep the renormFactor to apply it to bitangent and tangent
|
|
float3 unnormalizedNormalWS = normalWS;
|
|
float renormFactor = 1.0 / length(unnormalizedNormalWS);
|
|
|
|
// bitangent on the fly option in xnormal to reduce vertex shader outputs.
|
|
// this is the mikktspace transformation (must use unnormalized attributes)
|
|
float3x3 worldToTangent = CreateWorldToTangent(unnormalizedNormalWS, tangentWS.xyz, tangentWS.w > 0.0 ? 1.0 : -1.0);
|
|
|
|
// surface gradient based formulation requires a unit length initial normal. We can maintain compliance with mikkts
|
|
// by uniformly scaling all 3 vectors since normalization of the perturbed normal will cancel it.
|
|
worldToTangent[0] = worldToTangent[0] * renormFactor;
|
|
worldToTangent[1] = worldToTangent[1] * renormFactor;
|
|
worldToTangent[2] = worldToTangent[2] * renormFactor; // normalizes the interpolated vertex normal
|
|
return worldToTangent;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Interpolator Packing And Struct Declarations
|
|
//-------------------------------------------------------------------------------------
|
|
${InterpolatorPacking}
|
|
//-------------------------------------------------------------------------------------
|
|
// End Interpolator Packing And Struct Declarations
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Graph generated code
|
|
//-------------------------------------------------------------------------------------
|
|
${Graph}
|
|
//-------------------------------------------------------------------------------------
|
|
// End graph generated code
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
// TODO: Do we want to build include functionality for sharing these preprocessed functions across templates?
|
|
FragInputs BuildFragInputs(VaryingsMeshToPS input)
|
|
{
|
|
FragInputs output;
|
|
ZERO_INITIALIZE(FragInputs, output);
|
|
|
|
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
|
|
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
|
|
// to compute normals which are then passed on elsewhere to compute other values...
|
|
output.worldToTangent = k_identity3x3;
|
|
output.positionSS = input.positionCS; // input.positionCS is SV_Position
|
|
|
|
$FragInputs.positionWS: output.positionWS = input.positionWS;
|
|
$FragInputs.worldToTangent: output.worldToTangent = BuildWorldToTangent(input.tangentWS, input.normalWS);
|
|
$FragInputs.texCoord0: output.texCoord0 = input.texCoord0;
|
|
$FragInputs.texCoord1: output.texCoord1 = input.texCoord1;
|
|
$FragInputs.texCoord2: output.texCoord2 = input.texCoord2;
|
|
$FragInputs.texCoord3: output.texCoord3 = input.texCoord3;
|
|
$FragInputs.color: output.color = input.color;
|
|
#if SHADER_STAGE_FRAGMENT
|
|
$FragInputs.isFrontFace: output.isFrontFace = IS_FRONT_VFACE(input.cullFace, true, false); // TODO: SHADER_STAGE_FRAGMENT only
|
|
$FragInputs.isFrontFace: // Handle handness of the view matrix (In Unity view matrix default to a determinant of -1)
|
|
$FragInputs.isFrontFace: // when we render a cubemap the view matrix handness is flipped (due to convention used for cubemap) we have a determinant of +1
|
|
$FragInputs.isFrontFace: output.isFrontFace = _DetViewMatrix < 0.0 ? output.isFrontFace : !output.isFrontFace;
|
|
#endif // SHADER_STAGE_FRAGMENT
|
|
|
|
return output;
|
|
}
|
|
|
|
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
|
|
{
|
|
SurfaceDescriptionInputs output;
|
|
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
|
|
|
|
$SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalize(input.worldToTangent[2].xyz);
|
|
$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) unity_ObjectToWorld); // transposed multiplication by inverse matrix to handle normal scale
|
|
$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale
|
|
$SurfaceDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
|
|
|
|
$SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = input.worldToTangent[0].xyz;
|
|
$SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = mul((float3x3) unity_WorldToObject, output.WorldSpaceTangent);
|
|
$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceTangent);
|
|
$SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f);
|
|
|
|
$SurfaceDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = input.worldToTangent[1].xyz;
|
|
$SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = mul((float3x3) unity_WorldToObject, output.WorldSpaceBiTangent);
|
|
$SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceBiTangent);
|
|
$SurfaceDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f);
|
|
|
|
$SurfaceDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = normalize(viewWS);
|
|
$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = mul((float3x3) unity_WorldToObject, output.WorldSpaceViewDirection);
|
|
$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = mul((float3x3) UNITY_MATRIX_V, output.WorldSpaceViewDirection);
|
|
$SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
|
|
$SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
|
|
|
|
// TODO: FragInputs.positionWS is badly named -- it's camera relative, not in world space
|
|
$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionWS + _WorldSpaceCameraPos;
|
|
$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = mul(unity_WorldToObject, float4(input.positionWS + _WorldSpaceCameraPos, 1.0f)).xyz;
|
|
$SurfaceDescriptionInputs.ViewSpacePosition: float4 posViewSpace = mul(UNITY_MATRIX_V, float4(input.positionWS, 1.0f));
|
|
$SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = posViewSpace.xyz / posViewSpace.w;
|
|
$SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
|
|
|
|
$SurfaceDescriptionInputs.screenPosition: output.screenPosition = input.positionSS;
|
|
|
|
$SurfaceDescriptionInputs.uv0: output.uv0 = float4(input.texCoord0, 0.0f, 0.0f);
|
|
$SurfaceDescriptionInputs.uv1: output.uv1 = float4(input.texCoord1, 0.0f, 0.0f);
|
|
$SurfaceDescriptionInputs.uv2: output.uv2 = float4(input.texCoord2, 0.0f, 0.0f);
|
|
$SurfaceDescriptionInputs.uv3: output.uv3 = float4(input.texCoord3, 0.0f, 0.0f);
|
|
|
|
$SurfaceDescriptionInputs.vertexColor: output.vertexColor = input.color;
|
|
|
|
return output;
|
|
}
|
|
|
|
// existing HDRP code uses the combined function to go directly from packed to frag inputs
|
|
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
|
|
{
|
|
VaryingsMeshToPS unpacked= UnpackVaryingsMeshToPS(input);
|
|
return BuildFragInputs(unpacked);
|
|
}
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
|
|
{
|
|
// setup defaults -- these are used if the graph doesn't output a value
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
|
|
// copy across graph values, if defined
|
|
$SurfaceDescription.Color: surfaceData.color = surfaceDescription.Color;
|
|
}
|
|
|
|
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
|
{
|
|
// this applies the double sided tangent space correction -- see 'ApplyDoubleSidedFlipOrMirror()'
|
|
$DoubleSided: if (!fragInputs.isFrontFace) {
|
|
$DoubleSided.Flip: fragInputs.worldToTangent[1] = -fragInputs.worldToTangent[1]; // bitangent
|
|
$DoubleSided.Flip: fragInputs.worldToTangent[2] = -fragInputs.worldToTangent[2]; // normal
|
|
$DoubleSided.Mirror: fragInputs.worldToTangent[2] = -fragInputs.worldToTangent[2]; // normal
|
|
$DoubleSided: }
|
|
|
|
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
|
|
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
|
|
|
|
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
|
|
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
|
|
#ifdef _ALPHATEST_ON
|
|
DoAlphaTest(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
|
|
#endif
|
|
|
|
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
|
|
|
|
// Builtin Data -- we don't call GetBuiltinData(fragInputs, surfaceData, ...)
|
|
// that function assumes there are specific global properties defined
|
|
// for shadergraph shaders, we fill it out here instead
|
|
ZERO_INITIALIZE(BuiltinData, builtinData);
|
|
|
|
builtinData.opacity = surfaceDescription.Alpha;
|
|
builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
|
|
|
|
builtinData.emissiveIntensity = 1.0f;
|
|
$SurfaceDescription.Emission: builtinData.emissiveColor = surfaceDescription.Emission;
|
|
builtinData.velocity = float2(0.0, 0.0);
|
|
builtinData.shadowMask0 = 0.0;
|
|
builtinData.shadowMask1 = 0.0;
|
|
builtinData.shadowMask2 = 0.0;
|
|
builtinData.shadowMask3 = 0.0;
|
|
|
|
builtinData.distortion = float2(0.0, 0.0); // surfaceDescription.Distortion -- if distortion pass
|
|
builtinData.distortionBlur = 0.0; // surfaceDescription.DistortionBlur -- if distortion pass
|
|
builtinData.depthOffset = 0.0; // ApplyPerPixelDisplacement(input, V, layerTexCoord, blendMasks); #ifdef _DEPTHOFFSET_ON : ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput);
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Pass Includes
|
|
//-------------------------------------------------------------------------------------
|
|
${Includes}
|
|
//-------------------------------------------------------------------------------------
|
|
// End Pass Includes
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
ENDHLSL
|
|
}
|