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317 行
13 KiB
317 行
13 KiB
Shader "HDRenderPipeline/Fabric"
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{
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Properties
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{
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// Following set of parameters represent the parameters node inside the MaterialGraph.
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
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// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
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// Fabric type
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[Enum(Silk, 0, CottonWool, 1)] _FabricType("Fabric Type", Float) = 0
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// Value used to define which uv channel is used for the first set of textures
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVBase("UV Set for base", Float) = 0
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[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
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// Base color
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_BaseColor("BaseColor", Color) = (1,1,1,1)
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_BaseColorMap("BaseColorMap", 2D) = "white" {}
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// Normal map
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_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
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_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
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// Tangent map
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_TangentMap("TangentMap", 2D) = "bump" {}
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// Smoothness values (overriden by the mask map)
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0
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// The mask texture and the matching remapping values for it
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_MaskMap("MaskMap", 2D) = "white" {}
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_AORemapMin("AORemapMin", Float) = 0.0
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_AORemapMax("AORemapMax", Float) = 1.0
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_SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0
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_SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0
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// TODO
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//_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
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// Fuzz Tint
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_FuzzTint("FuzzTint", Color) = (1.0, 1.0, 1.0)
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// Detail Data
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
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[HideInInspector] _UVMappingMaskDetail("_UVMappingMaskDetail", Color) = (1, 0, 0, 0)
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_DetailMap("DetailMap", 2D) = "black" {}
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_FuzzDetailMap("FuzzDetailMap", 2D) = "white" {}
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_DetailAOScale("_DetailAOScale", Range(0.0, 2.0)) = 1
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_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale("_DetailSmoothnessScale", Range(0.0, 2.0)) = 1
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[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
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// Emissive Data
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVEmissive("UV Set for emissive", Float) = 0
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[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
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[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
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[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
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// Anisotropy Data
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_Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0
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_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
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// Diffusion Data
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_DiffusionProfile("Diffusion Profile", Int) = 0
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// Transmission Data
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[ToggleUI] _EnableTransmission("_EnableTransmission", Float) = 0.0
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// Subsurface Data
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[ToggleUI] _EnableSubsurfaceScattering("_EnableSubsurfaceScattering", Float) = 0.0
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_SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0
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_SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {}
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// Thickness Data
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_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
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_ThicknessMap("Thickness Map", 2D) = "white" {}
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_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
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//[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
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// Double sided
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[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
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[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
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[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
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// Transparency
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[ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0
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[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_TransparentSortPriority("_TransparentSortPriority", Float) = 0
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// Stencil state
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[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)
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[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time)
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[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time)
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[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (fixed at compile time)
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// Blending state
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[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
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[HideInInspector] _BlendMode("__blendmode", 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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[HideInInspector] _CullMode("__cullmode", Float) = 2.0
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
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[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
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[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
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_EmissionColor("Color", Color) = (1, 1, 1)
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// 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.
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_MainTex("Albedo", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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//-------------------------------------------------------------------------------------
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// Variant
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//-------------------------------------------------------------------------------------
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _DOUBLESIDED_ON
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _MASKMAP
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#pragma shader_feature _BENTNORMALMAP
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#pragma shader_feature _ENABLESPECULAROCCLUSION
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#pragma shader_feature _TANGENTMAP
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#pragma shader_feature _ANISOTROPYMAP
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#pragma shader_feature _DETAIL_MAP
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#pragma shader_feature _FUZZDETAIL_MAP
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#pragma shader_feature _SUBSURFACE_MASK_MAP
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#pragma shader_feature _THICKNESSMAP
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#pragma shader_feature _EMISSIVE_COLOR_MAP
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// Keyword for transparent
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#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
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#pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
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#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
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// MaterialFeature are used as shader feature to allow compiler to optimize properly
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#pragma shader_feature _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
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#pragma shader_feature _MATERIAL_FEATURE_TRANSMISSION
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#pragma shader_feature _MATERIAL_FEATURE_COTTON_WOOL
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//enable GPU instancing support
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#pragma multi_compile_instancing
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//-------------------------------------------------------------------------------------
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// Define
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//-------------------------------------------------------------------------------------
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#define UNITY_MATERIAL_FABRIC // Need to be define before including Material.hlsl
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "HDRP/ShaderPass/FragInputs.hlsl"
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#include "HDRP/ShaderPass/ShaderPass.cs.hlsl"
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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#include "HDRP/Material/Fabric/FabricProperties.hlsl"
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// All our shaders use same name for entry point
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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SubShader
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{
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// This tags allow to use the shader replacement features
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Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDFabricShader" }
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// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not be the meta pass.
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Pass
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{
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Name "Depth prepass"
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Tags{ "LightMode" = "DepthForwardOnly" }
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Cull[_CullMode]
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ZWrite On
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#include "HDRP/ShaderVariables.hlsl"
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#include "HDRP/Material/Material.hlsl"
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#include "ShaderPass/FabricDepthPass.hlsl"
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#include "FabricData.hlsl"
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#include "HDRP/ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
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}
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// Extracts information for lightmapping, GI (emission, albedo, ...)
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// This pass it not used during regular rendering.
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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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// Lightmap memo
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// 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,
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// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
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#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
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#include "HDRP/ShaderVariables.hlsl"
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#include "HDRP/Material/Material.hlsl"
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#include "ShaderPass/FabricSharePass.hlsl"
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#include "FabricData.hlsl"
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#include "HDRP/ShaderPass/ShaderPassLightTransport.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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Cull[_CullMode]
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ZClip [_ZClip]
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ZWrite On
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ZTest LEqual
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ColorMask 0
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_SHADOWS
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#define USE_LEGACY_UNITY_MATRIX_VARIABLES
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#include "HDRP/ShaderVariables.hlsl"
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#include "HDRP/Material/Material.hlsl"
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#include "ShaderPass/FabricDepthPass.hlsl"
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#include "FabricData.hlsl"
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#include "HDRP/ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
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}
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// Fabric shader always render in forward
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Pass
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{
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Name "Forward" // Name is not used
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Tags { "LightMode" = "ForwardOnly" }
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Stencil
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{
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WriteMask [_StencilWriteMask]
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Ref [_StencilRef]
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Comp Always
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Pass Replace
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}
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Blend [_SrcBlend] [_DstBlend]
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// In case of forward we want to have depth equal for opaque alpha tested mesh
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ZTest [_ZTestDepthEqualForOpaque]
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ZWrite [_ZWrite]
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Cull[_CullMode]
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HLSLPROGRAM
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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// #include "HDRP/Lighting/Forward.hlsl" : nothing left in there.
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//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
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#define LIGHTLOOP_TILE_PASS
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#define SHADERPASS SHADERPASS_FORWARD
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#include "HDRP/ShaderVariables.hlsl"
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#ifdef DEBUG_DISPLAY
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#include "HDRP/Debug/DebugDisplay.hlsl"
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#endif
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#include "HDRP/Lighting/Lighting.hlsl"
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//...this will include #include "HDRP/Material/Material.hlsl" but also LightLoop which the forward pass directly uses.
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#include "ShaderPass/FabricSharePass.hlsl"
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#include "FabricData.hlsl"
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#include "HDRP/ShaderPass/ShaderPassForward.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "Experimental.Rendering.HDPipeline.FabricGUI"
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}
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