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111 行
3.4 KiB
111 行
3.4 KiB
// Example shader for a scriptable render loop that calculates multiple lights
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// in a single forward-rendered shading pass. Uses same PBR shading model as the
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// Standard shader.
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//
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// The parameters and inspector of the shader are the same as Standard shader,
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// for easier experimentation.
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Shader "RenderLoop/Batching/Standard"
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{
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// Properties is just a copy of Standard.shader. Our example shader does not use all of them,
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// but the inspector UI expects all these to exist.
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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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" "PerformanceChecks" = "False" }
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LOD 300
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// Multiple lights at once pass, for our example Basic render loop.
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Pass
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{
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Tags { "LightMode" = "BasicPass" }
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// Use same blending / depth states as Standard shader
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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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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _METALLICGLOSSMAP
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#include "UnityCG.cginc"
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float4 _Color;
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// Global lighting data (setup from C# code once per frame).
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CBUFFER_START(GlobalLightData)
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// The variables are very similar to built-in unity_LightColor, unity_LightPosition,
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// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here
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// we use world space positions instead of view space.
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half4 globalLightColor[8];
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float4 globalLightPos[8];
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float4 globalLightSpotDir[8];
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float4 globalLightAtten[8];
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int4 globalLightCount;
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// Global ambient/SH probe, similar to unity_SH* built-in variables.
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float4 globalSH[7];
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CBUFFER_END
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// Compute attenuation & illumination from one light
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half3 EvaluateOneLight(int idx, float3 positionWS, half3 normalWS, float3 vAlbedo)
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{
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// direction to light
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float3 dirToLight = globalLightPos[idx].xyz;
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dirToLight -= positionWS * globalLightPos[idx].w;
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// distance attenuation
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float att = 1.0;
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float distSqr = dot(dirToLight, dirToLight);
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att /= (1.0 + globalLightAtten[idx].z * distSqr);
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if (globalLightPos[idx].w != 0 && distSqr > globalLightAtten[idx].w) att = 0.0; // set to 0 if outside of range
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distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
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dirToLight *= rsqrt(distSqr);
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// spotlight angular attenuation
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// Fill in light & indirect structures, and evaluate Standard BRDF
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half3 light = globalLightColor[idx].rgb * att;
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half3 c = dot(dirToLight, normalWS) * light * vAlbedo;
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return c;
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}
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// Vertex shader
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float3 positionWS : TEXCOORD1;
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float3 normalWS : TEXCOORD2;
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float4 hpos : SV_POSITION;
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};
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v2f vert(appdata_base v)
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{
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v2f o;
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o.hpos = UnityObjectToClipPos(v.vertex);
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o.positionWS = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.normalWS = UnityObjectToWorldNormal(v.normal);
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return o;
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}
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// Fragment shader
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half4 frag(v2f i) : SV_Target
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{
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i.normalWS = normalize(i.normalWS);
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float4 color;
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color.rgb = EvaluateOneLight(0, i.positionWS, i.normalWS, _Color.rgb);
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return color;
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}
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ENDCG
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}
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}
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CustomEditor "StandardShaderGUI"
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}
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