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229 行
6.0 KiB

Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On ZTest LEqual
// Material options generated by graph
${Culling}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
// Defines generated by graph
${Defines}
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
${Graph}
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
// Interpolators defined by graph
${VertexOutputStruct}
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// x: global clip space bias, y: normal world space bias
float4 _ShadowBias;
float3 _LightDirection;
VertexOutput ShadowPassVertex(GraphVertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Vertex transformations performed by graph
${VertexShader}
VertexDescriptionInputs vdi = (VertexDescriptionInputs)0;
// Vertex description inputs defined by graph
${VertexShaderDescriptionInputs}
VertexDescription vd = PopulateVertexData(vdi);
v.vertex.xyz = vd.Position;
// Vertex shader outputs defined by graph
${VertexShaderOutputs}
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float3 normalWS = TransformObjectToWorldDir(v.normal);
float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS));
float scale = invNdotL * _ShadowBias.y;
// normal bias is negative since we want to apply an inset normal offset
positionWS = normalWS * scale.xxx + positionWS;
float4 clipPos = TransformWorldToHClip(positionWS);
// _ShadowBias.x sign depens on if platform has reversed z buffer
clipPos.z += _ShadowBias.x;
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#endif
o.clipPos = clipPos;
return o;
}
half4 ShadowPassFragment(VertexOutput IN) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
// Pixel transformations performed by graph
${PixelShader}
SurfaceDescriptionInputs surfaceInput = (SurfaceDescriptionInputs)0;
// Surface description inputs defined by graph
${PixelShaderSurfaceInputs}
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
float Alpha = 1;
float AlphaClipThreshold = 0;
// Surface description remap performed by graph
${PixelShaderSurfaceRemap}
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
// Material options generated by graph
${Culling}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Defines generated by graph
${Defines}
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
${Graph}
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
// Interpolators defined by graph
${VertexOutputStruct}
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(GraphVertexInput v)
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Vertex transformations performed by graph
${VertexShader}
VertexDescriptionInputs vdi = (VertexDescriptionInputs)0;
// Vertex description inputs defined by graph
${VertexShaderDescriptionInputs}
VertexDescription vd = PopulateVertexData(vdi);
v.vertex.xyz = vd.Position;
// Vertex shader outputs defined by graph
${VertexShaderOutputs}
o.clipPos = TransformObjectToHClip(v.vertex.xyz);
return o;
}
half4 frag(VertexOutput IN) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
// Pixel transformations performed by graph
${PixelShader}
SurfaceDescriptionInputs surfaceInput = (SurfaceDescriptionInputs)0;
// Surface description inputs defined by graph
${PixelShaderSurfaceInputs}
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
float Alpha = 1;
float AlphaClipThreshold = 0;
// Surface description remap performed by graph
${PixelShaderSurfaceRemap}
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
return 0;
}
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMeta
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature EDITOR_VISUALIZATION
#pragma shader_feature _SPECGLOSSMAP
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl"
ENDHLSL
}