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
236 行
12 KiB
236 行
12 KiB
#ifndef UNITY_MATERIAL_INCLUDED
|
|
#define UNITY_MATERIAL_INCLUDED
|
|
|
|
#include "CoreRP/ShaderLibrary/Color.hlsl"
|
|
#include "CoreRP/ShaderLibrary/Packing.hlsl"
|
|
#include "CoreRP/ShaderLibrary/BSDF.hlsl"
|
|
#include "CoreRP/ShaderLibrary/Debug.hlsl"
|
|
#include "CoreRP/ShaderLibrary/GeometricTools.hlsl"
|
|
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
|
|
#include "CoreRP/ShaderLibrary/EntityLighting.hlsl"
|
|
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
|
|
#include "HDRP/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
|
|
|
|
// Guidelines for Material Keyword.
|
|
// There is a set of Material Keyword that a HD shaders must define (or not define). We call them system KeyWord.
|
|
// .Shader need to define:
|
|
// - _SURFACE_TYPE_TRANSPARENT if they use a transparent material
|
|
// - _BLENDMODE_ALPHA, _BLENDMODE_ADD, _BLENDMODE_PRE_MULTIPLY for blend mode
|
|
// - _BLENDMODE_PRESERVE_SPECULAR_LIGHTING for correct lighting when blend mode are use with a Lit material
|
|
// - _ENABLE_FOG_ON_TRANSPARENT if fog is enable on transparent surface
|
|
// - _DISABLE_DECALS if the material don't support decals
|
|
|
|
#define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// ApplyBlendMode function
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float4 ApplyBlendMode(float3 diffuseLighting, float3 specularLighting, float opacity)
|
|
{
|
|
// ref: http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf
|
|
// Lit transparent object should have reflection and tramission.
|
|
// Transmission when not using "rough refraction mode" (with fetch in preblured background) is handled with blend mode.
|
|
// However reflection should not be affected by blend mode. For example a glass should still display reflection and not lose the highlight when blend
|
|
// This is the purpose of following function, "Cancel" the blend mode effect on the specular lighting but not on the diffuse lighting
|
|
#ifdef _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
|
|
// In the case of _BLENDMODE_ALPHA the code should be float4(diffuseLighting + (specularLighting / max(opacity, 0.01)), opacity)
|
|
// However this have precision issue when reaching 0, so we change the blend mode and apply src * src_a inside the shader instead
|
|
#if defined(_BLENDMODE_ADD) || defined(_BLENDMODE_ALPHA)
|
|
return float4(diffuseLighting * opacity + specularLighting, opacity);
|
|
#else // defined(_BLENDMODE_PRE_MULTIPLY)
|
|
return float4(diffuseLighting + specularLighting, opacity);
|
|
#endif
|
|
#else
|
|
#if defined(_BLENDMODE_ADD) || defined(_BLENDMODE_ALPHA)
|
|
return float4((diffuseLighting + specularLighting) * opacity, opacity);
|
|
#else // defined(_BLENDMODE_PRE_MULTIPLY)
|
|
return float4(diffuseLighting + specularLighting, opacity);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
float4 ApplyBlendMode(float3 color, float opacity)
|
|
{
|
|
return ApplyBlendMode(color, float3(0.0, 0.0, 0.0), opacity);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Fog sampling function for materials
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Used for transparent object. input color is color + alpha of the original transparent pixel.
|
|
// This must be call after ApplyBlendMode to work correctly
|
|
float4 EvaluateAtmosphericScattering(PositionInputs posInput, float4 inputColor)
|
|
{
|
|
float4 result = inputColor;
|
|
|
|
#ifdef _ENABLE_FOG_ON_TRANSPARENT
|
|
float4 fog = EvaluateAtmosphericScattering(posInput);
|
|
|
|
#if defined(_BLENDMODE_ALPHA)
|
|
// Regular alpha blend need to multiply fog color by opacity (as we do src * src_a inside the shader)
|
|
result.rgb = lerp(result.rgb, fog.rgb * result.a, fog.a);
|
|
#elif defined(_BLENDMODE_ADD)
|
|
// For additive, we just need to fade to black with fog density (black + background == background color == fog color)
|
|
result.rgb = result.rgb * (1.0 - fog.a);
|
|
#elif defined(_BLENDMODE_PRE_MULTIPLY)
|
|
// For Pre-Multiplied Alpha Blend, we need to multiply fog color by src alpha to match regular alpha blending formula.
|
|
result.rgb = lerp(result.rgb, fog.rgb * result.a, fog.a);
|
|
#endif
|
|
#else
|
|
// Evaluation of fog for opaque objects is currently done in a full screen pass independent from any material parameters.
|
|
// but this funtction is called in generic forward shader code so we need it to be neutral in this case.
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Alpha test replacement
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// This function must be use instead of clip instruction. It allow to manage in which case the clip is perform for optimization purpose
|
|
void DoAlphaTest(float alpha, float alphaCutoff)
|
|
{
|
|
// For Deferred:
|
|
// If we have a prepass, we may want to remove the clip from the GBuffer pass (otherwise HiZ does not work on PS4) - SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
|
|
// For Forward Opaque:
|
|
// If we have a prepass, we may want to remove the clip from the forward pass (otherwise HiZ does not work on PS4) - SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
|
// For Forward Transparent
|
|
// Also no alpha test for light transport
|
|
// Note: If SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST or SHADERPASS_FORWARD_BYPASS_ALPHA_TEST are used, it mean that we must use ZTest depth equal for the pass (Need to use _ZTestDepthEqualForOpaque property).
|
|
#if !defined(SHADERPASS_FORWARD_BYPASS_ALPHA_TEST) && !defined(SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST) && !(SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
|
|
clip(alpha - alphaCutoff);
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Reflection / Refraction hierarchy handling
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// This function is use with reflection and refraction hierarchy of LightLoop
|
|
// It will add weight to hierarchyWeight but ensure that hierarchyWeight is not more than one
|
|
// by updating the weight value. Returned weight value must be apply on current lighting
|
|
// Example: Total hierarchyWeight is 0.8 and weight is 0.4. Function return hierarchyWeight of 1.0 and weight of 0.2
|
|
// hierarchyWeight and weight must be positive and between 0 and 1
|
|
void UpdateLightingHierarchyWeights(inout float hierarchyWeight, inout float weight)
|
|
{
|
|
float accumulatedWeight = hierarchyWeight + weight;
|
|
hierarchyWeight = saturate(accumulatedWeight);
|
|
weight -= saturate(accumulatedWeight - hierarchyWeight);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// BuiltinData
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#include "Builtin/BuiltinData.hlsl"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Material definition
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Here we include all the different lighting model supported by the renderloop based on define done in .shader
|
|
// Only one deferred layout is allowed for a HDRenderPipeline, this will be detect by the redefinition of GBUFFERMATERIAL_COUNT
|
|
// If GBUFFERMATERIAL_COUNT is define two time, the shaders will not compile
|
|
#ifdef UNITY_MATERIAL_LIT
|
|
#include "Lit/Lit.hlsl"
|
|
#elif defined(UNITY_MATERIAL_UNLIT)
|
|
#include "Unlit/Unlit.hlsl"
|
|
#elif defined(UNITY_MATERIAL_STACKLIT)
|
|
#include "StackLit/StackLit.hlsl"
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Define for GBuffer management
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifdef GBUFFERMATERIAL_COUNT
|
|
|
|
#if GBUFFERMATERIAL_COUNT == 2
|
|
|
|
#define OUTPUT_GBUFFER(NAME) \
|
|
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
|
|
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1
|
|
|
|
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1))
|
|
|
|
#elif GBUFFERMATERIAL_COUNT == 3
|
|
|
|
#define OUTPUT_GBUFFER(NAME) \
|
|
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
|
|
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
|
|
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2
|
|
|
|
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
|
|
|
|
#elif GBUFFERMATERIAL_COUNT == 4
|
|
|
|
#define OUTPUT_GBUFFER(NAME) \
|
|
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
|
|
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
|
|
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
|
|
out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3
|
|
|
|
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3))
|
|
|
|
#elif GBUFFERMATERIAL_COUNT == 5
|
|
|
|
#define OUTPUT_GBUFFER(NAME) \
|
|
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
|
|
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
|
|
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
|
|
out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3, \
|
|
out GBufferType4 MERGE_NAME(NAME, 4) : SV_Target4
|
|
|
|
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4))
|
|
|
|
#elif GBUFFERMATERIAL_COUNT == 6
|
|
|
|
#define OUTPUT_GBUFFER(NAME) \
|
|
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
|
|
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
|
|
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
|
|
out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3, \
|
|
out GBufferType4 MERGE_NAME(NAME, 4) : SV_Target4, \
|
|
out GBufferType5 MERGE_NAME(NAME, 5) : SV_Target5
|
|
|
|
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4), MERGE_NAME(NAME, 5))
|
|
|
|
#elif GBUFFERMATERIAL_COUNT == 7
|
|
|
|
#define OUTPUT_GBUFFER(NAME) \
|
|
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
|
|
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
|
|
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
|
|
out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3, \
|
|
out GBufferType4 MERGE_NAME(NAME, 4) : SV_Target4, \
|
|
out GBufferType5 MERGE_NAME(NAME, 5) : SV_Target5, \
|
|
out GBufferType6 MERGE_NAME(NAME, 6) : SV_Target6
|
|
|
|
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4), MERGE_NAME(NAME, 5), MERGE_NAME(NAME, 6))
|
|
|
|
#elif GBUFFERMATERIAL_COUNT == 8
|
|
|
|
#define OUTPUT_GBUFFER(NAME) \
|
|
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
|
|
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
|
|
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
|
|
out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3, \
|
|
out GBufferType4 MERGE_NAME(NAME, 4) : SV_Target4, \
|
|
out GBufferType5 MERGE_NAME(NAME, 5) : SV_Target5, \
|
|
out GBufferType6 MERGE_NAME(NAME, 6) : SV_Target6, \
|
|
out GBufferType7 MERGE_NAME(NAME, 7) : SV_Target7
|
|
|
|
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BUILTIN_DATA, UNPOSITIONSS, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4), MERGE_NAME(NAME, 5), MERGE_NAME(NAME, 6), MERGE_NAME(NAME, 7))
|
|
|
|
#endif
|
|
|
|
#define DECODE_FROM_GBUFFER(UNPOSITIONSS, FEATURE_FLAGS, BSDF_DATA, BUILTIN_DATA) DecodeFromGBuffer(UNPOSITIONSS, FEATURE_FLAGS, BSDF_DATA, BUILTIN_DATA)
|
|
#define MATERIAL_FEATURE_FLAGS_FROM_GBUFFER(UNPOSITIONSS) MaterialFeatureFlagsFromGBuffer(UNPOSITIONSS)
|
|
|
|
#endif // #ifdef GBUFFERMATERIAL_COUNT
|
|
|
|
|
|
#endif // UNITY_MATERIAL_INCLUDED
|