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338 行
13 KiB
338 行
13 KiB
Shader "HDRenderPipeline/Experimental/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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_BaseColor("BaseColor", Color) = (1,1,1,1)
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_BaseColorMap("BaseColorMap", 2D) = "white" {}
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0
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_FuzzTint("FuzzTint", Color) = (1.0, 1.0, 1.0)
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_MaskMap("MaskMap", 2D) = "white" {}
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_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
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_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
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_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
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_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
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_HeightMap("HeightMap", 2D) = "black" {}
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_HeightAmplitude("Height Amplitude", Float) = 0.01 // In world units
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_HeightCenter("Height Center", Float) = 0.5 // In texture space
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_DetailMap("DetailMap", 2D) = "black" {}
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_DetailMask("DetailMask", 2D) = "white" {}
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_DetailFuzz1("_DetailFuzz1", Range(0.0, 1.0)) = 1
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_DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 1.0)) = 1
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_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1
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_TangentMap("TangentMap", 2D) = "bump" {}
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_TangentMapOS("TangentMapOS", 2D) = "white" {}
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_SubsurfaceProfile("Subsurface Profile", Int) = 0
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_SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 1.0
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_SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {}
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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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_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
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_SpecularColorMap("SpecularColorMap", 2D) = "white" {}
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// Wind
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[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0
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_InitialBend("Initial Bend", float) = 1.0
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_Stiffness("Stiffness", float) = 1.0
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_Drag("Drag", float) = 1.0
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_ShiverDrag("Shiver Drag", float) = 0.2
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_ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5
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// Following options are for the GUI inspector and different from the input parameters above
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// These option below will cause different compilation flag.
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_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
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_EmissiveIntensity("EmissiveIntensity", Float) = 0
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[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
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[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 1.0
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_TransparentDepthPrepassEnable("Alpha Cutoff Enable", Float) = 1.0
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_AlphaCutoffPrepass("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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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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// 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] _ZTestMode("_ZTestMode", Int) = 8
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[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
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[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
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[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
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[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0
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_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
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[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
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[HideInInspector]_MaterialID("MaterialId", Int) = 0 // MaterialId.Subsurface
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[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0
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_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
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_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
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_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
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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] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
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[Enum(Silk, 0, CottonWool, 1)] _FabricType("Fabric Type", Float) = 0
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
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// value that exist to identify if the GI emission need to be enabled.
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// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
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// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
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_EmissionColor("Color", Color) = (1, 1, 1)
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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 metal // TEMP: until we go futher in dev
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// #pragma enable_d3d11_debug_symbols
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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 _DEPTHOFFSET_ON
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#pragma shader_feature _DOUBLESIDED_ON
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#pragma shader_feature _PER_PIXEL_DISPLACEMENT
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#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE
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#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
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#pragma shader_feature _EMISSIVE_COLOR
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _MASKMAP
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#pragma shader_feature _SPECULAROCCLUSIONMAP
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#pragma shader_feature _EMISSIVE_COLOR_MAP
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#pragma shader_feature _HEIGHTMAP
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#pragma shader_feature _TANGENTMAP
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#pragma shader_feature _DETAIL_MAP
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#pragma shader_feature _SUBSURFACE_RADIUS_MAP
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#pragma shader_feature _THICKNESSMAP
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#pragma shader_feature _SPECULARCOLORMAP
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#pragma shader_feature _VERTEX_WIND
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#pragma shader_feature _FABRIC_SILK //Swap Fabric BRDFS
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#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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// enable dithering LOD crossfade
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
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//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
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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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// Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet
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#define SURFACE_GRADIENT
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "../../../Core/ShaderLibrary/Common.hlsl"
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#include "../../../Core/ShaderLibrary/Wind.hlsl"
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#include "../../ShaderPass/FragInputs.hlsl"
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#include "../../ShaderPass/ShaderPass.cs.hlsl"
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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#include "../../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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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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LOD 300
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Pass
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{
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Name "ForwardOnlyOpaqueSplitLighting"
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Tags { "LightMode"="ForwardOnlyOpaqueSplitLighting" }
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Blend One Zero
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ZWrite [_ZWrite]
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Cull [_CullMode]
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Stencil
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{
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Ref 1
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#define FORWARD_SPLIT_LIGHTING
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#define SHADERPASS SHADERPASS_FORWARD
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#include "../../ShaderVariables.hlsl"
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#include "../../Lighting/Forward.hlsl"
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
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#include "../../Lighting/Lighting.hlsl"
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#include "ShaderPass/FabricSharePass.hlsl"
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#include "FabricData.hlsl"
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#include "../../ShaderPass/ShaderPassForward.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthForwardOnly"
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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 "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/FabricDepthPass.hlsl"
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#include "FabricData.hlsl"
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#include "../../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 "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/FabricMetaPass.hlsl"
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#include "FabricData.hlsl"
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#include "../../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 Off
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ZWrite On
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ZTest LEqual
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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 "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/FabricDepthPass.hlsl"
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#include "FabricData.hlsl"
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Motion Vectors"
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Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
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Cull[_CullMode]
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ZWrite Off // TODO: Test Z equal here.
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_VELOCITY
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/FabricVelocityPass.hlsl"
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#include "FabricData.hlsl"
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#include "../../ShaderPass/ShaderPassVelocity.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "TransparentDepthPrepass"
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Tags{ "LightMode" = "TransparentDepthPrepass" }
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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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#define FABRIC_TRANSPARENT_DEPTH_WRITE
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "ShaderPass/FabricDepthPass.hlsl"
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#include "FabricData.hlsl"
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#include "../../ShaderPass/ShaderPassDepthOnly.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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