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359 行
12 KiB
359 行
12 KiB
Shader "HDRenderLoop/Lit"
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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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_Metallic("_Metallic", Range(0.0, 1.0)) = 0
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_MaskMap("MaskMap", 2D) = "white" {}
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_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
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_NormalMap("NormalMap", 2D) = "bump" {}
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
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_HeightMap("HeightMap", 2D) = "black" {}
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_HeightScale("Height Scale", Float) = 1
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_HeightBias("Height Bias", Float) = 0
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[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
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_TangentMap("TangentMap", 2D) = "bump" {}
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_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0
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_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
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_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
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_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
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//_Thickness("Thickness", Range(0.0, 1.0)) = 0
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//_ThicknessMap("ThicknessMap", 2D) = "white" {}
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//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0
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//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
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//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}
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//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0
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//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {}
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// _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {}
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// _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0
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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] _DistortionOnly("Distortion Only", Float) = 0.0
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[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0
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[ToggleOff] _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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// 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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// Material Id
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[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
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[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
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[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
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[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
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}
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HLSLINCLUDE
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#pragma target 5.0
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#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
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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_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE
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#pragma shader_feature _MASKMAP
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#pragma shader_feature _SPECULAROCCLUSIONMAP
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _EMISSIVE_COLOR
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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 _HEIGHTMAP_AS_DISPLACEMENT
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#pragma shader_feature _TANGENTMAP
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#pragma shader_feature _ANISOTROPYMAP
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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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// 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_LIT // 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 "common.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl"
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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// Set of users variables
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float4 _BaseColor;
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TEXTURE2D(_BaseColorMap);
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SAMPLER2D(sampler_BaseColorMap);
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float _Metallic;
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float _Smoothness;
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TEXTURE2D(_MaskMap);
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SAMPLER2D(sampler_MaskMap);
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TEXTURE2D(_SpecularOcclusionMap);
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SAMPLER2D(sampler_SpecularOcclusionMap);
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TEXTURE2D(_NormalMap);
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SAMPLER2D(sampler_NormalMap);
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TEXTURE2D(_Heightmap);
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SAMPLER2D(sampler_Heightmap);
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float _HeightScale;
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float _HeightBias;
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TEXTURE2D(_TangentMap);
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SAMPLER2D(sampler_TangentMap);
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float _Anisotropy;
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TEXTURE2D(_AnisotropyMap);
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SAMPLER2D(sampler_AnisotropyMap);
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TEXTURE2D(_DiffuseLightingMap);
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SAMPLER2D(sampler_DiffuseLightingMap);
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float3 _EmissiveColor;
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TEXTURE2D(_EmissiveColorMap);
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SAMPLER2D(sampler_EmissiveColorMap);
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float _EmissiveIntensity;
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float _SubSurfaceRadius;
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TEXTURE2D(_SubSurfaceRadiusMap);
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SAMPLER2D(sampler_SubSurfaceRadiusMap);
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// float _Thickness;
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//TEXTURE2D(_ThicknessMap);
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//SAMPLER2D(sampler_ThicknessMap);
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// float _CoatCoverage;
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//TEXTURE2D(_CoatCoverageMap);
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//SAMPLER2D(sampler_CoatCoverageMap);
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// float _CoatRoughness;
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//TEXTURE2D(_CoatRoughnessMap);
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//SAMPLER2D(sampler_CoatRoughnessMap);
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float _AlphaCutoff;
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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 "GBuffer" // Name is not used
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Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_GBUFFER
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#include "../../Material/Material.hlsl"
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#include "LitData.hlsl"
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#include "LitSharePass.hlsl"
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#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Debug"
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Tags { "LightMode" = "DebugViewMaterial" }
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Cull[_CullMode]
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
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#include "../../Material/Material.hlsl"
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#include "LitData.hlsl"
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#include "LitSharePass.hlsl"
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#include "../../ShaderPass/ShaderPassDebugViewMaterial.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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#pragma vertex Vert
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
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#include "../../Material/Material.hlsl"
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#include "LitData.hlsl"
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#include "LitMetaPass.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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ZWrite On ZTest LEqual
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#include "../../Material/Material.hlsl"
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#include "LitData.hlsl"
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#include "LitDepthPass.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 "DepthOnly"
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Tags{ "LightMode" = "DepthOnly" }
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Cull[_CullMode]
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ZWrite On ZTest LEqual
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#include "../../Material/Material.hlsl"
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#include "LitData.hlsl"
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#include "LitDepthPass.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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ZTest LEqual
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ZWrite Off // TODO: Test Z equal here.
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_VELOCITY
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#include "../../Material/Material.hlsl"
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#include "LitData.hlsl"
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#include "LitVelocityPass.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 "Forward" // Name is not used
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Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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#define SHADERPASS SHADERPASS_FORWARD
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// TEMP until pragma work in include
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// #include "../../Lighting/Forward.hlsl"
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS
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//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
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#include "../../Lighting/Lighting.hlsl"
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#include "LitData.hlsl"
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#include "LitSharePass.hlsl"
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#include "../../ShaderPass/ShaderPassForward.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "LitGUI"
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}
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