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317 行
13 KiB

Shader "HDRenderPipeline/Fabric"
{
Properties
{
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
// Fabric type
[Enum(Silk, 0, CottonWool, 1)] _FabricType("Fabric Type", Float) = 0
// Value used to define which uv channel is used for the first set of textures
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVBase("UV Set for base", Float) = 0
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
// Base color
_BaseColor("BaseColor", Color) = (1,1,1,1)
_BaseColorMap("BaseColorMap", 2D) = "white" {}
// Normal map
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
// Tangent map
_TangentMap("TangentMap", 2D) = "bump" {}
// Smoothness values (overriden by the mask map)
_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0
// The mask texture and the matching remapping values for it
_MaskMap("MaskMap", 2D) = "white" {}
_AORemapMin("AORemapMin", Float) = 0.0
_AORemapMax("AORemapMax", Float) = 1.0
_SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0
_SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0
// TODO
//_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
// Fuzz Tint
_FuzzTint("FuzzTint", Color) = (1.0, 1.0, 1.0)
// Detail Data
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVMappingMaskDetail("_UVMappingMaskDetail", Color) = (1, 0, 0, 0)
_DetailMap("DetailMap", 2D) = "black" {}
_FuzzDetailMap("FuzzDetailMap", 2D) = "white" {}
_DetailAOScale("_DetailAOScale", Range(0.0, 2.0)) = 1
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(0.0, 2.0)) = 1
[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
// Emissive Data
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVEmissive("UV Set for emissive", Float) = 0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
// Anisotropy Data
_Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
// Diffusion Data
_DiffusionProfile("Diffusion Profile", Int) = 0
// Transmission Data
[ToggleUI] _EnableTransmission("_EnableTransmission", Float) = 0.0
// Subsurface Data
[ToggleUI] _EnableSubsurfaceScattering("_EnableSubsurfaceScattering", Float) = 0.0
_SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0
_SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {}
// Thickness Data
_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
//[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
// Double sided
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
// Transparency
[ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_TransparentSortPriority("_TransparentSortPriority", Float) = 0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time)
[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time)
[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (fixed at compile time)
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
_EmissionColor("Color", Color) = (1, 1, 1)
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _NORMALMAP
#pragma shader_feature _MASKMAP
#pragma shader_feature _BENTNORMALMAP
#pragma shader_feature _ENABLESPECULAROCCLUSION
#pragma shader_feature _TANGENTMAP
#pragma shader_feature _ANISOTROPYMAP
#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _FUZZDETAIL_MAP
#pragma shader_feature _SUBSURFACE_MASK_MAP
#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _EMISSIVE_COLOR_MAP
// Keyword for transparent
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
// MaterialFeature are used as shader feature to allow compiler to optimize properly
#pragma shader_feature _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature _MATERIAL_FEATURE_COTTON_WOOL
//enable GPU instancing support
#pragma multi_compile_instancing
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_FABRIC // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
#include "HDRP/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#include "HDRP/Material/Fabric/FabricProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDFabricShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not be the meta pass.
Pass
{
Name "Depth prepass"
Tags{ "LightMode" = "DepthForwardOnly" }
Cull[_CullMode]
ZWrite On
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "HDRP/ShaderVariables.hlsl"
#include "HDRP/Material/Material.hlsl"
#include "ShaderPass/FabricDepthPass.hlsl"
#include "FabricData.hlsl"
#include "HDRP/ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
// Lightmap memo
// 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,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#include "HDRP/ShaderVariables.hlsl"
#include "HDRP/Material/Material.hlsl"
#include "ShaderPass/FabricSharePass.hlsl"
#include "FabricData.hlsl"
#include "HDRP/ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
Cull[_CullMode]
ZClip [_ZClip]
ZWrite On
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_SHADOWS
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "HDRP/ShaderVariables.hlsl"
#include "HDRP/Material/Material.hlsl"
#include "ShaderPass/FabricDepthPass.hlsl"
#include "FabricData.hlsl"
#include "HDRP/ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
// Fabric shader always render in forward
Pass
{
Name "Forward" // Name is not used
Tags { "LightMode" = "ForwardOnly" }
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
Blend [_SrcBlend] [_DstBlend]
// In case of forward we want to have depth equal for opaque alpha tested mesh
ZTest [_ZTestDepthEqualForOpaque]
ZWrite [_ZWrite]
Cull[_CullMode]
HLSLPROGRAM
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "HDRP/Lighting/Forward.hlsl" : nothing left in there.
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD
#include "HDRP/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "HDRP/Debug/DebugDisplay.hlsl"
#endif
#include "HDRP/Lighting/Lighting.hlsl"
//...this will include #include "HDRP/Material/Material.hlsl" but also LightLoop which the forward pass directly uses.
#include "ShaderPass/FabricSharePass.hlsl"
#include "FabricData.hlsl"
#include "HDRP/ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.Rendering.HDPipeline.FabricGUI"
}