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608 行
26 KiB
608 行
26 KiB
Shader "HDRenderPipeline/LayeredLit"
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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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// All the following properties are filled by the referenced lit shader.
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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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_BaseColor0("BaseColor0", Color) = (1, 1, 1, 1)
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_BaseColor1("BaseColor1", Color) = (1, 1, 1, 1)
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_BaseColor2("BaseColor2", Color) = (1, 1, 1, 1)
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_BaseColor3("BaseColor3", Color) = (1, 1, 1, 1)
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_BaseColorMap0("BaseColorMap0", 2D) = "white" {}
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_BaseColorMap1("BaseColorMap1", 2D) = "white" {}
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_BaseColorMap2("BaseColorMap2", 2D) = "white" {}
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_BaseColorMap3("BaseColorMap3", 2D) = "white" {}
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_Metallic0("Metallic0", Range(0.0, 1.0)) = 0
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_Metallic1("Metallic1", Range(0.0, 1.0)) = 0
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_Metallic2("Metallic2", Range(0.0, 1.0)) = 0
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_Metallic3("Metallic3", Range(0.0, 1.0)) = 0
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_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 1.0
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_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 1.0
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_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0
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_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0
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_SmoothnessRemapMin0("SmoothnessRemapMin0", Range(0.0, 1.0)) = 0.0
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_SmoothnessRemapMin1("SmoothnessRemapMin1", Range(0.0, 1.0)) = 0.0
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_SmoothnessRemapMin2("SmoothnessRemapMin2", Range(0.0, 1.0)) = 0.0
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_SmoothnessRemapMin3("SmoothnessRemapMin3", Range(0.0, 1.0)) = 0.0
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_SmoothnessRemapMax0("SmoothnessRemapMax0", Range(0.0, 1.0)) = 1.0
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_SmoothnessRemapMax1("SmoothnessRemapMax1", Range(0.0, 1.0)) = 1.0
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_SmoothnessRemapMax2("SmoothnessRemapMax2", Range(0.0, 1.0)) = 1.0
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_SmoothnessRemapMax3("SmoothnessRemapMax3", Range(0.0, 1.0)) = 1.0
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_MaskMap0("MaskMap0", 2D) = "white" {}
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_MaskMap1("MaskMap1", 2D) = "white" {}
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_MaskMap2("MaskMap2", 2D) = "white" {}
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_MaskMap3("MaskMap3", 2D) = "white" {}
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_NormalMap0("NormalMap0", 2D) = "bump" {}
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_NormalMap1("NormalMap1", 2D) = "bump" {}
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_NormalMap2("NormalMap2", 2D) = "bump" {}
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_NormalMap3("NormalMap3", 2D) = "bump" {}
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_NormalMapOS0("NormalMapOS0", 2D) = "white" {}
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_NormalMapOS1("NormalMapOS1", 2D) = "white" {}
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_NormalMapOS2("NormalMapOS2", 2D) = "white" {}
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_NormalMapOS3("NormalMapOS3", 2D) = "white" {}
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_NormalScale0("_NormalScale0", Range(0.0, 2.0)) = 1
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_NormalScale1("_NormalScale1", Range(0.0, 2.0)) = 1
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_NormalScale2("_NormalScale2", Range(0.0, 2.0)) = 1
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_NormalScale3("_NormalScale3", Range(0.0, 2.0)) = 1
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_BentNormalMap0("BentNormalMap0", 2D) = "bump" {}
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_BentNormalMap1("BentNormalMap1", 2D) = "bump" {}
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_BentNormalMap2("BentNormalMap2", 2D) = "bump" {}
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_BentNormalMap3("BentNormalMap3", 2D) = "bump" {}
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_BentNormalMapOS0("BentNormalMapOS0", 2D) = "white" {}
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_BentNormalMapOS1("BentNormalMapOS1", 2D) = "white" {}
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_BentNormalMapOS2("BentNormalMapOS2", 2D) = "white" {}
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_BentNormalMapOS3("BentNormalMapOS3", 2D) = "white" {}
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_HeightMap0("HeightMap0", 2D) = "black" {}
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_HeightMap1("HeightMap1", 2D) = "black" {}
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_HeightMap2("HeightMap2", 2D) = "black" {}
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_HeightMap3("HeightMap3", 2D) = "black" {}
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// Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01
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[HideInInspector] _HeightAmplitude0("Height Scale0", Float) = 0.02
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[HideInInspector] _HeightAmplitude1("Height Scale1", Float) = 0.02
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[HideInInspector] _HeightAmplitude2("Height Scale2", Float) = 0.02
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[HideInInspector] _HeightAmplitude3("Height Scale3", Float) = 0.02
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_HeightCenter0("Height Bias0", Range(0.0, 1.0)) = 0.5
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_HeightCenter1("Height Bias1", Range(0.0, 1.0)) = 0.5
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_HeightCenter2("Height Bias2", Range(0.0, 1.0)) = 0.5
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_HeightCenter3("Height Bias3", Range(0.0, 1.0)) = 0.5
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_HeightMin0("Height Min0", Float) = -1
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_HeightMin1("Height Min1", Float) = -1
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_HeightMin2("Height Min2", Float) = -1
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_HeightMin3("Height Min3", Float) = -1
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_HeightMax0("Height Max0", Float) = 1
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_HeightMax1("Height Max1", Float) = 1
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_HeightMax2("Height Max2", Float) = 1
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_HeightMax3("Height Max3", Float) = 1
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_DetailMap0("DetailMap0", 2D) = "black" {}
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_DetailMap1("DetailMap1", 2D) = "black" {}
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_DetailMap2("DetailMap2", 2D) = "black" {}
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_DetailMap3("DetailMap3", 2D) = "black" {}
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_DetailAlbedoScale0("_DetailAlbedoScale0", Range(0.0, 2.0)) = 1
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_DetailAlbedoScale1("_DetailAlbedoScale1", Range(0.0, 2.0)) = 1
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_DetailAlbedoScale2("_DetailAlbedoScale2", Range(0.0, 2.0)) = 1
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_DetailAlbedoScale3("_DetailAlbedoScale3", Range(0.0, 2.0)) = 1
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_DetailNormalScale0("_DetailNormalScale0", Range(0.0, 2.0)) = 1
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_DetailNormalScale1("_DetailNormalScale1", Range(0.0, 2.0)) = 1
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_DetailNormalScale2("_DetailNormalScale2", Range(0.0, 2.0)) = 1
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_DetailNormalScale3("_DetailNormalScale3", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale0("_DetailSmoothnessScale0", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale1("_DetailSmoothnessScale1", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale2("_DetailSmoothnessScale2", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale3("_DetailSmoothnessScale3", Range(0.0, 2.0)) = 1
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace0("NormalMap space", Float) = 0
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace1("NormalMap space", Float) = 0
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace2("NormalMap space", Float) = 0
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace3("NormalMap space", Float) = 0
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// All the following properties exist only in layered lit material
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// Layer blending options
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_LayerMaskMap("LayerMaskMap", 2D) = "white" {}
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_LayerInfluenceMaskMap("LayerInfluenceMaskMap", 2D) = "white" {}
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[ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0
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_HeightOffset0("Height Offset0", Float) = 0
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_HeightOffset1("Height Offset1", Float) = 0
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_HeightOffset2("Height Offset2", Float) = 0
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_HeightOffset3("Height Offset3", Float) = 0
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_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
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[ToggleOff] _UseDensityMode("Use Density mode", Float) = 0.0
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[ToggleOff] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0
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_InheritBaseNormal1("_InheritBaseNormal1", Range(0, 1.0)) = 0.0
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_InheritBaseNormal2("_InheritBaseNormal2", Range(0, 1.0)) = 0.0
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_InheritBaseNormal3("_InheritBaseNormal3", Range(0, 1.0)) = 0.0
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_InheritBaseHeight1("_InheritBaseHeight1", Range(0, 1.0)) = 0.0
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_InheritBaseHeight2("_InheritBaseHeight2", Range(0, 1.0)) = 0.0
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_InheritBaseHeight3("_InheritBaseHeight3", Range(0, 1.0)) = 0.0
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_InheritBaseColor1("_InheritBaseColor1", Range(0, 1.0)) = 0.0
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_InheritBaseColor2("_InheritBaseColor2", Range(0, 1.0)) = 0.0
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_InheritBaseColor3("_InheritBaseColor3", Range(0, 1.0)) = 0.0
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[ToggleOff] _OpacityAsDensity0("_OpacityAsDensity0", Float) = 0.0
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[ToggleOff] _OpacityAsDensity1("_OpacityAsDensity1", Float) = 0.0
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[ToggleOff] _OpacityAsDensity2("_OpacityAsDensity2", Float) = 0.0
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[ToggleOff] _OpacityAsDensity3("_OpacityAsDensity3", Float) = 0.0
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[HideInInspector] _LayerCount("_LayerCount", Float) = 2.0
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[Enum(None, 0, Multiply, 1, Add, 2)] _VertexColorMode("Vertex color mode", Float) = 0
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[ToggleOff] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
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[HideInInspector] _UVMappingMaskBlendMask("_UVMappingMaskBlendMask", Color) = (1, 0, 0, 0)
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_TexWorldScaleBlendMask("Tiling", Float) = 1.0
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// Following are builtin properties
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[ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
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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] _AlbedoAffectEmissive("Albedo Affect Emissive", 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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// Stencil state
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[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
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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(None, 0, Vertex displacement, 1, Pixel displacement, 2)] _DisplacementMode("DisplacementMode", Int) = 0
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[ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
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[ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
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[ToggleOff] _DepthOffsetEnable("Depth Offset View space", 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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_PPDPrimitiveLength("Primitive length for POM", Float) = 1
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_PPDPrimitiveWidth("Primitive width for POM", Float) = 1
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[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 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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// 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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// 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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_TexWorldScale0("Tiling", Float) = 1.0
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_TexWorldScale1("Tiling", Float) = 1.0
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_TexWorldScale2("Tiling", Float) = 1.0
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_TexWorldScale3("Tiling", Float) = 1.0
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[HideInInspector] _InvTilingScale0("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
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[HideInInspector] _InvTilingScale1("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
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[HideInInspector] _InvTilingScale2("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
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[HideInInspector] _InvTilingScale3("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction)
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3("UV Set for base3", Float) = 0
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[HideInInspector] _UVMappingMask0("_UVMappingMask0", Color) = (1, 0, 0, 0)
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[HideInInspector] _UVMappingMask1("_UVMappingMask1", Color) = (1, 0, 0, 0)
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[HideInInspector] _UVMappingMask2("_UVMappingMask2", Color) = (1, 0, 0, 0)
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[HideInInspector] _UVMappingMask3("_UVMappingMask3", Color) = (1, 0, 0, 0)
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail0("UV Set for detail0", Float) = 0
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail1("UV Set for detail1", Float) = 0
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail2("UV Set for detail2", Float) = 0
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail3("UV Set for detail3", Float) = 0
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[HideInInspector] _UVDetailsMappingMask0("_UVDetailsMappingMask0", Color) = (1, 0, 0, 0)
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[HideInInspector] _UVDetailsMappingMask1("_UVDetailsMappingMask1", Color) = (1, 0, 0, 0)
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[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0)
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[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0)
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[ToggleOff] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0
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[ToggleOff] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0
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[ToggleOff] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0
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[ToggleOff] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0
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[HideInInspector] _ShowMaterialReferences("_ShowMaterialReferences", Float) = 0
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[HideInInspector] _ShowLayer0("_ShowLayer0", Float) = 0
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[HideInInspector] _ShowLayer1("_ShowLayer1", Float) = 0
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[HideInInspector] _ShowLayer2("_ShowLayer2", Float) = 0
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[HideInInspector] _ShowLayer3("_ShowLayer3", Float) = 0
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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 further in dev
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// #pragma enable_d3d11_debug_symbols
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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 _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
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#pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
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#pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE
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#pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
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#pragma shader_feature _VERTEX_WIND
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#pragma shader_feature _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
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#pragma shader_feature _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
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#pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
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#pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1
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#pragma shader_feature _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2
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#pragma shader_feature _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE0
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE1
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE2
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE3
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#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
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#pragma shader_feature _NORMALMAP0
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#pragma shader_feature _NORMALMAP1
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#pragma shader_feature _NORMALMAP2
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#pragma shader_feature _NORMALMAP3
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#pragma shader_feature _MASKMAP0
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#pragma shader_feature _MASKMAP1
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#pragma shader_feature _MASKMAP2
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#pragma shader_feature _MASKMAP3
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#pragma shader_feature _BENTNORMALMAP0
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#pragma shader_feature _BENTNORMALMAP1
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#pragma shader_feature _BENTNORMALMAP2
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#pragma shader_feature _BENTNORMALMAP3
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#pragma shader_feature _EMISSIVE_COLOR_MAP
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#pragma shader_feature _ENABLESPECULAROCCLUSION
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#pragma shader_feature _HEIGHTMAP0
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#pragma shader_feature _HEIGHTMAP1
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#pragma shader_feature _HEIGHTMAP2
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#pragma shader_feature _HEIGHTMAP3
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#pragma shader_feature _DETAIL_MAP0
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#pragma shader_feature _DETAIL_MAP1
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#pragma shader_feature _DETAIL_MAP2
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#pragma shader_feature _DETAIL_MAP3
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#pragma shader_feature _ _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_MASK_VERTEX_COLOR_ADD
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#pragma shader_feature _MAIN_LAYER_INFLUENCE_MODE
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#pragma shader_feature _INFLUENCEMASK_MAP
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#pragma shader_feature _DENSITY_MODE
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#pragma shader_feature _HEIGHT_BASED_BLEND
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#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
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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_LIT // 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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// This shader support vertex modification
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#define HAVE_VERTEX_MODIFICATION
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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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#define _MAX_LAYER 4
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#if defined(_LAYEREDLIT_4_LAYERS)
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# define _LAYER_COUNT 4
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#elif defined(_LAYEREDLIT_3_LAYERS)
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# define _LAYER_COUNT 3
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#else
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# define _LAYER_COUNT 2
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#endif
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// Explicitely said that we are a layered shader as we share code between lit and layered lit
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#define LAYERED_LIT_SHADER
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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#include "../../Material/Lit/LitProperties.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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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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Stencil
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{
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Ref [_StencilRef]
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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 SHADERPASS SHADERPASS_GBUFFER
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "../Lit/ShaderPass/LitSharePass.hlsl"
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#include "../Lit/LitData.hlsl"
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#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
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ENDHLSL
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}
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// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
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// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
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Pass
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{
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Name "GBufferWithPrepass" // Name is not used
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Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
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Cull [_CullMode]
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Stencil
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{
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Ref [_StencilRef]
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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 SHADERPASS SHADERPASS_GBUFFER
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#define _BYPASS_ALPHA_TEST
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#include "../../ShaderVariables.hlsl"
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#include "../../Material/Material.hlsl"
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#include "../Lit/ShaderPass/LitSharePass.hlsl"
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#include "../Lit/LitData.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 "GBufferDebugDisplay" // Name is not used
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Tags{ "LightMode" = "GBufferDebugDisplay" } // This will be only for opaque object based on the RenderQueue index
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Cull [_CullMode]
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Stencil
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{
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Ref [_StencilRef]
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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 DEBUG_DISPLAY
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#define SHADERPASS SHADERPASS_GBUFFER
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#include "../../ShaderVariables.hlsl"
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#include "../../Debug/DebugDisplay.hlsl"
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#include "../../Material/Material.hlsl"
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#include "../Lit/ShaderPass/LitSharePass.hlsl"
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#include "../Lit/LitData.hlsl"
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#include "../../ShaderPass/ShaderPassGBuffer.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 "../Lit/ShaderPass/LitMetaPass.hlsl"
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#include "../Lit/LitData.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 "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 "../Lit/ShaderPass/LitVelocityPass.hlsl"
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#include "../Lit/LitData.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 "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 "../Lit/ShaderPass/LitDepthPass.hlsl"
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#include "../Lit/LitData.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
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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 "../Lit/ShaderPass/LitDepthPass.hlsl"
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#include "../Lit/LitData.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 "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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#define SHADERPASS SHADERPASS_FORWARD
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#include "../../ShaderVariables.hlsl"
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#include "../../Lighting/Forward.hlsl"
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// TEMP until pragma work in include
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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 "../Lit/ShaderPass/LitSharePass.hlsl"
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#include "../Lit/LitData.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 "ForwardDebugDisplay" // Name is not used
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Tags{ "LightMode" = "ForwardDebugDisplay" } // 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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#define DEBUG_DISPLAY
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#define SHADERPASS SHADERPASS_FORWARD
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#include "../../ShaderVariables.hlsl"
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#include "../../Debug/DebugDisplay.hlsl"
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#include "../../Lighting/Forward.hlsl"
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// TEMP until pragma work in include
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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 "../Lit/ShaderPass/LitSharePass.hlsl"
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#include "../Lit/LitData.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 "Experimental.Rendering.HDPipeline.LayeredLitGUI"
|
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}
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