您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
372 行
14 KiB
372 行
14 KiB
Shader "HDRenderPipeline/LitTessellation"
|
|
{
|
|
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
|
|
_BaseColor("BaseColor", Color) = (1,1,1,1)
|
|
_BaseColorMap("BaseColorMap", 2D) = "white" {}
|
|
|
|
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
|
|
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
|
|
_MaskMap("MaskMap", 2D) = "white" {}
|
|
|
|
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
|
|
|
|
_NormalMap("NormalMap", 2D) = "bump" {}
|
|
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
|
|
|
|
_HeightMap("HeightMap", 2D) = "black" {}
|
|
_HeightAmplitude("Height Amplitude", Float) = 0.01 // In world units
|
|
_HeightCenter("Height Center", Float) = 0.5 // In texture space
|
|
|
|
_TangentMap("TangentMap", 2D) = "bump" {}
|
|
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0
|
|
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
|
|
|
|
_DetailMap("DetailMap", 2D) = "black" {}
|
|
_DetailMask("DetailMask", 2D) = "white" {}
|
|
_DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1
|
|
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
|
|
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1
|
|
_DetailHeightScale("_DetailHeightScale", Range(-2.0, 2.0)) = 1
|
|
_DetailAOScale("_DetailAOScale", Range(-2.0, 2.0)) = 1
|
|
|
|
_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
|
|
_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
|
|
//_Thickness("Thickness", Range(0.0, 1.0)) = 0
|
|
//_ThicknessMap("ThicknessMap", 2D) = "white" {}
|
|
//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0
|
|
|
|
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
|
|
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}
|
|
|
|
//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0
|
|
//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {}
|
|
|
|
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
|
|
|
|
// Following options are for the GUI inspector and different from the input parameters above
|
|
// These option below will cause different compilation flag.
|
|
|
|
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
|
|
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
|
|
_EmissiveIntensity("EmissiveIntensity", Float) = 0
|
|
|
|
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
|
|
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
|
|
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0
|
|
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
|
|
|
|
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
|
|
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
|
|
|
// 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] _ZTestMode("_ZTestMode", Int) = 8
|
|
|
|
// Material Id
|
|
[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
|
|
|
|
[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
|
|
|
|
[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
|
|
[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0
|
|
_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
|
|
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
|
|
[HideInInspector] _UVMappingPlanar("_UVMappingPlanar", Float) = 0
|
|
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
|
|
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0
|
|
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
|
|
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
|
|
[Enum(DetailMapNormal, 0, DetailMapAOHeight, 1)] _DetailMapMode("DetailMap mode", Float) = 0
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
|
|
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
|
|
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
|
|
|
|
// Tessellation specific
|
|
[Enum(Phong, 0, Displacement, 1, DisplacementPhong, 2)] _TessellationMode("Tessellation mode", Float) = 0
|
|
_TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0
|
|
_TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0
|
|
_TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0
|
|
_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0
|
|
_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong
|
|
_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25
|
|
[ToggleOff] _TessellationObjectScale("Tessellation object scale", Float) = 0.0
|
|
// TODO: Handle culling mode for backface culling
|
|
}
|
|
|
|
HLSLINCLUDE
|
|
|
|
#pragma target 5.0
|
|
#pragma only_renderers d3d11 ps4// TEMP: until we go futher in dev
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Variant
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#pragma shader_feature _ALPHATEST_ON
|
|
#pragma shader_feature _DISTORTION_ON
|
|
#pragma shader_feature _DEPTHOFFSET_ON
|
|
#pragma shader_feature _ _DOUBLESIDED _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
|
|
// Default is _TESSELLATION_PHONG
|
|
#pragma shader_feature _ _TESSELLATION_DISPLACEMENT _TESSELLATION_DISPLACEMENT_PHONG
|
|
#pragma shader_feature _TESSELLATION_OBJECT_SCALE
|
|
|
|
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
#pragma shader_feature _MAPPING_TRIPLANAR
|
|
#pragma shader_feature _DETAIL_MAP_WITH_NORMAL
|
|
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
|
|
#pragma shader_feature _PER_PIXEL_DISPLACEMENT
|
|
#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
|
|
#pragma shader_feature _EMISSIVE_COLOR
|
|
|
|
#pragma shader_feature _NORMALMAP
|
|
#pragma shader_feature _MASKMAP
|
|
#pragma shader_feature _SPECULAROCCLUSIONMAP
|
|
#pragma shader_feature _EMISSIVE_COLOR_MAP
|
|
#pragma shader_feature _HEIGHTMAP
|
|
#pragma shader_feature _TANGENTMAP
|
|
#pragma shader_feature _ANISOTROPYMAP
|
|
#pragma shader_feature _DETAIL_MAP
|
|
|
|
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
|
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
|
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
|
|
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Define
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
|
|
#define TESSELLATION_ON
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Include
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#include "common.hlsl"
|
|
#include "tessellation.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// variable declaration
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl"
|
|
|
|
// All our shaders use same name for entry point
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
|
|
LOD 300
|
|
|
|
Pass
|
|
{
|
|
Name "GBuffer" // Name is not used
|
|
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
|
|
|
|
Cull [_CullMode]
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma hull Hull
|
|
#pragma domain Domain
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
#include "../../Material/Material.hlsl"
|
|
#include "ShaderPass/LitSharePass.hlsl"
|
|
#include "LitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "Debug"
|
|
Tags { "LightMode" = "DebugViewMaterial" }
|
|
|
|
Cull[_CullMode]
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma hull Hull
|
|
#pragma domain Domain
|
|
|
|
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
|
|
#include "../../Material/Material.hlsl"
|
|
#include "ShaderPass/LitSharePass.hlsl"
|
|
#include "LitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassDebugViewMaterial.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.
|
|
|
|
// No tessellation for Meta pass
|
|
|
|
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
|
|
#include "../../Material/Material.hlsl"
|
|
#include "ShaderPass/LitMetaPass.hlsl"
|
|
#include "LitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "ShadowCaster"
|
|
Tags{ "LightMode" = "ShadowCaster" }
|
|
|
|
Cull[_CullMode]
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma hull Hull
|
|
#pragma domain Domain
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#include "../../Material/Material.hlsl"
|
|
#include "ShaderPass/LitDepthPass.hlsl"
|
|
#include "LitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "DepthOnly"
|
|
Tags{ "LightMode" = "DepthOnly" }
|
|
|
|
Cull[_CullMode]
|
|
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma hull Hull
|
|
#pragma domain Domain
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#include "../../Material/Material.hlsl"
|
|
#include "ShaderPass/LitDepthPass.hlsl"
|
|
#include "LitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "Motion Vectors"
|
|
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
|
|
|
|
Cull[_CullMode]
|
|
|
|
ZWrite Off // TODO: Test Z equal here.
|
|
|
|
HLSLPROGRAM
|
|
|
|
// TODO: Tesselation can't work with velocity for now...
|
|
|
|
#define SHADERPASS SHADERPASS_VELOCITY
|
|
#include "../../Material/Material.hlsl"
|
|
#include "ShaderPass/LitVelocityPass.hlsl"
|
|
#include "LitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "Distortion" // Name is not used
|
|
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
|
|
|
|
Blend One One
|
|
ZTest [_ZTestMode]
|
|
ZWrite off
|
|
Cull [_CullMode]
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma hull Hull
|
|
#pragma domain Domain
|
|
|
|
#define SHADERPASS SHADERPASS_DISTORTION
|
|
#include "../../Material/Material.hlsl"
|
|
#include "ShaderPass/LitDistortionPass.hlsl"
|
|
#include "LitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassDistortion.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "Forward" // Name is not used
|
|
Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
|
|
|
|
Blend [_SrcBlend] [_DstBlend]
|
|
ZWrite [_ZWrite]
|
|
Cull [_CullMode]
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma hull Hull
|
|
#pragma domain Domain
|
|
|
|
#define SHADERPASS SHADERPASS_FORWARD
|
|
// TEMP until pragma work in include
|
|
// #include "../../Lighting/Forward.hlsl"
|
|
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
|
|
//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
|
|
|
|
#include "../../Lighting/Lighting.hlsl"
|
|
#include "ShaderPass/LitSharePass.hlsl"
|
|
#include "LitData.hlsl"
|
|
#include "../../ShaderPass/ShaderPassForward.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
CustomEditor "Experimental.Rendering.HDPipeline.LitGUI"
|
|
}
|