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
 
 
 
 

644 行
27 KiB

Shader "HDRenderPipeline/Lit"
{
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)) = 1.0
_MaskMap("MaskMap", 2D) = "white" {}
_SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0
_SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0
_AORemapMin("AORemapMin", Float) = 0.0
_AORemapMax("AORemapMax", Float) = 1.0
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
_BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {}
_HeightMap("HeightMap", 2D) = "black" {}
// Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01
[HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units. This will be computed in the UI.
_HeightMin("Heightmap Min", Float) = -1
_HeightMax("Heightmap Max", Float) = 1
_HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space
_DetailMap("DetailMap", 2D) = "black" {}
_DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(0.0, 2.0)) = 1
_TangentMap("TangentMap", 2D) = "bump" {}
_TangentMapOS("TangentMapOS", 2D) = "white" {}
_Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
_DiffusionProfile("Diffusion Profile", Int) = 0
_SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0
_SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {}
_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
_CoatMask("Coat Mask", Range(0.0, 1.0)) = 1.0
_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
_SpecularColorMap("SpecularColorMap", 2D) = "white" {}
// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
[ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
_EmissiveColor("EmissiveColor", Color) = (1, 1, 1)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0
[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
_DistortionScale("Distortion Scale", Float) = 1
_DistortionVectorScale("Distortion Vector Scale", Float) = 2
_DistortionVectorBias("Distortion Vector Bias", Float) = -1
_DistortionBlurScale("Distortion Blur Scale", Float) = 1
_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5
_AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5
[ToggleOff] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0
[ToggleOff] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
[ToggleOff] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0
// Transparency
[Enum(None, 0, Plane, 1, Sphere, 2)]_RefractionMode("Refraction Mode", Int) = 0
_IOR("Indice Of Refraction", Range(1.0, 2.5)) = 1.0
_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0
_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
_TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {}
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
[ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0
// 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] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(Flip, 0, Mirror, 1)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVBase("UV Set for base", Float) = 0
_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, ClearCoat, 3, Specular Color, 4)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2)] _DisplacementMode("DisplacementMode", Int) = 0
[ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleOff] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", 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
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
_PPDPrimitiveLength("Primitive length for POM", Float) = 1
_PPDPrimitiveWidth("Primitive width for POM", Float) = 1
[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 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)
[ToggleOff] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0
_InitialBend("Initial Bend", float) = 1.0
_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0
_ShiverDrag("Shiver Drag", float) = 0.2
_ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// 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.
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
_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 _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
#pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
#pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE
#pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE
#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
#pragma shader_feature _NORMALMAP
#pragma shader_feature _MASKMAP
#pragma shader_feature _BENTNORMALMAP
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _ENABLESPECULAROCCLUSION
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _TANGENTMAP
#pragma shader_feature _ANISOTROPYMAP
#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _SUBSURFACE_MASK_MAP
#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _TRANSMITTANCECOLORMAP
// 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_ANISOTROPY
#pragma shader_feature _MATERIAL_FEATURE_CLEAR_COAT
#pragma shader_feature _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature _MATERIAL_FEATURE_SPECULAR_COLOR
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
// 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
// Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet
#define SURFACE_GRADIENT
// This shader support vertex modification
#define HAVE_VERTEX_MODIFICATION
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Wind.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#include "../../Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
// 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.
Pass
{
Name "GBufferWithPrepass" // Name is not used
Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define SHADERPASS SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "GBufferDebugDisplay" // Name is not used
Tags{ "LightMode" = "GBufferDebugDisplay" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.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 "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../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 "../../ShaderVariables.hlsl"
#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
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../ShaderVariables.hlsl"
#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)
// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity
Stencil
{
WriteMask [_StencilWriteMaskMV]
Ref [_StencilRefMV]
Comp Always
Pass Replace
}
Cull[_CullMode]
ZWrite On
HLSLPROGRAM
#define SHADERPASS SHADERPASS_VELOCITY
#include "../../ShaderVariables.hlsl"
#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 [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
BlendOp Add, [_DistortionBlurBlendOp]
ZTest [_ZTestMode]
ZWrite off
Cull [_CullMode]
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DISTORTION
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDistortionPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"
ENDHLSL
}
Pass
{
Name "TransparentDepthPrepass"
Tags{ "LightMode" = "TransparentDepthPrepass" }
Cull[_CullMode]
ZWrite On
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define CUTOFF_TRANSPARENT_DEPTH_PREPASS
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
// Caution: Order is important: TransparentBackface, then Forward/ForwardOnly
Pass
{
Name "TransparentBackface"
Tags { "LightMode" = "TransparentBackface" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Front
HLSLPROGRAM
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
Pass
{
Name "Forward" // Name is not used
Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullModeForward]
HLSLPROGRAM
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
Pass
{
Name "ForwardDebugDisplay" // Name is not used
Tags{ "LightMode" = "ForwardDebugDisplay" } // This will be only for transparent object based on the RenderQueue index
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_CullModeForward]
HLSLPROGRAM
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
Pass
{
Name "TransparentDepthPostpass"
Tags { "LightMode" = "TransparentDepthPostpass" }
Cull[_CullMode]
ZWrite On
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.Rendering.HDPipeline.LitGUI"
}