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161 行
4.3 KiB
161 行
4.3 KiB
SubShader
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{
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
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LOD ${LOD}
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Pass
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{
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Tags{"LightMode" = "LightweightForward"}
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${Tags}
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${Blending}
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${Culling}
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${ZTest}
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${ZWrite}
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CGPROGRAM
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#pragma target 3.0
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#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT
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#pragma multi_compile _ LIGHTWEIGHT_LINEAR
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ _LIGHT_PROBES_ON
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#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES
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#pragma multi_compile _ _VERTEX_LIGHTS
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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#pragma glsl
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#pragma debug
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${Defines}
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#include "UnityCG.cginc"
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#include "CGIncludes/LightweightPBR.cginc"
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struct GraphVertexOutput
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{
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float4 position : POSITION;
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float4 lwCustom : TEXCOORD0;
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float4 fogCoord : TEXCOORD1; // x: fogCoord, yzw: vertexColor
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${Interpolators}
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UNITY_VERTEX_OUTPUT_STEREO
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};
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GraphVertexOutput vert (GraphVertexInput v)
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{
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v = PopulateVertexData(v);
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UNITY_SETUP_INSTANCE_ID(v);
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GraphVertexOutput o = (GraphVertexOutput)0;
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.position = UnityObjectToClipPos(v.vertex);
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${VertexShader}
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#ifdef LIGHTMAP_ON
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o.lwCustom.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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float3 lwWNormal = normalize(UnityObjectToWorldNormal(v.normal));
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float3 lwWorldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU
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#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS)
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half3 diffuse = half3(1.0, 1.0, 1.0);
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// pixel lights shaded = min(pixelLights, perObjectLights)
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// vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded
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// Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights)
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int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
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int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y);
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for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter)
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{
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int lightIndex = unity_4LightIndices0[lightIter];
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LightInput lightInput;
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INITIALIZE_LIGHT(lightInput, lightIndex);
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half3 lightDirection;
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half atten = ComputeLightAttenuationVertex(lightInput, lwWNormal, lwWorldPos, lightDirection);
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o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, lwWNormal, atten);
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}
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#endif
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#if defined(_LIGHT_PROBES_ON) && !defined(LIGHTMAP_ON)
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o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(lwWNormal, 1)));
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#endif
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UNITY_TRANSFER_FOG(o, o.position);
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return o;
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}
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fixed4 frag (GraphVertexOutput IN) : SV_Target
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{
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SurfaceInputs surfaceInput = (SurfaceInputs)0;
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${SurfaceInputs}
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SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
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float3 Albedo = float3(0.5, 0.5, 0.5);
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float3 Specular = float3(0, 0, 0);
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float Metallic = 0;
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float3 Normal = float3(.5, .5, 1);
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float3 Emission = 0;
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float Smoothness = 0;
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float Occlusion = 1;
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float Alpha = 1;
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${SurfaceOutputRemap}
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return FragmentLightingPBR(
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IN.lwCustom,
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surfaceInput.worldSpacePosition,
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surfaceInput.worldSpaceNormal,
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surfaceInput.worldSpaceTangent,
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surfaceInput.worldSpaceBiTangent,
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surfaceInput.worldSpaceViewDirection,
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IN.fogCoord,
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Albedo,
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Metallic,
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Specular,
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Smoothness,
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Normal,
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Occlusion,
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Emission,
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Alpha);
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}
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ENDCG
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}
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Pass
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{
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Tags{"Lightmode" = "ShadowCaster"}
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "CGIncludes/LightweightPass.cginc"
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#pragma vertex shadowVert
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#pragma fragment shadowFrag
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ENDCG
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}
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Pass
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{
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Tags{"Lightmode" = "DepthOnly"}
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ZWrite On
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CGPROGRAM
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "CGIncludes/LightweightPass.cginc"
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#pragma vertex depthVert
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#pragma fragment depthFrag
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ENDCG
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}
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}
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