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221 行
8.7 KiB

Shader "HDRenderPipeline/Unlit"
{
Properties
{
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_UnlitColor("Color", Color) = (1,1,1,1)
_UnlitColorMap("ColorMap", 2D) = "white" {}
_EmissiveColor("EmissiveColor", Color) = (1, 1, 1)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionOnly("Distortion Only", 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
// Transparency
[ToggleOff] _PreRefractionPass("PreRefractionPass", 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
[ToggleOff] _EnableFogOnTransparent("Enable Fog", Float) = 0.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
// 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 _DOUBLESIDED_ON - We have no lighting, so no need to have this combination for shader, the option will just disable backface culling
#pragma shader_feature _EMISSIVE_COLOR_MAP
// Keyword for transparent
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#include "../../Material/Unlit/UnlitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// 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 "../../Material/Material.hlsl"
#include "ShaderPass/UnlitSharePass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.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 "../../Material/Material.hlsl"
#include "ShaderPass/UnlitDistortionPass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"
ENDHLSL
}
// Unlit shader always render in forward
Pass
{
Name ""
Tags{ "LightMode" = "DepthForwardOnly" }
Cull[_CullMode]
ZWrite On
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitDepthPass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
// Unlit shader always render in forward
Pass
{
Name "ForwardUnlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitSharePass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
ENDHLSL
}
Pass
{
Name "ForwardDebugDisplay"
Tags { "LightMode" = "ForwardOnlyDebugDisplay" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitSharePass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.Rendering.HDPipeline.UnlitGUI"
}