﻿// Shader uses custom editor to set double sided GI
// Needs _Culling to be set properly

// See: http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Scheuermann_HairSketchSlides.pdf

Shader "Lux URP/Human/Hair Blend"
{
    Properties
    {
        [HeaderHelpLuxURP_URL(7a3r84ualf3h)]
        
        [Header(Surface Options)]
        [Space(8)]
        [Enum(UnityEngine.Rendering.CullMode)]
        _Cull                       ("Culling", Float) = 0
        [Toggle(_ENABLEVFACE)]
        _EnableVFACE                ("     Enable VFACE", Float) = 0
        [Enum(UnityEngine.Rendering.CompareFunction)]
        _ZTest                      ("ZTest", Int) = 4
        [ToggleOff(_RECEIVE_SHADOWS_OFF)]
        _ReceiveShadows             ("Receive Shadows", Float) = 1.0

        [Toggle(_RECEIVEDECALS)]
        _ReceiveDecals              ("Receive Decals", Float) = 1.0

        //[NoScaleOffset] 
        //_Dither                   ("Blue Noise (A)", 2D) = "black" {}

        [Header(Surface Inputs)]
        [Space(8)]
        [MainColor]
        _BaseColor                  ("Base Color", Color) = (1,1,1,1)
        _SecondaryColor             ("Secondary Color", Color) = (1,1,1,1)
        [NoScaleOffset] [MainTexture]
        _BaseMap                    ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
        [HideInInspector] _Cutoff   ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        [Space(5)]
        [Toggle(_NORMALMAP)]
        _ApplyNormal                ("Enable Normal Map", Float) = 0.0
        [NoScaleOffset]
        _BumpMap                    ("     Normal Map", 2D) = "bump" {}
        _BumpScale                  ("     Normal Scale", Float) = 1.0

        [Space(5)]
        [Toggle(_MASKMAP)]
        _EnableMaskMap              ("Enable Mask Map", Float) = 0
        [NoScaleOffset] _MaskMap    ("     Shift (B) Occlusion (G)", 2D) = "white" {}
        
        [Space(5)]
        _SpecColor                  ("Specular", Color) = (0.2, 0.2, 0.2)
        _Smoothness                 ("Smoothness", Range(0.0, 1.0)) = 1

        
        [Header(Hair Lighting)]
        [Space(8)]
        [KeywordEnum(Bitangent,Tangent)]
        _StrandDir                  ("Strand Direction", Float) = 0

        [Space(5)]
        _SpecularShift              ("Primary Specular Shift", Range(-1.0, 1.0)) = 0.1
        [HDR] _SpecularTint         ("Primary Specular Tint", Color) = (1, 1, 1, 1)
        _SpecularExponent           ("Primary Smoothness", Range(0.0, 1)) = .85

        [Space(5)]
        [Toggle(_SECONDARYLOBE)]
        _SecondaryLobe              ("Enable Secondary Highlight", Float) = 1
        [Space(5)]
        _SecondarySpecularShift     ("Secondary Specular Shift", Range(-1.0, 1.0)) = 0.1
        [HDR] _SecondarySpecularTint("Secondary Specular Tint", Color) = (1, 1, 1, 1)
        _SecondarySpecularExponent  ("Secondary Smoothness", Range(0.0, 1)) = .8

        [Space(5)]
        _RimTransmissionIntensity   ("Rim Transmission Intensity", Range(0.0, 8.0)) = 0.5
        _AmbientReflection          ("Ambient Reflection Strength", Range(0.0, 1.0)) = 1


        [Header(Rim Lighting)]
        [Space(8)]
        [Toggle(_RIMLIGHTING)]
        _Rim                        ("Enable Rim Lighting", Float) = 0
        [HDR] _RimColor             ("Rim Color", Color) = (0.5,0.5,0.5,1)
        _RimPower                   ("Rim Power", Float) = 2
        _RimFrequency               ("Rim Frequency", Float) = 0
        _RimMinPower                ("     Rim Min Power", Float) = 1
        _RimPerPositionFrequency    ("     Rim Per Position Frequency", Range(0.0, 1.0)) = 1


        [Header(Advanced)]
        [Space(8)]
        //[ToggleOff]
        //_SpecularHighlights       ("Enable Specular Highlights", Float) = 1.0
        [ToggleOff]
        _EnvironmentReflections     ("Environment Reflections", Float) = 1.0
        [Space(5)]
        [Toggle(_RECEIVE_SHADOWS_OFF)]
        _Shadows                    ("Disable Receive Shadows", Float) = 0.0


        [Header(Stencil)]
        [Space(8)]
        [IntRange] _Stencil         ("Stencil Reference", Range (0, 255)) = 0
        [IntRange] _ReadMask        ("     Read Mask", Range (0, 255)) = 255
        [IntRange] _WriteMask       ("     Write Mask", Range (0, 255)) = 255
        [Enum(UnityEngine.Rendering.CompareFunction)]
        _StencilComp                ("Stencil Comparison", Int) = 8     // always – terrain should be the first thing being rendered anyway
        [Enum(UnityEngine.Rendering.StencilOp)]
        _StencilOp                  ("Stencil Operation", Int) = 0      // 0 = keep, 2 = replace
        [Enum(UnityEngine.Rendering.StencilOp)]
        _StencilFail                ("Stencil Fail Op", Int) = 0           // 0 = keep
        [Enum(UnityEngine.Rendering.StencilOp)] 
        _StencilZFail               ("Stencil ZFail Op", Int) = 0          // 0 = keep

    //  Needed by the inspector
        [HideInInspector] _Culling  ("Culling", Float) = 0.0

    //  Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff
        [HideInInspector] _MainTex  ("Albedo", 2D) = "white" {}
        [HideInInspector] _Color    ("Color", Color) = (1,1,1,1)

    //  URP 10.1. needs this for the depthnormal pass 
        [HideInInspector] _Surface("__surface", Float) = 1.0
        
    }

        SubShader
    {
        Tags
        {
            "Queue" = "Transparent"
            "RenderPipeline" = "UniversalPipeline"
            "UniversalMaterialType" = "Lit"
            "IgnoreProjector" = "True"
            "ShaderModel"="4.5"
        }
        LOD 300

        Pass
        {
            Name "ForwardLit"
            Tags{"LightMode" = "UniversalForwardOnly"}

            Stencil {
                Ref   [_Stencil]
                ReadMask [_ReadMask]
                WriteMask [_WriteMask]
                Comp  [_StencilComp]
                Pass  [_StencilOp]
                Fail  [_StencilFail]
                ZFail [_StencilZFail]
            }

            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite Off
            ZTest [_ZTest]
            Cull [_Cull]

            HLSLPROGRAM
            #pragma exclude_renderers gles gles3 glcore
            #pragma target 4.5

            // -------------------------------------
            // Material Keywords
            #define _SPECULAR_SETUP 1

            #pragma shader_feature_local _ENABLEVFACE

            #pragma shader_feature_local_fragment _STRANDDIR_BITANGENT
            #pragma shader_feature_local_fragment _MASKMAP
            #pragma shader_feature_local_fragment _SECONDARYLOBE

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature_local_fragment _RIMLIGHTING

            //#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
            #pragma shader_feature_local _RECEIVE_SHADOWS_OFF

            #pragma shader_feature_local_fragment _RECEIVEDECALS

// If defined we won't get decals, screen space shadows
// #define _SURFACE_TYPE_TRANSPARENT

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile_fragment _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #pragma multi_compile _ _CLUSTERED_RENDERING

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma multi_compile_fragment _ DEBUG_DISPLAY

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            //#pragma multi_compile _ DOTS_INSTANCING_ON

        //  Include base inputs and all other needed "base" includes
            #include "Includes/Lux URP Hair Inputs.hlsl"
            #include "Includes/Lux URP Hair ForwardLit Pass.hlsl"

            #pragma vertex LitPassVertex
            #pragma fragment LitPassFragment

            ENDHLSL
        }

    //  Meta -----------------------------------------------------
        Pass
        {
            Tags{"LightMode" = "Meta"}

            Cull Off

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles

            #pragma vertex UniversalVertexMeta
            #pragma fragment UniversalFragmentMetaLit

            #define _SPECULAR_SETUP

        //  First include all our custom stuff
            #include "Includes/Lux URP Hair Inputs.hlsl"
            #include "Includes/Lux URP Hair Meta Pass.hlsl"

        //  Finally include the meta pass related stuff  
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"

            ENDHLSL
        }
    }

// ------------------------------------------------------------------------------

    SubShader
    {
        Tags
        {
            "Queue" = "Transparent"
            "RenderPipeline" = "UniversalPipeline"
            "UniversalMaterialType" = "Lit"
            "IgnoreProjector" = "True"
            "ShaderModel"="2.0"
        }
        LOD 300

        Pass
        {
            Name "ForwardLit"
            Tags{"LightMode" = "UniversalForward"}

            Stencil {
                Ref   [_Stencil]
                ReadMask [_ReadMask]
                WriteMask [_WriteMask]
                Comp  [_StencilComp]
                Pass  [_StencilOp]
                Fail  [_StencilFail]
                ZFail [_StencilZFail]
            }

            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite Off
            ZTest [_ZTest]
            Cull [_Cull]

            HLSLPROGRAM
            #pragma only_renderers gles gles3 glcore d3d11
            #pragma target 3.0

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer

            // -------------------------------------
            // Material Keywords
            #define _SPECULAR_SETUP 1

            #pragma shader_feature_local _ENABLEVFACE

            #pragma shader_feature_local_fragment _STRANDDIR_BITANGENT
            #pragma shader_feature_local_fragment _MASKMAP
            #pragma shader_feature_local_fragment _SECONDARYLOBE

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature_local_fragment _RIMLIGHTING

            //#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
            #pragma shader_feature_local _RECEIVE_SHADOWS_OFF

            #pragma shader_feature_local_fragment _RECEIVEDECALS

// If defined we won't get decals, screen space shadows
// #define _SURFACE_TYPE_TRANSPARENT

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
            #pragma multi_compile_fragment _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #pragma multi_compile _ _CLUSTERED_RENDERING

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma multi_compile_fragment _ DEBUG_DISPLAY

        //  Include base inputs and all other needed "base" includes
            #include "Includes/Lux URP Hair Inputs.hlsl"
            #include "Includes/Lux URP Hair ForwardLit Pass.hlsl"

            #pragma vertex LitPassVertex
            #pragma fragment LitPassFragment

            ENDHLSL
        }

    //  Meta -----------------------------------------------------
        Pass
        {
            Tags{"LightMode" = "Meta"}

            Cull Off

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles

            #pragma vertex UniversalVertexMeta
            #pragma fragment UniversalFragmentMetaLit

            #define _SPECULAR_SETUP

        //  First include all our custom stuff
            #include "Includes/Lux URP Hair Inputs.hlsl"
            #include "Includes/Lux URP Hair Meta Pass.hlsl"

        //  Finally include the meta pass related stuff  
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"

            ENDHLSL
        }
    }
    CustomEditor "LuxURPUniversalCustomShaderGUI"
    FallBack "Hidden/InternalErrorShader"
}