Shader "Lux URP/Billboard" { Properties { [HeaderHelpLuxURP_URL(miywznst4xsx)] [Header(Surface Options)] [Space(8)] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4 [Enum(Tested,0,Blended,1)] _Surface ("Alpha", Float) = 0.0 _Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5 [Enum(Transparent,0,Additive,1,SoftAdditive,2)] _Blend (" Blending", Float) = 0.0 [Space(5)] [ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadows ("Receive Shadows", Float) = 1.0 _ShadowOffset ("Billboard Shadow Offset", Float) = 1.0 [Header(Billboard Options)] [Space(8)] [Toggle(_UPRIGHT)] _Upright ("Enable upright oriented Billboard", Float) = 0.0 [Toggle(_PIVOTTOBOTTOM)] _Pivot ("Set Pivot to Bottom", Float) = 0.0 _Shrink ("Expand X", Range(0.0, 1.0)) = 1.0 [Header(Surface Inputs)] [MainColor] [HDR]_BaseColor ("Base Color", Color) = (1,1,1,1) [NoScaleOffset] [MainTexture] _BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {} [Header(Lighting)] [Space(8)] [Toggle(_NORMALMAP)] _ApplyNormal ("Enable Lighting", Float) = 0.0 [Space(5)] [NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {} _BumpScale (" Normal Scale", Float) = 1.0 _Smoothness (" Smoothness", Range(0.0, 1.0)) = 0.5 _SpecColor (" Specular", Color) = (0.2, 0.2, 0.2) [Header(Fog)] [Space(8)] //[Toggle(_APPLYFOG)] _ApplyFog("Enable Fog", Float) = 1.0 [Toggle] _ApplyFog ("Enable Fog", Float) = 1.0 [Header(Render Queue)] [Space(8)] [IntRange] _QueueOffset ("Queue Offset", Range(-50, 50)) = 0 [Header(Advanced)] [Space(8)] [ToggleOff] _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections ("Environment Reflections", Float) = 1.0 [HideInInspector] _ZWrite ("__zw", Float) = 1.0 [HideInInspector] _SrcBlend ("__src", Float) = 1.0 [HideInInspector] _DstBlend ("__dst", 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) } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "Queue" = "Transparent" "DisableBatching" = "True" // Has nor effet on static batching?! "PreviewType" = "Plane" } Pass { Name "ForwardLit" Tags{"LightMode" = "UniversalForward"} Blend[_SrcBlend][_DstBlend] Cull Back ZTest [_ZTest] ZWrite[_ZWrite] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #define _SPECULAR_SETUP 1 #pragma shader_feature _NORMALMAP #pragma shader_feature _ALPHATEST_ON #pragma shader_feature_local _UPRIGHT #pragma shader_feature_local _PIVOTTOBOTTOM #pragma shader_feature_local _ _APPLYFOG _APPLYFOGADDITIVELY #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local _RECEIVE_SHADOWS_OFF // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT // ------------------------------------- // Unity defined keywords #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #pragma vertex vert #pragma fragment frag // Lighting include is needed because of GI #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Includes/Lux URP Billboard Inputs.hlsl" struct VertexInput { float4 positionOS : POSITION; float2 texcoord : TEXCOORD0; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : POSITION; float2 uv : TEXCOORD0; float3 positionWS : TEXCOORD1; #if defined(_APPLYFOG) || defined (_APPLYFOGADDITIVELY) half fogCoord : TEXCOORD2; #endif #ifdef _NORMALMAP half4 normalWS : TEXCOORD3; half4 tangentWS : TEXCOORD4; half4 bitangentWS : TEXCOORD5; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert (VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Instance world position float3 positionWS = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w); half3 viewDirWS = normalize(GetCameraPositionWS() - positionWS); #if !defined(_UPRIGHT) input.positionOS.xyz = 0; #if defined(_PIVOTTOBOTTOM) input.positionOS.xy = input.texcoord.xy - float2(0.5f, 0.0f); #else input.positionOS.xy = input.texcoord.xy - 0.5; #endif input.positionOS.x *= _Shrink; float2 scale; // Using unity_ObjectToWorld may break. So we use the official function. scale.x = length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x)); scale.y = length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y)); //float4 positionVS = mul(UNITY_MATRIX_MV, float4(0, 0, 0, 1.0)); float4 positionVS = mul(UNITY_MATRIX_V, float4(UNITY_MATRIX_M._m03_m13_m23, 1.0)); positionVS.xyz += input.positionOS.xyz * float3(scale.xy, 1.0); output.positionCS = mul(UNITY_MATRIX_P, positionVS); output.positionWS = mul(UNITY_MATRIX_I_V, positionVS).xyz; // we have to make the normal point towards the cam half3 billboardTangentWS = normalize(float3(-viewDirWS.z, 0, viewDirWS.x)); half3 billboardNormalWS = viewDirWS; //float3(billboardTangentWS.z, 0, -billboardTangentWS.x); // Sign! half3 billboardBitangentWS = -cross(billboardNormalWS, billboardTangentWS); #else half3 billboardTangentWS = normalize(float3(-viewDirWS.z, 0, viewDirWS.x)); half3 billboardNormalWS = float3(billboardTangentWS.z, 0, -billboardTangentWS.x); // Sign! half3 billboardBitangentWS = -cross(billboardNormalWS, billboardTangentWS); // Expand Billboard float2 percent = input.texcoord.xy; float3 billboardPos = (percent.x - 0.5) * _Shrink * billboardTangentWS; #if defined(_PIVOTTOBOTTOM) billboardPos.y += percent.y; #else billboardPos.y += percent.y - 0.5; #endif output.positionWS = TransformObjectToWorld(billboardPos).xyz; output.positionCS = TransformWorldToHClip(output.positionWS); #endif output.uv = input.texcoord.xy; output.uv.x = (output.uv.x - 0.5) * _Shrink + 0.5; #ifdef _NORMALMAP // Recalulate viewDirWS viewDirWS = normalize(GetCameraPositionWS() - output.positionWS); output.normalWS = half4(billboardNormalWS, viewDirWS.x); output.tangentWS = half4(billboardTangentWS, viewDirWS.y); output.bitangentWS = half4(billboardBitangentWS, viewDirWS.z); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = TransformWorldToShadowCoord(output.positionWS); #endif #endif //half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); //half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); //output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); #if defined(_APPLYFOG) || defined(_APPLYFOGADDITIVELY) output.fogCoord = ComputeFogFactor(output.positionCS.z); #endif return output; } half4 frag (VertexOutput input ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half4 albedoAlpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); half alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff); albedoAlpha.rgb *= _BaseColor.rgb; #ifdef _NORMALMAP half3 normalTS = SampleNormal(input.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); //col.rgb = normalize(normalWS) * 0.5 + 0.5; InputData inputData = (InputData)0; inputData.positionWS = input.positionWS; inputData.normalWS = NormalizeNormalPerPixel(normalWS); inputData.viewDirectionWS = SafeNormalize(half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w)); //inputData.fogCoord = 0; //inputData.vertexLighting = 0; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif // We have to sample SH per pixel inputData.bakedGI = SampleSH(inputData.normalWS); half4 color = UniversalFragmentPBR( inputData, albedoAlpha.rgb, // albedo 0, // metallic, _SpecColor.rgb, // specular _Smoothness, // smoothness, 1.0h, // occlusion, 0, // emission, alpha // alpha ); #else half4 color = albedoAlpha; #endif #if defined(_APPLYFOGADDITIVELY) color.rgb = MixFogColor(color.rgb, half3(0,0,0), input.fogCoord); #endif #if defined(_APPLYFOG) color.rgb = MixFog(color.rgb, input.fogCoord); #endif return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual ColorMask 0 Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #define _ALPHATEST_ON 1 #pragma shader_feature_local _UPRIGHT #pragma shader_feature_local _PIVOTTOBOTTOM //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "Includes/Lux URP Billboard Inputs.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" // Shadow caster specific input float3 _LightDirection; struct VertexInput { float4 positionOS : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput ShadowPassVertex(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); #if !defined(_UPRIGHT) input.positionOS.xyz = 0; #if defined(_PIVOTTOBOTTOM) input.positionOS.xy = input.texcoord.xy - float2(0.5f, 0.0f); #else input.positionOS.xy = input.texcoord.xy - 0.5; #endif input.positionOS.x *= _Shrink; float2 scale; scale.x = length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x)); scale.y = length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y)); //float4 positionVS = mul(UNITY_MATRIX_MV, float4(0, 0, 0, 1.0)); float4 positionVS = mul(UNITY_MATRIX_V, float4(UNITY_MATRIX_M._m03_m13_m23, 1.0)); positionVS.xyz += input.positionOS.xyz * float3(scale.xy, 1.0); float3 positionWS = mul(UNITY_MATRIX_I_V, positionVS).xyz; positionWS -= _LightDirection * _ShadowOffset; #else half3 viewDirWS = _LightDirection; half3 billboardTangentWS = normalize(float3(-viewDirWS.z, 0, viewDirWS.x)); // Expand Billboard float2 percent = input.texcoord.xy; float3 billboardPos = (percent.x - 0.5) * billboardTangentWS; #if defined(_PIVOTTOBOTTOM) billboardPos.y += percent.y; #else billboardPos.y += percent.y - 0.5; #endif float3 positionWS = TransformObjectToWorld(billboardPos).xyz; positionWS -= _LightDirection * _ShadowOffset; #endif half3 normalWS = -_LightDirection; output.uv = input.texcoord; output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); #if UNITY_REVERSED_Z output.positionCS.z = min(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE); #else output.positionCS.z = max(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE); #endif return output; } half4 ShadowPassFragment(VertexOutput input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); Alpha(SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff); return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ZTest [_ZTest] ColorMask 0 Cull Back HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #define _ALPHATEST_ON 1 #pragma shader_feature_local _UPRIGHT #pragma shader_feature_local _PIVOTTOBOTTOM //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #include "Includes/Lux URP Billboard Inputs.hlsl" struct VertexInput { float4 positionOS : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput DepthOnlyVertex(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if !defined(_UPRIGHT) input.positionOS.xyz = 0; #if defined(_PIVOTTOBOTTOM) input.positionOS.xy = input.texcoord.xy - float2(0.5f, 0.0f); #else input.positionOS.xy = input.texcoord.xy - 0.5; #endif input.positionOS.x *= _Shrink; float2 scale; scale.x = length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x)); scale.y = length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y)); //float4 positionVS = mul(UNITY_MATRIX_MV, float4(0, 0, 0, 1.0)); float4 positionVS = mul(UNITY_MATRIX_V, float4(UNITY_MATRIX_M._m03_m13_m23, 1.0)); positionVS.xyz += input.positionOS.xyz * float3(scale.xy, 1.0); output.positionCS = mul(UNITY_MATRIX_P, positionVS); #else // Instance world position float3 positionWS = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w); half3 viewDirWS = normalize(GetCameraPositionWS() - positionWS); half3 billboardTangentWS = normalize(float3(-viewDirWS.z, 0, viewDirWS.x)); // Expand Billboard float2 percent = input.texcoord.xy; float3 billboardPos = (percent.x - 0.5) * billboardTangentWS; #if defined(_PIVOTTOBOTTOM) billboardPos.y += percent.y; #else billboardPos.y += percent.y - 0.5; #endif output.positionCS = TransformObjectToHClip(billboardPos); #endif output.uv = input.texcoord; return output; } half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a , _BaseColor, _Cutoff); return 0; } ENDHLSL } } FallBack "Hidden/InternalErrorShader" CustomEditor "LuxURPCustomBillboardShaderGUI" }