Shader "Lux URP/Projection/Decal Unlit" { Properties { [HeaderHelpLuxURP_URL(skzrp97i0tvt)] [Header(Surface Options)] [Space(8)] [Toggle(ORTHO_SUPPORT)] _OrthoSpport ("Enable Orthographic Support", Float) = 0 [Toggle(HQ_SAMPLING)] _HQSampling ("Enable HQ Sampling", Float) = 0 [Header(Surface Inputs)] [Space(8)] [HDR] _Color ("Color", Color) = (1,1,1,1) [NoScaleOffset] _BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {} [Header(Distance Fading)] [Space(8)] [LuxURPDistanceFadeDrawer] _DistanceFade ("Distance Fade Params", Vector) = (2500, 0.001, 0, 0) [Header(Stencil)] [Space(8)] [IntRange] _StencilRef ("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)] _StencilCompare ("Stencil Comparison", Int) = 6 [Header(Advanced)] [Space(8)] [Toggle(_APPLYFOG)] _ApplyFog("Enable Fog", Float) = 0.0 } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "Queue" = "Transparent" // +59 smalltest to get drawn on top of transparents } Pass { Name "Unlit" //Tags{"LightMode" = "UniversalForward"} Stencil { Ref [_StencilRef] ReadMask [_ReadMask] WriteMask [_WriteMask] Comp [_StencilCompare] } Blend SrcAlpha OneMinusSrcAlpha // We draw backfaces to prevent clipping Cull Front // So we have to set ZTest to always ZTest Always // It is a decal! ZWrite 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 #pragma shader_feature_local ORTHO_SUPPORT #pragma shader_feature_local _APPLYFOG // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment HQ_SAMPLING // ------------------------------------- // Universal Pipeline keywords // ------------------------------------- // 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 "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl" CBUFFER_START(UnityPerMaterial) half4 _Color; float2 _DistanceFade; float4 _BaseMap_TexelSize; // what the fuck?! SRP batcher CBUFFER_END #if defined(SHADER_API_GLES) TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); #else TEXTURE2D_X_FLOAT(_CameraDepthTexture); #endif float4 _CameraDepthTexture_TexelSize; //TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); //float4 _BaseMap_TexelSize; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 viewRayOS : TEXCOORD0; float3 camPosOS : TEXCOORD1; float4 screenUV : TEXCOORD2; #if defined(_APPLYFOG) float fogCoord : TEXCOORD3; #endif half fade : TEXCOORD4; }; VertexOutput vert (VertexInput v) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = TransformObjectToHClip(v.vertex.xyz); // We do all calculations in Object Space float4 positionVS = mul(UNITY_MATRIX_V, mul(UNITY_MATRIX_M, v.vertex)); //mul(UNITY_MATRIX_MV, v.vertex); float3 viewRayVS = positionVS.xyz; // positionVS.z here acts as view space to object space ratio (negative) output.viewRayOS.w = positionVS.z; // NOTE: Fix direction of the viewRay float4x4 ViewToObjectMatrix = mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V); output.viewRayOS.xyz = mul((float3x3)ViewToObjectMatrix, -viewRayVS).xyz; output.camPosOS = ViewToObjectMatrix._m03_m13_m23; // Get the screen uvs needed to sample the depth texture output.screenUV = ComputeScreenPos(output.positionCS); #if defined(_APPLYFOG) output.fogCoord = ComputeFogFactor(output.positionCS.z); #endif // Set distance fade value float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23; float3 diff = (_WorldSpaceCameraPos - worldInstancePos); float dist = dot(diff, diff); output.fade = saturate( (_DistanceFade.x - dist) * _DistanceFade.y ); return output; } // HQ decal sampling from: http://www.humus.name/index.php?page=3D&ID=84 // Decal MipmapLevel to avoid the 2x2 pixels artefacts on the edges where the decal is projected to. float2 ComputeDecalDDX(VertexOutput input, float2 uv, float2 decalUV) { float2 ScreenDeltaX = float2(1, 0); float depth0 = LOAD_TEXTURE2D_X(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * uv - ScreenDeltaX).x; depth0 = LinearEyeDepth(depth0, _ZBufferParams); float depth1 = LOAD_TEXTURE2D_X(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * uv + ScreenDeltaX).x; depth1 = LinearEyeDepth(depth1, _ZBufferParams); float2 UvDiffX0 = decalUV - ((input.camPosOS + input.viewRayOS.xyz * depth0).xz + float2(0.5, 0.5)); float2 UvDiffX1 = ((input.camPosOS + input.viewRayOS.xyz * depth1).xz + float2(0.5, 0.5)) - decalUV; return dot(UvDiffX0, UvDiffX0) < dot(UvDiffX1, UvDiffX1) ? UvDiffX0 : UvDiffX1; } float2 ComputeDecalDDY(VertexOutput input, float2 uv, float2 decalUV) { float2 ScreenDeltaY = float2(0, 1); float depth0 = LOAD_TEXTURE2D_X(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * uv - ScreenDeltaY).x; depth0 = LinearEyeDepth(depth0, _ZBufferParams); float depth1 = LOAD_TEXTURE2D_X(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * uv + ScreenDeltaY).x; depth1 = LinearEyeDepth(depth1, _ZBufferParams); float2 UvDiffY0 = decalUV - ((input.camPosOS + input.viewRayOS.xyz * depth0).xz + float2(0.5, 0.5)); float2 UvDiffY1 = ((input.camPosOS + input.viewRayOS.xyz * depth1).xz + float2(0.5, 0.5)) - decalUV; return dot(UvDiffY0, UvDiffY0) < dot(UvDiffY1, UvDiffY1) ? UvDiffY0 : UvDiffY1; } // HQ decal sampling END half4 frag (VertexOutput input ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); input.viewRayOS.xyz *= rcp(input.viewRayOS.w); // precision problem? calculating 1.0 / w in vertex shader. float2 uv = input.screenUV.xy / input.screenUV.w; // Fix screenUV for Single Pass Stereo Rendering #if defined(UNITY_SINGLE_PASS_STEREO) uv.x = uv.x * 0.5f + (float)unity_StereoEyeIndex * 0.5f; #endif #if defined(SHADER_API_GLES) float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0); #else float rawDepth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * uv).x; #endif float3 positionOS; // Get Position in Object Space #if defined(ORTHO_SUPPORT) UNITY_BRANCH if(unity_OrthoParams.w == 1) { float depthOrtho = rawDepth; #if defined(UNITY_REVERSED_Z) // Needed to handle openGL #if UNITY_REVERSED_Z == 1 depthOrtho = 1.0f - depthOrtho; #endif #endif // Get ortho Depth // Old code, works with HDRP10.1 again... crazy depthOrtho = lerp(_ProjectionParams.y, _ProjectionParams.z, depthOrtho); float2 rayOrtho = -float2( unity_OrthoParams.xy * ( input.screenUV.xy - 0.5) * 2 /* to clip space */); float4 vposOrtho = float4(rayOrtho, -depthOrtho, 1); float3 wposOrtho = mul(unity_CameraToWorld, vposOrtho).xyz; wposOrtho -= _WorldSpaceCameraPos * 2; // TODO: Why * 2 ???? wposOrtho *= -1; float3 positionOrthoOS = mul( GetWorldToObjectMatrix(), float4(wposOrtho, 1)).xyz; // depthOrtho = lerp(_ProjectionParams.y, _ProjectionParams.z, depthOrtho); // float2 rayOrtho = float2( unity_OrthoParams.xy * ( input.screenUV.xy - 0.5) * 2 /* to clip space */); // float4 vposOrtho = float4(rayOrtho, -depthOrtho, 1); // float3 wposOrtho = mul(unity_CameraToWorld, vposOrtho).xyz; // float3 positionOrthoOS = mul( GetWorldToObjectMatrix(), float4(wposOrtho, 1)).xyz; positionOS = positionOrthoOS; } else { // Get perspective Depth float depth = LinearEyeDepth(rawDepth, _ZBufferParams); // Position in Object Space positionOS = input.camPosOS + input.viewRayOS.xyz * depth; } #else // Get perspective Depth float depth = LinearEyeDepth(rawDepth, _ZBufferParams); // Position in Object Space positionOS = input.camPosOS + input.viewRayOS.xyz * depth; #endif // Clip decal to volume clip(float3(0.5, 0.5, 0.5) - abs(positionOS.xyz)); float2 texUV = positionOS.xz + float2(0.5, 0.5); // HQ Decal Sampling #if defined(HQ_SAMPLING) && !defined(ORTHO_SUPPORT) float2 UvPixelDiffX = ComputeDecalDDX(input, uv, texUV) * _BaseMap_TexelSize.zw; float2 UvPixelDiffY = ComputeDecalDDY(input, uv, texUV) * _BaseMap_TexelSize.zw; float MaxDiff = max(dot(UvPixelDiffX, UvPixelDiffX), dot(UvPixelDiffY, UvPixelDiffY)); float Mip = 0.5 * log2(MaxDiff); half4 col = SAMPLE_TEXTURE2D_LOD(_BaseMap, sampler_BaseMap, texUV, Mip) * _Color; #else half4 col = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, texUV) * _Color; #endif // Distance Fade #if defined(ORTHO_SUPPORT) col.a *= ((unity_OrthoParams.w == 1.0h) ? 1.0h : input.fade); #else col.a *= input.fade; #endif #if defined(_APPLYFOG) col.rgb = MixFog(col.rgb, input.fogCoord); #endif return half4(col); } ENDHLSL } } FallBack "Hidden/InternalErrorShader" CustomEditor "LuxURPUniversalCustomShaderGUI" }