// 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" { 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.CullMode)] _ShadowCull ("Shadow Culling", Float) = 0 [Enum(Off,0,On,1)]_Coverage ("Alpha To Coverage", Float) = 1 [ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadows ("Receive Shadows", Float) = 1.0 [Header(Surface Inputs)] [Space(5)] [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" {} _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 [Header(Stencil)] [Space(8)] [IntRange] _Stencil ("Stencil Reference", Range (0, 255)) = 2 [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 [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Int) = 2 // 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) = 0.0 } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "TransparentCutout" "Queue" = "AlphaTest" } Pass { Name "ForwardLit" Tags{"LightMode" = "UniversalForward"} Stencil { Ref [_Stencil] ReadMask [_ReadMask] WriteMask [_WriteMask] Comp [_StencilComp] Pass [_StencilOp] Fail [_StencilFail] ZFail [_StencilZFail] } ZWrite On Cull [_Cull] AlphaToMask [_Coverage] 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 #define _ALPHATEST_ON 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_local _NORMALMAP #pragma shader_feature_local_fragment _RIMLIGHTING //#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 #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 // Include base inputs and all other needed "base" includes #include "Includes/Lux URP Hair Inputs.hlsl" #include "Includes/Lux URP Hair Core.hlsl" #pragma vertex LitPassVertex #pragma fragment LitPassFragment ENDHLSL } // Shadows ----------------------------------------------------- Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual ColorMask 0 Cull [_ShadowCull] 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 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment // Include base inputs and all other needed "base" includes #include "Includes/Lux URP Hair Inputs.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" // Shadow caster specific input float3 _LightDirection; VertexOutput ShadowPassVertex(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); float3 normalWS = TransformObjectToWorldDir(input.normalOS); 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); half alpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a; alpha *= _BaseColor.a; clip(alpha - _Cutoff); return 0; } ENDHLSL } // Depth ----------------------------------------------------- Pass { Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 Cull [_Cull] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #define _ALPHATEST_ON 1 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #define DEPTHONLYPASS #include "Includes/Lux URP Hair Inputs.hlsl" 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); output.positionCS = TransformObjectToHClip(input.positionOS.xyz); 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); half alpha = SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a; alpha *= _BaseColor.a; clip(alpha - _Cutoff); return 0; } ENDHLSL } // Depth Normal --------------------------------------------- // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On Cull[_Cull] 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 DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #define _ALPHATEST_ON 1 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Includes/Lux URP Hair Inputs.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl" 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 UniversalFragmentMeta #define _SPECULAR_SETUP // First include all our custom stuff #include "Includes/Lux URP Hair Inputs.hlsl" //-------------------------------------- // Fragment shader and functions inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) { half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); outSurfaceData.alpha = 1; outSurfaceData.albedo = albedoAlpha.rgb; outSurfaceData.metallic = 0; outSurfaceData.specular = _SpecColor.rgb; outSurfaceData.smoothness = _Smoothness; outSurfaceData.normalTS = half3(0,0,1); outSurfaceData.occlusion = 1; outSurfaceData.emission = 0; outSurfaceData.clearCoatMask = 0; outSurfaceData.clearCoatSmoothness = 0; } // Finally include the meta pass related stuff #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" ENDHLSL } // End Passes ----------------------------------------------------- } CustomEditor "LuxURPUniversalCustomShaderGUI" FallBack "Hidden/InternalErrorShader" }