// Shader uses custom editor to set double sided GI // Needs _Culling to be set properly Shader "Lux URP/Vegetation/Foliage" { Properties { [HeaderHelpLuxURP_URL(iwibq8un2c3h)] [Header(Surface Options)] [Space(8)] [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling", Float) = 0 [Toggle(_ALPHATEST_ON)] _AlphaClip ("Alpha Clipping", Float) = 1.0 _Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5 [Enum(Off,0,On,1)]_Coverage ("Alpha To Coverage", Float) = 0 [ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadows ("Receive Shadows", Float) = 1.0 [Header(Surface Inputs)] [Space(8)] [NoScaleOffset][MainTexture] _BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {} [HideInInspector][MainColor] _BaseColor ("Color", Color) = (1,1,1,1) [Space(5)] _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5 _SpecColor ("Specular", Color) = (0.2, 0.2, 0.2) [Space(5)] [Toggle(_NORMALMAP)] _ApplyNormal ("Enable Normal Smoothness Trans Map", Float) = 0.0 [NoScaleOffset] _BumpSpecMap (" Normal (AG) Smoothness (B) Trans (R)", 2D) = "white" {} _BumpScale (" Normal Scale", Range(0.0, 8.0)) = 1.0 _GlossMapScale (" Smoothness Scale", Range(0.0, 1.0)) = 1.0 [Header(Transmission)] [Space(8)] _TranslucencyPower ("Power", Range(0.0, 10.0)) = 7.0 _TranslucencyStrength ("Strength", Range(0.0, 1.0)) = 1.0 _ShadowStrength ("Shadow Strength", Range(0.0, 1.0)) = 0.7 _MaskByShadowStrength ("Mask by incoming Shadow Strength", Range(0.0, 1.0)) = 0.0 _Distortion ("Distortion", Range(0.0, 0.1)) = 0.01 [Header(Wind)] [Space(8)] [KeywordEnum(Texture, Math)] _Wind ("Wind Input", Float) = 0 [LuxURPWindFoliageDrawer] _WindMultiplier ("Wind Strength (X) Secondary Strength (Y) Edge Flutter (Z) Lod Level (W)", Vector) = (1, 2, 1, 0) _SampleSize ("Sample Size", Range(0.0, 1.0)) = 0.5 [Header(Distance Fading)] [Space(8)] [LuxURPDistanceFadeDrawer] _DistanceFade ("Distance Fade Params", Vector) = (2500, 0.001, 0, 0) [Header(Advanced)] [Space(8)] [ToggleOff] _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections ("Environment Reflections", Float) = 1.0 // 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" // "RenderType" = "TransparentCutout" // Gets adjusted by inspector "IgnoreProjector" = "True" "Queue"="Geometry" // "Queue"="AlphaTest" // Gets adjusted by inspector "ShaderModel"="4.5" } LOD 300 Pass { Name "ForwardLit" Tags{"LightMode" = "UniversalForward"} 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 #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _WIND_MATH // ------------------------------------- // 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 Foliage Inputs.hlsl" #pragma vertex LitPassVertex #pragma fragment LitPassFragment //-------------------------------------- // Vertex shader VertexOutput LitPassVertex(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // 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 ); // Shrink mesh if alpha testing is disabled #if !defined(_ALPHATEST_ON) input.positionOS.xyz *= output.fade; #endif // Wind in ObjectSpace ------------------------------- animateVertex(input.color, input.normalOS.xyz, input.positionOS.xyz); // End Wind ------------------------------- VertexPositionInputs vertexInput; // = GetVertexPositionInputs(input.positionOS.xyz); vertexInput.positionWS = TransformObjectToWorld(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); // We have to recalculate ClipPos! / see: GetVertexPositionInputs in Core.hlsl vertexInput.positionVS = TransformWorldToView(vertexInput.positionWS); vertexInput.positionCS = TransformWorldToHClip(vertexInput.positionWS); float4 ndc = vertexInput.positionCS * 0.5f; vertexInput.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w; vertexInput.positionNDC.zw = vertexInput.positionCS.zw; float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); output.uv.xy = input.texcoord; // already normalized from normal transform to WS output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; #ifdef _NORMALMAP float sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = float4(normalInput.tangentWS, sign); #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); #if defined(_NORMALMAP) OUTPUT_SH(output.normalWS.xyz, output.vertexSH); #else // TODO: When no normal map is applied we have to lookup SH fully per pixel #if !defined(LIGHTMAP_ON) output.vertexSH = 0; #endif #endif output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) output.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif output.positionCS = vertexInput.positionCS; return output; } //-------------------------------------- // Fragment shader and functions inline void InitializeFoliageLitSurfaceData(float2 uv, half fade, out SurfaceDescription outSurfaceData) { half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); // Add fade albedoAlpha.a *= fade; // Early out outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff); outSurfaceData.albedo = albedoAlpha.rgb; outSurfaceData.metallic = 0; outSurfaceData.specular = _SpecColor.rgb; // Normal Map #if defined (_NORMALMAP) float4 sampleNormal = SAMPLE_TEXTURE2D(_BumpSpecMap, sampler_BumpSpecMap, uv); float3 tangentNormal; tangentNormal.xy = sampleNormal.ag * 2 - 1; tangentNormal.z = sqrt(1.0 - dot(tangentNormal.xy, tangentNormal.xy)); // From Packing.hlsl: // must scale after reconstruction of normal.z which also // mirrors UnpackNormalRGB(). This does imply normal is not returned // as a unit length vector but doesn't need it since it will get normalized after TBN transformation. tangentNormal.xy *= _BumpScale; outSurfaceData.normalTS = tangentNormal; outSurfaceData.smoothness = sampleNormal.b * _GlossMapScale; outSurfaceData.translucency = sampleNormal.r; #else outSurfaceData.normalTS = float3(0, 0, 1); outSurfaceData.smoothness = _Smoothness; outSurfaceData.translucency = 1; #endif outSurfaceData.occlusion = 1; outSurfaceData.emission = 0; } void InitializeInputData(VertexOutput input, half3 normalTS, half facing, out InputData inputData) { inputData = (InputData)0; #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) inputData.positionWS = input.positionWS; #endif half3 viewDirWS = SafeNormalize(input.viewDirWS); #ifdef _NORMALMAP normalTS.z *= facing; float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz)); #else inputData.normalWS = input.normalWS * facing; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = viewDirWS; #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 inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; // #if defined(_NORMALMAP) inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); #endif // TODO: Using VFACE and vertex normals – so we should sample SH fully per pixel #if !defined(_NORMALMAP) && !defined(LIGHTMAP_ON) inputData.bakedGI = SampleSH(inputData.normalWS); #endif inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); } half4 LitPassFragment(VertexOutput input, half facing : VFACE) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // Get the surface description SurfaceDescription surfaceData; InitializeFoliageLitSurfaceData(input.uv.xy, input.fade, surfaceData); // Prepare surface data (like bring normal into world space (incl. VFACE)) and get missing inputs like gi InputData inputData; InitializeInputData(input, surfaceData.normalTS, facing, inputData); // Apply lighting half4 color = LuxURPTranslucentFragmentPBR( inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha, half4(_TranslucencyStrength * surfaceData.translucency, _TranslucencyPower, _ShadowStrength, _Distortion), 1, //_AmbientReflection _MaskByShadowStrength ); // Add fog color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; } ENDHLSL } // Shadows ----------------------------------------------------- Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual 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 // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local _WIND_MATH //-------------------------------------- // 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 Foliage Inputs.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" // Shadow caster specific input float3 _LightDirection; VertexOutput ShadowPassVertex(VertexInput input) { VertexOutput output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); // 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 ); // Shrink mesh if alpha testing is disabled #if !defined(_ALPHATEST_ON) input.positionOS.xyz *= output.fade; #endif output.uv = input.texcoord; // Wind in Object Space ------------------------------- animateVertex(input.color, input.normalOS.xyz, input.positionOS.xyz); // End Wind ------------------------------- float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); float3 normalWS = TransformObjectToWorldDir(input.normalOS); 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 { #if defined(_ALPHATEST_ON) half alpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a; // Works in scene view but not in GameView? alpha *= input.fade; clip(alpha - _Cutoff); #endif 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 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local _WIND_MATH //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #define DEPTHONLYPASS #include "Includes/Lux URP Foliage 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); // 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 ); // Shrink mesh if alpha testing is disabled #if !defined(_ALPHATEST_ON) input.positionOS.xyz *= output.fade; #endif // Wind in Object Space ------------------------------- animateVertex(input.color, input.normalOS.xyz, input.positionOS.xyz); // End Wind ------------------------------- VertexPositionInputs vertexInput; vertexInput.positionWS = TransformObjectToWorld(input.positionOS.xyz); // We have to recalculate ClipPos! / see: GetVertexPositionInputs in Core.hlsl vertexInput.positionVS = TransformWorldToView(vertexInput.positionWS); vertexInput.positionCS = TransformWorldToHClip(vertexInput.positionWS); float4 ndc = vertexInput.positionCS * 0.5f; vertexInput.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w; vertexInput.positionNDC.zw = vertexInput.positionCS.zw; // End Wind ------------------------------- output.uv.xy = input.texcoord; output.positionCS = vertexInput.positionCS; return output; } half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(_ALPHATEST_ON) half alpha = SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a; alpha *= input.fade; clip(alpha - _Cutoff); #endif return 0; } ENDHLSL } // Depth Normal ----------------------------------------------------- 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_fragment _ALPHATEST_ON #pragma shader_feature_local _WIND_MATH //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #define DEPTNORMALPASS #include "Includes/Lux URP Foliage Inputs.hlsl" VertexOutput DepthNormalsVertex(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // 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 ); // Shrink mesh if alpha testing is disabled #if !defined(_ALPHATEST_ON) input.positionOS.xyz *= output.fade; #endif // Wind in Object Space ------------------------------- animateVertex(input.color, input.normalOS.xyz, input.positionOS.xyz); // End Wind ------------------------------- VertexPositionInputs vertexInput; vertexInput.positionWS = TransformObjectToWorld(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, float4(1,1,1,1)); //input.tangentOS); // We have to recalculate ClipPos! / see: GetVertexPositionInputs in Core.hlsl vertexInput.positionVS = TransformWorldToView(vertexInput.positionWS); vertexInput.positionCS = TransformWorldToHClip(vertexInput.positionWS); float4 ndc = vertexInput.positionCS * 0.5f; vertexInput.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w; vertexInput.positionNDC.zw = vertexInput.positionCS.zw; // End Wind ------------------------------- output.uv.xy = input.texcoord; output.positionCS = vertexInput.positionCS; output.normalWS = normalInput.normalWS; return output; } half4 DepthNormalsFragment(VertexOutput input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(_ALPHATEST_ON) half alpha = SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a; alpha *= input.fade; clip(alpha - _Cutoff); #endif float3 normal = input.normalWS; normal = TransformWorldToViewDir(normal, true); normal.z = abs(normal.z); return float4(PackNormalOctRectEncode(normal), 0.0, 0.0); } ENDHLSL } // Meta ----------------------------------------------------- Pass { Tags{"LightMode" = "Meta"} Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMeta #define _SPECULAR_SETUP #pragma shader_feature_local_fragment _ALPHATEST_ON // First include all our custom stuff #include "Includes/Lux URP Foliage 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 = Alpha(albedoAlpha.a, 1, _Cutoff); outSurfaceData.albedo = albedoAlpha.rgb; outSurfaceData.metallic = 0; outSurfaceData.specular = _SpecColor.rgb; outSurfaceData.smoothness = _Smoothness; outSurfaceData.normalTS = half3(0,0,1); //SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); 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 ----------------------------------------------------- } FallBack "Hidden/InternalErrorShader" CustomEditor "LuxURPCustomSingleSidedShaderGUI" }