Shader "Lux URP/Versatile Blend" { Properties { [HeaderHelpLuxURP_URL(bmrgpp8nhuvj)] [Header(Surface Blending)] [Space(8)] _Shift ("Depth Shift", Range(0.0, 0.03)) = 0.01 _AlphaShift ("Alpha Shift", Range(0.0, 1)) = 0.1 _AlphaWidth ("Alpha Contraction", Range(0.0, 20)) = 4 [Space(5)] _ShadowShiftThreshold ("Shadow Shift Threshold", Range(0, 0.1)) = 0.05 _ShadowShift ("Shadow Shift", Range(0, 1)) = 1 _ShadowShiftView ("Shadow Shift View", Range(0, 1)) = 0 [Header(Surface Options)] [Space(8)] [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling", Float) = 2 [Enum(Off,0,On,1)] _ZWrite ("ZWrite", Int) = 1 // [Toggle(_ALPHATEST_ON)] // _AlphaClip ("Alpha Clipping", Float) = 0.0 // _Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5 [ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadows ("Receive Shadows", Float) = 1.0 [Header(Surface Inputs)] [Space(8)] [MainColor] _BaseColor ("Color", Color) = (1,1,1,1) [MainTexture] _BaseMap ("Albedo (RGB) Smoothness (A)", 2D) = "white" {} [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 Map", Float) = 0.0 [NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {} _BumpScale (" Normal Scale", Float) = 1.0 [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 // 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) } SubShader { Tags { "RenderPipeline" = "LightweightPipeline" "RenderType" = "Opaque" "Queue" = "Transparent" } LOD 100 Pass { Name "ForwardLit" Tags{"LightMode" = "UniversalForward"} Blend SrcAlpha OneMinusSrcAlpha ZWrite [_ZWrite] Cull [_Cull] ZTest LEqual 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 _ALPHATEST_ON #if !defined(_ENABLEBASEMAP) #if defined(_ALPHATEST_ON) #undef _ALPHATEST_ON #endif #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) #undef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #endif #endif #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) #if defined(_ALPHATEST_ON) #undef _ALPHATEST_ON #endif #endif // We have to sample SH per pixel #if defined (EVALUATE_SH_VERTEX) #undef EVALUATE_SH_VERTEX #endif #if defined(EVALUATE_SH_MIXED) #undef EVALUATE_SH_MIXED #endif #pragma shader_feature _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature _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 Versatile Blend 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); VertexPositionInputs vertexInput; vertexInput = GetVertexPositionInputs(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); // /////////////////// // Pull positionCS.z towards camera float fac = _ProjectionParams.y * 10; // fine but clipping issues if we come very close. NANs? #if UNITY_REVERSED_Z vertexInput.positionCS.z += _Shift / max(_ProjectionParams.y, vertexInput.positionCS.w) * fac; #else vertexInput.positionCS.z -= _Shift / max(_ProjectionParams.y, vertexInput.positionCS.w) * fac; #endif // /////////////////// output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap); // already normalized from normal transform to WS. output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; #if defined(_NORMALMAP) float sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = float4(normalInput.tangentWS, sign); #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); OUTPUT_SH(output.normalWS.xyz, output.vertexSH); output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); //#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) output.positionWS = vertexInput.positionWS; //#endif output.positionCS = vertexInput.positionCS; output.screenUV = ComputeScreenPos(output.positionCS).xy; return output; } //-------------------------------------- // Fragment shader and functions inline void InitializeSurfaceData( float2 uv, out SurfaceDescription outSurfaceData) { half4 albedoAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff); outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb; outSurfaceData.metallic = 0; outSurfaceData.specular = _SpecColor.rgb; outSurfaceData.smoothness = _Smoothness; outSurfaceData.smoothness *= albedoAlpha.a; outSurfaceData.occlusion = 1; // Normal Map #if defined (_NORMALMAP) outSurfaceData.normalTS = SampleNormal(uv.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); #else outSurfaceData.normalTS = half3(0,0,1); #endif outSurfaceData.emission = 0; } void InitializeInputData(VertexOutput input, half3 normalTS, half occlusion, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.positionWS; half3 viewDirWS = SafeNormalize(input.viewDirWS); #if defined(_NORMALMAP) 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; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = viewDirWS; inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH * occlusion, inputData.normalWS); // this shader is transparent so it will never write to depth normal... inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); } half4 LitPassFragment(VertexOutput input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // Get the surface description SurfaceDescription surfaceData; InitializeSurfaceData(input.uv, surfaceData); // Get scene depth float2 screenUV = input.screenUV.xy / input.positionCS.w; // Fix screenUV for Single Pass Stereo Rendering #if defined(UNITY_SINGLE_PASS_STEREO) screenUV.xy = UnityStereoTransformScreenSpaceTex(screenUV.xy); #endif #if defined(SHADER_API_GLES) float sceneDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV, 0); #else float sceneDepth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * screenUV ).x; #endif float perspectiveSceneDepth = LinearEyeDepth(sceneDepth, _ZBufferParams); // Depth based blending float depthDist = perspectiveSceneDepth - input.positionCS.w + _AlphaShift; surfaceData.alpha = saturate(depthDist * _AlphaWidth); //surfaceData.alpha = 1; // Prepare surface data (like bring normal into world space and get missing inputs like gi) InputData inputData; InitializeInputData(input, surfaceData.normalTS, surfaceData.occlusion, inputData); float3 viewDirWS = inputData.viewDirectionWS; // Handle Shadows // Convert linear eye depth to distance in world space float3 camForward = UNITY_MATRIX_V[2].xyz; // Mind the sign of viewDirWS! float sceneDistance = perspectiveSceneDepth / dot(viewDirWS, camForward); float3 scenePositionWS = _WorldSpaceCameraPos - viewDirWS * sceneDistance; // float shadowShift = -min(0, input.positionWS.y - _ShadowShiftThreshold - scenePositionWS.y); float3 viewShift = shadowShift * _ShadowShiftView * inputData.viewDirectionWS; shadowShift *= _ShadowShift; float3 finalShift = float3(0, shadowShift, 0) + viewShift; // Limit shift: Depth buffer sample might be some where in space or even sky! finalShift *= saturate(1.0 - depthDist); // Calculate shadowCoord. We have to do it per pixel :( #if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) #if defined(_MAIN_LIGHT_SHADOWS_CASCADE) half cascadeIndex = ComputeCascadeIndex(input.positionWS + finalShift); #else half cascadeIndex = 0; #endif // As we do not want shadows on the blended parts from the geometry they intersect with we have to "somehow" shift the shadowCoords. // Shifting along view dir: Good... // inputData.shadowCoord = mul(_MainLightWorldToShadow[cascadeIndex], float4(input.positionWS + (1 - surfaceData.alpha) * viewDirWS * _AlphaShift, 1.0)); // Shifting along WS Y axis: Gives us false shadows when viewing along the direction of the light: Shadows slip under the blended geometry. // inputData.shadowCoord = mul(_MainLightWorldToShadow[cascadeIndex], float4(input.positionWS + float3(0, _AlphaShift, 0), 1.0)); // Shifting upwards according to distance below surfaces on screen and view inputData.shadowCoord = mul(_MainLightWorldToShadow[cascadeIndex], float4(input.positionWS + finalShift, 1.0)); #endif // Apply lighting //half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); half4 color = LuxFragmentBlendPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha, finalShift ); // 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 _ALPHATEST_ON //-------------------------------------- // 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 Versatile Blend 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); #if defined(_ALPHATEST_ON) output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap); #endif 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 { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(_ALPHATEST_ON) half mask = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).a; clip (mask - _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 _ALPHATEST_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #define DEPTHONLYPASS #include "Includes/Lux URP Versatile Blend 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); #if defined(_ALPHATEST_ON) output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap); #endif output.positionCS = TransformObjectToHClip(input.positionOS.xyz); 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 mask = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv.xy).a; clip (mask - _Cutoff); #endif return 0; } ENDHLSL } // Depth Normal ----------------------------------------------------- // this shader is transparent so it will never write to 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 _NORMALMAP // #pragma shader_feature_local_fragment _ALPHATEST_ON // #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // //-------------------------------------- // // 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 "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 Versatile Blend 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 * _BaseColor.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 ----------------------------------------------------- } FallBack "Hidden/InternalErrorShader" }