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- Shader "Lux URP/Projection/Decal Lit"
- {
- Properties
- {
- [HeaderHelpLuxURP_URL(skzrp97i0tvt)]
-
- [Header(Surface Options)]
- [Space(8)]
- [ToggleOff(_RECEIVE_SHADOWS_OFF)]
- _ReceiveShadows ("Receive Shadows", Float) = 1.0
- [Toggle(ORTHO_SUPPORT)]
- _OrthoSpport ("Enable Orthographic Support", Float) = 0
- [Toggle(HQ_SAMPLING)]
- _HQSampling ("Enable HQ Sampling", Float) = 0
- [Toggle(NORMALS_SAMPLING)]
- _NormalBuffer ("Enable Normal Buffer (SSAO)", Float) = 0
- [Header(Surface Inputs)]
- [Space(8)]
- [HDR]_Color ("Color", Color) = (1,1,1,1)
- [NoScaleOffset] _BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
- _Smoothness ("Smoothness", Range (0, 1)) = 0.1
- _SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
- [Space(10)]
- [Toggle(_DECALNORMAL)] _DecalNormal ("Blend with Decal Normal", Float) = 0.0
- _DecalNormalStrength (" Decal Normal Strength", Range(0, 1)) = 0.5
- [Space(10)]
- [Toggle(_NORMALMAP)] _ApplyNormal ("Enable Normal Map", Float) = 1.0
- [NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {}
- _BumpScale (" Normal Scale", Float) = 1.0
- [Header(Mask Map)]
- [Space(8)]
- [Toggle(_COMBINEDTEXTURE)] _CombinedTexture ("Enable Mask Map", Float) = 0.0
- [NoScaleOffset] _MaskMap (" Metallness (R) Occlusion (G) Emission (B) Smoothness (A) ", 2D) = "bump" {}
- [HDR]_EmissionColor (" Emission Color", Color) = (0,0,0,0)
- _Occlusion (" Occlusion", Range(0.0, 1.0)) = 1.0
- [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) = 8 // always
- [Header(Advanced)]
- [Space(8)]
- [ToggleOff]
- _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
- [ToggleOff]
- _EnvironmentReflections ("Environment Reflections", Float) = 1.0
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline" = "UniversalPipeline"
- "RenderType" = "Opaque"
- "Queue" = "Transparent" // +59 smalltest to get drawn on top of transparents
- }
- Pass
- {
- Name "ForwardLit"
- 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
- // -------------------------------------
- // Material Keywords
- // _NORMALMAP must NOT be shader_feature_local – otherwise fade fails?! Na, it just fails. Toggling "Mask Map" may help bringing back the decal.
- #pragma shader_feature _NORMALMAP
- #pragma shader_feature_local _COMBINEDTEXTURE
- #pragma shader_feature_local _DECALNORMAL
- #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 ORTHO_SUPPORT
- #pragma shader_feature_local_fragment HQ_SAMPLING
- #pragma multi_compile_fragment _ NORMALS_SAMPLING
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #define _SPECULAR_SETUP 1
- // -------------------------------------
- // 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 _ _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 "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- CBUFFER_START(UnityPerMaterial)
- // Latest notes from Uty: do not if else here.
- half4 _Color;
- half _Smoothness;
- half4 _SpecColor;
- float2 _DistanceFade;
- //#if defined(_NORMALMAP)
- half _BumpScale;
- //#endif
- //#if defined(_COMBINEDTEXTURE)
- half4 _EmissionColor;
- half _Occlusion;
- //#endif
- //#if defined(_DECALNORMAL)
- half _DecalNormalStrength;
- //#endif
- float4 _BaseMap_TexelSize;
- CBUFFER_END
-
- #if defined(SHADER_API_GLES)
- TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
- #else
- TEXTURE2D_X_FLOAT(_CameraDepthTexture);
- #endif
- float4 _CameraDepthTexture_TexelSize;
- #if defined(_COMBINEDTEXTURE)
- TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap);
- #endif
- #if defined(NORMALS_SAMPLING)
- TEXTURE2D_X_FLOAT(_CameraNormalsTexture);
- #endif
- 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;
- float fogCoord : TEXCOORD3;
- #if defined(_NORMALMAP) || defined(_DECALNORMAL)
- half3 normalWS : TEXCOORD4;
- #endif
-
- #if defined(_NORMALMAP)
- half3 tangentWS : TEXCOORD5;
- half3 bitangentWS : TEXCOORD6;
- #endif
- half fade : TEXCOORD7;
- };
- 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);
- output.fogCoord = ComputeFogFactor(output.positionCS.z);
- // 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 );
- #if defined(_NORMALMAP) || defined(_DECALNORMAL)
- output.normalWS = TransformObjectToWorldNormal(half3(0.0h, 1.0h, 0.0h));
- #endif
- #if defined(_NORMALMAP)
- output.tangentWS = TransformObjectToWorldDir(half3(1.0h, 0.0h, 0.0h));
- half tangentSign = (-1.0) * unity_WorldTransformParams.w;
- output.bitangentWS = cross(output.normalWS, output.tangentWS) * tangentSign;
- #endif
-
- return output;
- }
- // https://www.gamedev.net/forums/topic/678043-how-to-blend-world-space-normals/
- // same as in: ScriptableRenderPipeline/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl
-
- half3 ReorientNormalInWorldSpace(in half3 u, in half3 t, in half3 s) {
- // Build the shortest-arc quaternion
- half dotSTplusOne = dot(s, t) + 1.0h;
- half4 q = half4(cross(s, t), dotSTplusOne ) / sqrt(2.0h * ( dotSTplusOne ));
- // Rotate the normal
- return u * (q.w * q.w - dot(q.xyz, q.xyz)) + 2.0h * q.xyz * dot(q.xyz, u) + 2.0h * q.w * cross(q.xyz, u);
- }
- #define oneMinusDielectricSpecConst half(1.0 - 0.04)
- // 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;
- float3 positionWS;
- // 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;
- positionWS = wposOrtho;
- }
- else {
- // Get perspective Depth
- float depth = LinearEyeDepth(rawDepth, _ZBufferParams);
- // Position in Object Space
- positionOS = input.camPosOS + input.viewRayOS.xyz * depth;
- positionWS = mul(GetObjectToWorldMatrix(), float4(positionOS, 1)).xyz;
- }
- #else
- // Get perspective Depth
- float depth = LinearEyeDepth(rawDepth, _ZBufferParams);
- // Position in Object Space
- positionOS = input.camPosOS + input.viewRayOS.xyz * depth;
- positionWS = mul(GetObjectToWorldMatrix(), float4(positionOS, 1)).xyz;
- #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)
- half alpha = col.a * ((unity_OrthoParams.w == 1.0h) ? 1.0h : input.fade);
- #else
- half alpha = col.a * input.fade;
- #endif
- #if defined(_COMBINEDTEXTURE)
- #if defined(HQ_SAMPLING) && !defined(ORTHO_SUPPORT)
- half4 combinedTextureSample = SAMPLE_TEXTURE2D_LOD(_MaskMap, sampler_MaskMap, texUV, Mip);
- #else
- half4 combinedTextureSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texUV);
- #endif
- half3 specular = lerp(_SpecColor.rgb, col.rgb, combinedTextureSample.rrr);
- // Remap albedo
- col.rgb *= oneMinusDielectricSpecConst - combinedTextureSample.rrr * oneMinusDielectricSpecConst;
- half smoothness = combinedTextureSample.a;
- half occlusion = lerp(1.0h, combinedTextureSample.g, _Occlusion);
- half3 emission = _EmissionColor.rgb * combinedTextureSample.b;
- #else
- half3 specular = _SpecColor.rgb;
- half smoothness = _Smoothness;
- half occlusion = 1.0h;
- half3 emission = 0;
- #endif
- // Prepare inputs for the lighting function and get normals
- // I hat this ZERO initialize - but it is just the quicket way here
- InputData inputData = (InputData)0;
- inputData.positionWS = positionWS;
- // SSAO
- #if defined(_SCREEN_SPACE_OCCLUSION)
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- #endif
- // Normals
- #if defined(NORMALS_SAMPLING) && defined(_SCREEN_SPACE_OCCLUSION)
- // view space normal!
- float2 nSample = LOAD_TEXTURE2D_X(_CameraNormalsTexture, _CameraDepthTexture_TexelSize.zw * uv).rg;
- inputData.normalWS = UnpackNormalOctRectEncode(nSample.rg);
- inputData.normalWS = mul((float3x3)UNITY_MATRIX_I_V, inputData.normalWS );
-
- #else
-
- // As ddx and ddy may return super small values we have to normalize on platforms where half actually means something
- #if defined (SHADER_API_MOBILE) || defined (SHADER_API_SWITCH)
- inputData.normalWS = normalize( cross( ddy(positionWS), ddx(positionWS) ) );
- #else
- #if defined(_DECALNORMAL)
- // In case we blend we have to normalize first as well.
- inputData.normalWS = normalize( cross( ddy(positionWS), ddx(positionWS) ) );
- #else
- inputData.normalWS = cross( ddy(positionWS), ddx(positionWS) );
- #endif
- #endif
- #if defined(_DECALNORMAL)
- inputData.normalWS = (lerp(inputData.normalWS, input.normalWS.xyz, _DecalNormalStrength));
- #endif
- #endif
- #if defined(_NORMALMAP)
- #if defined(HQ_SAMPLING) && !defined(ORTHO_SUPPORT)
- half4 normalSample = SAMPLE_TEXTURE2D_LOD(_BumpMap, sampler_BumpMap, texUV, Mip);
- #else
- half4 normalSample = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, texUV);
- #endif
- #if BUMP_SCALE_NOT_SUPPORTED
- half3 normalTS = UnpackNormal(normalSample);
- #else
- half3 normalTS = UnpackNormalScale(normalSample, _BumpScale);
- #endif
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
- inputData.normalWS = ReorientNormalInWorldSpace(inputData.normalWS, normalWS, input.normalWS.xyz);
- #endif
-
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- inputData.viewDirectionWS = SafeNormalize( _WorldSpaceCameraPos - positionWS);
- inputData.shadowCoord = TransformWorldToShadowCoord(positionWS); //vertexInput.positionWS);
- inputData.fogCoord = 0;
- // We can't calculate per vertex lighting
- inputData.vertexLighting = 0;
- // So we have to sample SH fully per pixel
- inputData.bakedGI = SampleSH(inputData.normalWS);
- col = LightweightFragmentPBR(
- inputData,
- col.rgb,
- 0, //surfaceData.metallic,
- specular,
- smoothness,
- occlusion,
- emission,
- alpha);
- col.rgb = MixFog(col.rgb, input.fogCoord);
- return half4(col.rgb, alpha);
- }
- ENDHLSL
- }
- }
- FallBack "Hidden/InternalErrorShader"
- CustomEditor "LuxURPUniversalCustomShaderGUI"
- }
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