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- 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"
- }
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