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- // 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"
- }
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