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- // Shader uses custom editor to set double sided GI
- // Needs _Culling to be set properly
- Shader "Toon"
- {
- Properties
- {
- [HeaderHelpLuxURP_URL(snoamqpqhtdl)]
- [Header(Surface Options)]
- [Space(8)]
- [ToggleOff(_RECEIVE_SHADOWS_OFF)]
- _ReceiveShadows("Receive Shadows", Float) = 1.0
- _SkinShadowBias(" Shadow Caster Bias", Range(.1, 1.0)) = 1.0
- _SkinShadowSamplingBias(" Shadow Sampling Bias", Range(0, 0.05)) = 0
- [Header(Surface Inputs)]
- [Space(8)]
- [MainTexture]
- _BaseMap("Albedo (RGB) Smoothness (A)", 2D) = "white" {}
- _ClothMask1("Cloth Mask1", 2D) = "white" {}
- _ClothMask2("Cloth Mask2", 2D) = "white" {}
- _ClothMask3("Cloth Mask3", 2D) = "white" {}
- [MainColor]
- _BaseColor("Color", Color) = (1,1,1,1)
- [Space(5)]
- _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
- // For some reason android did not like _SpecColor!?
- _SpecularColor("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
- [Toggle(_NORMALMAPDIFFUSE)]
- _ApplyNormalDiffuse(" Enable Diffuse Normal Sample", Float) = 0.0
- _Bias(" Bias", Range(0.0, 8.0)) = 3.0
- [Toggle]_VertexNormal(" Use Vertex Normal for Diffuse", Float) = 1
- _SSSMap("SSS Map", 2D) = "black" {}
- _ILMMap("ILM Map",2D) = "gray" {}
- _DetailMap("Detail Map",2D) = "white" {}
- _ToonThesHold("ToonThesHold",Range(0,1)) = 0.5
- _ToonHardness("ToonHardness",Float) = 20.0
- _SpecColor("Spec Color",Color) = (1,1,1,1)
- _SpecSize("Spec Size",Range(0,1)) = 0.1
- _RimLightDir("RimLight Dir",Vector) = (1,0,-1,0)
- _RimLightColor("RimLight Color",Color) = (1,1,1,1)
- _OutlineWidth("Outline Width",Float) = 7.0
- _OutlineZbias("Outline Zbias",Float) = -10
- _OutlineColor("Outline Color",Color) = (1,1,1,1)
-
- [Header(Mask)]
- [Space(8)]
- _MakeUpMask1_RGB("MakeUpMask1_RGB (R: 眼影 G: 腮红 B: 口红 A: 眼线)", 2D) = "black" {}
- _MakeUpMask2_RGB("MakeUpMask2_RGB (R: 纹身区域)", 2D) = "black" {}
- _Mask1_Rchannel_TextureAmountA("Mask1_Rchannel_Texture-Amount(A)", 2D) = "black" {}
- _Mask1_Gchannel_TextureAmountA("Mask1_Gchannel_Texture-Amount(A)", 2D) = "black" {}
- _Mask1_Bchannel_TextureAmountA("Mask1_Bchannel_Texture-Amount(A)", 2D) = "black" {}
- _Mask2_Rchannel_TextureAmountA("Mask2_Rchannel_Texture-Amount(A)", 2D) = "black" {}
- _Mask2_Gchannel_TextureAmountA("Mask2_Gchannel_Texture-Amount(A)", 2D) = "black" {}
- _Mask2_Bchannel_TextureAmountA("Mask2_Bchannel_Texture-Amount(A)", 2D) = "black" {}
- _Mask1_Rchannel_ColorAmountA("Mask1_Rchannel_Color-Amount(A)", Color) = (0.7735849, 0.2006942, 0.3233189, 0.7843137)
- _Mask1_Gchannel_ColorAmountA("Mask1_Gchannel_Color-Amount(A)", Color) = (0.2, 0.772549, 0.4917381, 0.7843137)
- _Mask1_Bchannel_ColorAmountA("Mask1_Bchannel_Color-Amount(A)", Color) = (0.2, 0.406334, 0.772549, 0.7843137)
- _Mask1_Achannel_ColorAmountA("Mask1_Achannel_Color-Amount(A)", Color) = (0.2, 0.406334, 0.772549, 0.7843137)
- _Mask2_Rchannel_ColorAmountA("Mask2_Rchannel_Color-Amount(A)", Color) = (0.2, 0.772549, 0.7071339, 0.7843137)
- _Mask2_Gchannel_ColorAmountA("Mask2_Gchannel_Color-Amount(A)", Color) = (0.772549, 0.2, 0.6776864, 0.7843137)
- _Mask2_Bchannel_ColorAmountA("Mask2_Bchannel_Color-Amount(A)", Color) = (0.772549, 0.7037676, 0.2, 0.7843137)
- // 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)
- [HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.0
- // URP 10.1. needs this for the depthnormal pass
- [HideInInspector] _Cutoff(" Threshold", Range(0.0, 1.0)) = 0.5
- [HideInInspector] _Surface("__surface", Float) = 0.0
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline" = "UniversalPipeline"
- "RenderType" = "Opaque"
- "Queue" = "Geometry"
- }
- LOD 100
- Pass
- {
- Tags { "LightMode" = "UniversalForward" }
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile _ _ADDITIONAL_LIGHTS
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- //#pragma multi_compile_fwdbase
- //#include "UnityCG.cginc"
- //#include "AutoLight.cginc"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Includes/Lux URP Skin Inputs Custom Toon.hlsl"
- struct Attritubes
- {
- float4 positionOS : POSITION;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float3 normalOS : NORMAL;
- float4 color : COLOR;
- };
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- float4 uv : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- float3 normalWS : TEXCOORD2;
- float4 vertexColor : TEXCOORD3;
- float4 shadowCoord : TEXCOORD4;
- };
- //TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
- TEXTURE2D(_SSSMap); SAMPLER(sampler_SSSMap);
- TEXTURE2D(_ILMMap); SAMPLER(sampler_ILMMap);
- TEXTURE2D(_DetailMap); SAMPLER(sampler_DetailMap);
- /*CBUFFER_START(UnityPerMaterial)
- float _ToonThesHold;
- float _ToonHardness;
- float4 _SpecColor;
- float _SpecSize;
- float4 _RimLightDir;
- float4 _RimLightColor;
- CBUFFER_END*/
-
- Varyings vert (Attritubes input)
- {
- Varyings output = (Varyings)0;
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- output.positionCS = vertexInput.positionCS;
- output.positionWS = vertexInput.positionWS;
- //output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
- //output.positionWS = TransformObjectToWorld(input.positionOS.xyz);
- output.normalWS = TransformObjectToWorldNormal(input.normalOS);
- output.uv = float4(input.texcoord0,input.texcoord1);
- output.vertexColor = input.color;
- output.shadowCoord = GetShadowCoord(vertexInput);
- return output;
- }
- half4 GetColor(float2 uv) {
- //half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)) * _BaseColor;
- half4 albedoAlpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv * _BaseMap_ST.xy + _BaseMap_ST.zw) * _BaseColor;
- //--------------------------------------------------------
- float2 uv_MakeUpMask1_RGB = uv.xy * _MakeUpMask1_RGB_ST.xy + _MakeUpMask1_RGB_ST.zw;
- float4 tex2DNode143 = SAMPLE_TEXTURE2D(_MakeUpMask1_RGB, sampler_MakeUpMask1_RGB, uv_MakeUpMask1_RGB);
- float2 uv_Mask1_Rchannel_TextureAmountA = uv.xy * _Mask1_Rchannel_TextureAmountA_ST.xy + _Mask1_Rchannel_TextureAmountA_ST.zw;
- float4 tex2D_mask1_R = SAMPLE_TEXTURE2D(_Mask1_Rchannel_TextureAmountA, sampler_Mask1_Rchannel_TextureAmountA, uv_Mask1_Rchannel_TextureAmountA);
- float2 uv_Mask1_Gchannel_TextureAmountA = uv.xy * _Mask1_Gchannel_TextureAmountA_ST.xy + _Mask1_Gchannel_TextureAmountA_ST.zw;
- float4 tex2D_mask1_G = SAMPLE_TEXTURE2D(_Mask1_Gchannel_TextureAmountA, sampler_Mask1_Gchannel_TextureAmountA, uv_Mask1_Gchannel_TextureAmountA);
- float2 uv_Mask1_Bchannel_TextureAmountA = uv.xy * _Mask1_Bchannel_TextureAmountA_ST.xy + _Mask1_Bchannel_TextureAmountA_ST.zw;
- float4 tex2D_mask1_B = SAMPLE_TEXTURE2D(_Mask1_Bchannel_TextureAmountA, sampler_Mask1_Bchannel_TextureAmountA, uv_Mask1_Bchannel_TextureAmountA);
- float2 uv_Mask1_Achannel_TextureAmountA = uv.xy * _Mask1_Achannel_TextureAmountA_ST.xy + _Mask1_Achannel_TextureAmountA_ST.zw;
- float4 tex2D_mask1_A = SAMPLE_TEXTURE2D(_Mask1_Bchannel_TextureAmountA, sampler_Mask1_Bchannel_TextureAmountA, uv_Mask1_Achannel_TextureAmountA);
- float2 uv_Mask2_Rchannel_TextureAmountA = uv.xy * _Mask2_Rchannel_TextureAmountA_ST.xy + _Mask2_Rchannel_TextureAmountA_ST.zw;
- float4 tex2D_mask2_R = SAMPLE_TEXTURE2D(_Mask2_Rchannel_TextureAmountA, sampler_Mask2_Rchannel_TextureAmountA, uv_Mask2_Rchannel_TextureAmountA);
- float2 uv_Mask2_Gchannel_TextureAmountA = uv.xy * _Mask2_Gchannel_TextureAmountA_ST.xy + _Mask2_Gchannel_TextureAmountA_ST.zw;
- float4 tex2D_mask2_G = SAMPLE_TEXTURE2D(_Mask2_Gchannel_TextureAmountA, sampler_Mask2_Gchannel_TextureAmountA, uv_Mask2_Gchannel_TextureAmountA);
- float2 uv_Mask2_Bchannel_TextureAmountA = uv.xy * _Mask2_Bchannel_TextureAmountA_ST.xy + _Mask2_Bchannel_TextureAmountA_ST.zw;
- float4 tex2D_mask2_B = SAMPLE_TEXTURE2D(_Mask2_Bchannel_TextureAmountA, sampler_Mask2_Bchannel_TextureAmountA, uv_Mask2_Bchannel_TextureAmountA);
- float clampResult295 = clamp((tex2DNode143.r * tex2D_mask1_R.a * _Mask1_Rchannel_ColorAmountA.a), 0.0, 1.0);
- float4 _Mask1_R_Color = tex2D_mask1_R * _Mask1_Rchannel_ColorAmountA;
- float4 lerpResult145 = lerp(albedoAlpha, _Mask1_R_Color, clampResult295);
- float clampResult296 = clamp((tex2DNode143.g * tex2D_mask1_G.a * _Mask1_Gchannel_ColorAmountA.a), 0.0, 1.0);
- float4 _Mask1_G_Color = tex2D_mask1_G * _Mask1_Gchannel_ColorAmountA;
- float4 lerpResult160 = lerp(lerpResult145, _Mask1_G_Color, clampResult296);
- float clampResult297 = clamp((tex2DNode143.b * tex2D_mask1_B.a * _Mask1_Bchannel_ColorAmountA.a), 0.0, 1.0);
- float4 _Mask1_B_Color = tex2D_mask1_B * _Mask1_Bchannel_ColorAmountA;
- float4 lerpResult161 = lerp(lerpResult160, _Mask1_B_Color, clampResult297);
- float clampResult2971 = clamp((tex2DNode143.a * tex2D_mask1_A.a * _Mask1_Achannel_ColorAmountA.a), 0.0, 1.0);
- float4 _Mask1_A_Color = tex2D_mask1_A * _Mask1_Achannel_ColorAmountA;
- float4 lerpResult1611 = lerp(lerpResult161, _Mask1_A_Color, clampResult2971);
- //mask2
- float2 uv_MakeUpMask2_RGB = uv.xy * _MakeUpMask2_RGB_ST.xy + _MakeUpMask2_RGB_ST.zw;
- float4 tex2DNode144 = SAMPLE_TEXTURE2D(_MakeUpMask2_RGB, sampler_MakeUpMask2_RGB, uv_MakeUpMask2_RGB);
- float clampResult298 = clamp((tex2DNode144.r * tex2D_mask2_R.a * _Mask2_Rchannel_ColorAmountA.a), 0.0, 1.0);
- float4 _Mask2_R_Color = tex2D_mask2_R * _Mask2_Rchannel_ColorAmountA;
- float4 lerpResult162 = lerp(lerpResult1611, _Mask2_Rchannel_ColorAmountA, clampResult298);
- float clampResult299 = clamp((tex2DNode144.g * tex2D_mask2_G.a * _Mask2_Gchannel_ColorAmountA.a), 0.0, 1.0);
- float4 _Mask2_G_Color = tex2D_mask2_G * _Mask2_Gchannel_ColorAmountA;
- float4 lerpResult163 = lerp(lerpResult162, _Mask2_Gchannel_ColorAmountA, clampResult299);
- float clampResult300 = clamp((tex2DNode144.b * tex2D_mask2_B.a * _Mask2_Bchannel_ColorAmountA.a), 0.0, 1.0);
- float4 _Mask2_B_Color = tex2D_mask2_B * _Mask2_Bchannel_ColorAmountA;
- float4 lerpResult164 = lerp(lerpResult163, _Mask2_Bchannel_ColorAmountA, clampResult300);
- albedoAlpha.rgb = half3(lerpResult164.r, lerpResult164.g, lerpResult164.b);
- return albedoAlpha;
- }
-
- half4 frag (Varyings input) : SV_Target
- {
- // clip cloth mask
- half v_ClothMask1 = _ClothMask1.Sample(sampler_ClothMask1, input.uv.xy).r;
- clip(v_ClothMask1 - 0.5);
- half v_ClothMask2 = _ClothMask2.Sample(sampler_ClothMask2, input.uv.xy).r;
- clip(v_ClothMask2 - 0.5);
- half v_ClothMask3 = _ClothMask3.Sample(sampler_ClothMask3, input.uv.xy).r;
- clip(v_ClothMask3 - 0.5);
- half2 uv1 = input.uv.xy;
- half2 uv2 = input.uv.zw;
- //向量
- float3 normalDir = normalize(input.normalWS);
- //float3 lightDir = normalize(_MainLightPosition.xyz);
- float3 viewDir = normalize(_WorldSpaceCameraPos - input.positionWS);
- //Base贴图
- //half4 base_map = SAMPLE_TEXTURE2D(_BaseMap,sampler_BaseMap,uv1);
- half4 base_map = GetColor(uv1);
- half3 base_color = base_map.rgb; // 亮部的颜色
- half base_mask = base_map.a; //用来区分皮肤和非皮肤区域
- //SSS贴图
- half4 sss_map = SAMPLE_TEXTURE2D(_SSSMap,sampler_SSSMap, uv1);
- //half3 sss_color = sss_map.rgb * _BaseColor; //暗部的颜色
- //half sss_alpha = sss_map.a; //边缘光的强度控制
- half3 sss_color = base_color; //暗部的颜色
- half sss_alpha = base_map.a; //边缘光的强度控制
- //ILM贴图
- half4 ilm_map = SAMPLE_TEXTURE2D(_ILMMap,sampler_ILMMap, uv1);
- float spec_intensity = ilm_map.r; //控制高光强度
- float diffuse_control = ilm_map.g * 2.0 - 1.0; //控制光照的偏移
- float spec_size = ilm_map.b; //控制高光形状大小
- float inner_line = ilm_map.a; //内描线
- //顶点色
- float ao = input.vertexColor.r;
- Light mainLight = GetMainLight(input.shadowCoord,input.positionWS,float4(1.0,1.0,1.0,1.0));
- float3 lightDir = mainLight.direction;
- float shadow = mainLight.shadowAttenuation;
- //float shadow = MainLightRealtimeShadow(input.shadowCoord);
- float atten = lerp(1 , shadow, input.vertexColor.g);
-
- //漫反射
- half NdotL = dot(normalDir, lightDir);
- half half_lambert = (NdotL + 1.0) * 0.5;
- half labmbert_term = half_lambert * ao * atten + diffuse_control;
- half toon_diffuse = saturate((labmbert_term - _ToonThesHold) * _ToonHardness);
- //多光源
- #ifdef _ADDITIONAL_LIGHTS
- uint pixelLightCount = GetAdditionalLightsCount();
- for(uint lightIndex = 0; lightIndex < pixelLightCount; ++lightIndex)
- {
- Light light = GetAdditionalLight(lightIndex,input.positionWS,float4(1.0,1.0,1.0,1.0));
- half NdotL_add = dot(normalDir, light.direction);
- half half_lambert_add = (NdotL_add + 1.0) * 0.5;
- float atten_add = lerp(1 , light.shadowAttenuation * light.distanceAttenuation , input.vertexColor.g);
- half labmbert_term_add = half_lambert_add * ao * atten_add + diffuse_control;
- toon_diffuse += saturate((labmbert_term_add * light.color - _ToonThesHold) * _ToonHardness);
- }
- #endif
- half3 final_diffuse = lerp(sss_color, base_color,toon_diffuse);
- //高光
- float NdotV = (dot(normalDir, viewDir) + 1.0) * 0.5;
- float spec_term = NdotV * ao + diffuse_control;
- spec_term = half_lambert * 0.9 + spec_term * 0.1;
- half toon_spec = saturate((spec_term - (1.0 - spec_size * _SpecSize)) * 500);
- half3 spec_color = (_SpecColor.rgb + base_color) * 0.5;
- half3 final_spec = toon_spec * spec_color * spec_intensity;
- //描线
- half3 inner_line_color = lerp(base_color * 0.2,float3(1.0,1.0,1.0),inner_line);
- half3 detail_color = SAMPLE_TEXTURE2D(_DetailMap,sampler_DetailMap, uv2);//第二套UV Detail细节图
- detail_color = lerp(base_color * 0.2, float3(1.0, 1.0, 1.0), detail_color);
- half3 final_line = inner_line_color * inner_line_color * detail_color;
- //补光、边缘
- float3 lightDir_rim = normalize(mul((float3x3)unity_MatrixInvV,_RimLightDir.xyz));
- half NdotL_rim = (dot(normalDir, lightDir_rim)+ 1.0) * 0.5;
- half rimlight_term = NdotL_rim + diffuse_control;
- half toon_rim = saturate((rimlight_term - _ToonThesHold) * 20);
- half3 rim_color = (_RimLightColor.rgb + base_color) * 0.5 * sss_alpha;
- half3 final_rimlight = toon_rim * rim_color * base_mask * toon_diffuse * _RimLightColor.a;
-
- half3 final_color = (final_diffuse + final_spec + final_rimlight) * final_line;
- final_color = sqrt(max(exp2(log2(max(final_color, 0.0)) * 2.2), 0.0));
- return float4(final_color,1.0);
- }
- ENDHLSL
- }
- Pass
- {
- Cull Front
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- float3 normal : NORMAL;
- float4 color : COLOR;
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 vertex_color : TEXCOORD3;
- };
- sampler2D _BaseMap;
- sampler2D _SSSMap;
- sampler2D _ILMMap;
- float _OutlineWidth;
- float _OutlineZbias;
- float4 _OutlineColor;
- sampler2D _ClothMask1;
- sampler2D _ClothMask2;
- sampler2D _ClothMask3;
-
- v2f vert (appdata v)
- {
- v2f o;
- float3 pos_view = UnityObjectToViewPos(v.vertex);
- float3 normal_world = UnityObjectToWorldNormal(v.normal);
- float3 outline_dir = normalize(mul((float3x3)UNITY_MATRIX_V, normal_world));
- outline_dir.z = _OutlineZbias * (1.0 - v.color.b);
- pos_view += outline_dir * _OutlineWidth * 0.001 * v.color.a;
- o.pos = mul(UNITY_MATRIX_P, float4(pos_view, 1.0));
- o.uv = v.texcoord0;
- o.vertex_color = v.color;
- return o;
- }
-
- half4 frag(v2f i) : SV_Target
- {
- half v_ClothMask1 = tex2D(_ClothMask1, i.uv.xy).r;//_ClothMask1.Sample(sampler_ClothMask1, input.uv.xy).r;
- clip(v_ClothMask1 - 0.5);
- half v_ClothMask2 = tex2D(_ClothMask2, i.uv.xy).r;
- clip(v_ClothMask2 - 0.5);
- half v_ClothMask3 = tex2D(_ClothMask3, i.uv.xy).r;
- clip(v_ClothMask3 - 0.5);
- float3 basecolor = tex2D(_BaseMap, i.uv.xy).xyz;
- half maxComponent = max(max(basecolor.r, basecolor.g), basecolor.b) - 0.004;
- half3 saturatedColor = step(maxComponent.rrr, basecolor) * basecolor;
- saturatedColor = lerp(basecolor.rgb, saturatedColor, 0.6);
- half3 outlineColor = 0.8 * saturatedColor * basecolor * _OutlineColor.xyz;
- return float4(outlineColor, 1.0);
- }
- ENDCG
- }
- Pass
- {
- Name "ShadowCaster"
- Tags{"LightMode" = "ShadowCaster"}
- ZWrite On
- ZTest LEqual
- ColorMask 0
- Cull[_Cull]
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- // -------------------------------------
- // Material Keywords
- #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
- // -------------------------------------
- // Universal Pipeline keywords
- // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
- #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- Cull[_Cull]
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- // -------------------------------------
- // Material Keywords
- #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
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
- ENDHLSL
- }
- // Pass
- // {
- // Name "ForwardLit"
- // Tags{"LightMode" = "UniversalForward"}
- // Stencil {
- // Ref[_Stencil]
- // ReadMask[_ReadMask]
- // WriteMask[_WriteMask]
- // Comp[_StencilComp]
- // Pass[_StencilOp]
- // Fail[_StencilFail]
- // ZFail[_StencilZFail]
- // }
- // ZWrite On
- // Cull Back
- // 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
- // #pragma shader_feature_local _NORMALMAP
- // #pragma shader_feature_local_fragment _NORMALMAPDIFFUSE
- // #pragma shader_feature_local _DISTANCEFADE // not per fragment
- // #pragma shader_feature_local_fragment _RIMLIGHTING
- // #pragma shader_feature_local_fragment _BACKSCATTER
- // #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 Skin Inputs Custom.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
- // #if defined(_DISTANCEFADE)
- // 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);
- // #else
- // output.fade = 1.0h;
- // #endif
- // VertexPositionInputs 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);
- // output.uv.xy = input.texcoord;
- // output.normalWS = normalInput.normalWS; //NormalizeNormalPerVertex(normalInput.normalWS);
- // output.viewDirWS = viewDirWS;
- // #ifdef _NORMALMAP
- // float sign = input.tangentOS.w * GetOddNegativeScale();
- // output.tangentWS = float4(normalInput.tangentWS.xyz, 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
- // #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- // // tweak the sampling position
- // vertexInput.positionWS += output.normalWS.xyz * _SkinShadowSamplingBias;
- // output.shadowCoord = GetShadowCoord(vertexInput);
- // #endif
- // output.positionCS = vertexInput.positionCS;
- // return output;
- // }
- // //--------------------------------------
- // // Fragment shader and functions
- // inline void InitializeSkinLitSurfaceData(float2 uv, half fade, out SurfaceDescription outSurfaceData)
- // {
- // half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)) * _BaseColor;
- // //--------------------------------------------------------
- // float2 uv_MakeUpMask1_RGB = uv.xy * _MakeUpMask1_RGB_ST.xy + _MakeUpMask1_RGB_ST.zw;
- // float4 tex2DNode143 = SAMPLE_TEXTURE2D(_MakeUpMask1_RGB, sampler_MakeUpMask1_RGB, uv_MakeUpMask1_RGB);
- // float2 uv_Mask1_Rchannel_TextureAmountA = uv.xy * _Mask1_Rchannel_TextureAmountA_ST.xy + _Mask1_Rchannel_TextureAmountA_ST.zw;
- // float4 tex2D_mask1_R = SAMPLE_TEXTURE2D(_Mask1_Rchannel_TextureAmountA, sampler_Mask1_Rchannel_TextureAmountA, uv_Mask1_Rchannel_TextureAmountA);
- // float2 uv_Mask1_Gchannel_TextureAmountA = uv.xy * _Mask1_Gchannel_TextureAmountA_ST.xy + _Mask1_Gchannel_TextureAmountA_ST.zw;
- // float4 tex2D_mask1_G = SAMPLE_TEXTURE2D(_Mask1_Gchannel_TextureAmountA, sampler_Mask1_Gchannel_TextureAmountA, uv_Mask1_Gchannel_TextureAmountA);
- // float2 uv_Mask1_Bchannel_TextureAmountA = uv.xy * _Mask1_Bchannel_TextureAmountA_ST.xy + _Mask1_Bchannel_TextureAmountA_ST.zw;
- // float4 tex2D_mask1_B = SAMPLE_TEXTURE2D(_Mask1_Bchannel_TextureAmountA, sampler_Mask1_Bchannel_TextureAmountA, uv_Mask1_Bchannel_TextureAmountA);
- // float2 uv_Mask1_Achannel_TextureAmountA = uv.xy * _Mask1_Achannel_TextureAmountA_ST.xy + _Mask1_Achannel_TextureAmountA_ST.zw;
- // float4 tex2D_mask1_A = SAMPLE_TEXTURE2D(_Mask1_Bchannel_TextureAmountA, sampler_Mask1_Bchannel_TextureAmountA, uv_Mask1_Achannel_TextureAmountA);
- // float2 uv_Mask2_Rchannel_TextureAmountA = uv.xy * _Mask2_Rchannel_TextureAmountA_ST.xy + _Mask2_Rchannel_TextureAmountA_ST.zw;
- // float4 tex2D_mask2_R = SAMPLE_TEXTURE2D(_Mask2_Rchannel_TextureAmountA, sampler_Mask2_Rchannel_TextureAmountA, uv_Mask2_Rchannel_TextureAmountA);
- // float2 uv_Mask2_Gchannel_TextureAmountA = uv.xy * _Mask2_Gchannel_TextureAmountA_ST.xy + _Mask2_Gchannel_TextureAmountA_ST.zw;
- // float4 tex2D_mask2_G = SAMPLE_TEXTURE2D(_Mask2_Gchannel_TextureAmountA, sampler_Mask2_Gchannel_TextureAmountA, uv_Mask2_Gchannel_TextureAmountA);
- // float2 uv_Mask2_Bchannel_TextureAmountA = uv.xy * _Mask2_Bchannel_TextureAmountA_ST.xy + _Mask2_Bchannel_TextureAmountA_ST.zw;
- // float4 tex2D_mask2_B = SAMPLE_TEXTURE2D(_Mask2_Bchannel_TextureAmountA, sampler_Mask2_Bchannel_TextureAmountA, uv_Mask2_Bchannel_TextureAmountA);
- // float clampResult295 = clamp((tex2DNode143.r * tex2D_mask1_R.a * _Mask1_Rchannel_ColorAmountA.a), 0.0, 1.0);
- // float4 _Mask1_R_Color = tex2D_mask1_R * _Mask1_Rchannel_ColorAmountA;
- // float4 lerpResult145 = lerp(albedoAlpha, _Mask1_R_Color, clampResult295);
- // float clampResult296 = clamp((tex2DNode143.g * tex2D_mask1_G.a * _Mask1_Gchannel_ColorAmountA.a), 0.0, 1.0);
- // float4 _Mask1_G_Color = tex2D_mask1_G * _Mask1_Gchannel_ColorAmountA;
- // float4 lerpResult160 = lerp(lerpResult145, _Mask1_G_Color, clampResult296);
- // float clampResult297 = clamp((tex2DNode143.b * tex2D_mask1_B.a * _Mask1_Bchannel_ColorAmountA.a), 0.0, 1.0);
- // float4 _Mask1_B_Color = tex2D_mask1_B * _Mask1_Bchannel_ColorAmountA;
- // float4 lerpResult161 = lerp(lerpResult160, _Mask1_B_Color, clampResult297);
- // float clampResult2971 = clamp((tex2DNode143.a * tex2D_mask1_A.a * _Mask1_Achannel_ColorAmountA.a), 0.0, 1.0);
- // float4 _Mask1_A_Color = tex2D_mask1_A * _Mask1_Achannel_ColorAmountA;
- // float4 lerpResult1611 = lerp(lerpResult161, _Mask1_A_Color, clampResult2971);
- // //mask2
- // float2 uv_MakeUpMask2_RGB = uv.xy * _MakeUpMask2_RGB_ST.xy + _MakeUpMask2_RGB_ST.zw;
- // float4 tex2DNode144 = SAMPLE_TEXTURE2D(_MakeUpMask2_RGB, sampler_MakeUpMask2_RGB, uv_MakeUpMask2_RGB);
- // float clampResult298 = clamp((tex2DNode144.r * tex2D_mask2_R.a * _Mask2_Rchannel_ColorAmountA.a), 0.0, 1.0);
- // float4 _Mask2_R_Color = tex2D_mask2_R * _Mask2_Rchannel_ColorAmountA;
- // float4 lerpResult162 = lerp(lerpResult1611, _Mask2_Rchannel_ColorAmountA, clampResult298);
- // float clampResult299 = clamp((tex2DNode144.g * tex2D_mask2_G.a * _Mask2_Gchannel_ColorAmountA.a), 0.0, 1.0);
- // float4 _Mask2_G_Color = tex2D_mask2_G * _Mask2_Gchannel_ColorAmountA;
- // float4 lerpResult163 = lerp(lerpResult162, _Mask2_Gchannel_ColorAmountA, clampResult299);
- // float clampResult300 = clamp((tex2DNode144.b * tex2D_mask2_B.a * _Mask2_Bchannel_ColorAmountA.a), 0.0, 1.0);
- // float4 _Mask2_B_Color = tex2D_mask2_B * _Mask2_Bchannel_ColorAmountA;
- // float4 lerpResult164 = lerp(lerpResult163, _Mask2_Bchannel_ColorAmountA, clampResult300);
- // albedoAlpha.rgb = half3(lerpResult164.r, lerpResult164.g, lerpResult164.b);
- // //--------------------------------
- // outSurfaceData.alpha = 1;
- // outSurfaceData.albedo = albedoAlpha.rgb;
- // outSurfaceData.metallic = 0;
- // outSurfaceData.specular = _SpecularColor.rgb;
- // // Normal Map
- // #if defined (_NORMALMAP)
- // outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
- // #if defined(_NORMALMAPDIFFUSE)
- // half4 sampleNormalDiffuse = SAMPLE_TEXTURE2D_BIAS(_BumpMap, sampler_BumpMap, uv, _Bias);
- // // Do not manually unpack the normal map as it might use RGB.
- // outSurfaceData.diffuseNormalTS = UnpackNormal(sampleNormalDiffuse);
- // #else
- // outSurfaceData.diffuseNormalTS = half3(0,0,1);
- // #endif
- // #else
- // outSurfaceData.normalTS = half3(0,0,1);
- // outSurfaceData.diffuseNormalTS = half3(0,0,1);
- // #endif
- // half4 SSSAOSample = SAMPLE_TEXTURE2D(_SSSAOMap, sampler_SSSAOMap, uv);
- // outSurfaceData.translucency = SSSAOSample.g;
- // outSurfaceData.skinMask = SSSAOSample.r;
- // outSurfaceData.occlusion = lerp(1.0h, SSSAOSample.a, _OcclusionStrength);
- // outSurfaceData.curvature = SSSAOSample.b;
- // outSurfaceData.smoothness = albedoAlpha.a * _Smoothness;
- // outSurfaceData.emission = SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb * _EmissionColor.rgb;
- // }
- // void InitializeInputData(VertexOutput input, half3 normalTS, half3 diffuseNormalTS, out InputData inputData
- // #ifdef _NORMALMAP
- // , inout float3 bitangent
- // #endif
- // , inout half3 diffuseNormalWS
- // )
- // {
- // inputData = (InputData)0;
- // #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
- // inputData.positionWS = input.positionWS;
- // #endif
- // half3 viewDirWS = SafeNormalize(input.viewDirWS);
- // #ifdef _NORMALMAP
- // float sgn = input.tangentWS.w; // should be either +1 or -1
- // bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- // half3x3 ToW = half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz);
- // inputData.normalWS = TransformTangentToWorld(normalTS, ToW);
- // inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- // #ifdef _NORMALMAPDIFFUSE
- // diffuseNormalWS = TransformTangentToWorld(diffuseNormalTS, ToW);
- // diffuseNormalWS = NormalizeNormalPerPixel(diffuseNormalWS);
- // #else
- // // Here we let the user decide to use the per vertex or the specular normal.
- // diffuseNormalWS = (_VertexNormal) ? NormalizeNormalPerPixel(input.normalWS.xyz) : inputData.normalWS;
- // #endif
- // #else
- // inputData.normalWS = NormalizeNormalPerPixel(input.normalWS);
- // diffuseNormalWS = inputData.normalWS;
- // #endif
- // 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 + input.normalWS * _SkinShadowSamplingBias);
- // #else
- // inputData.shadowCoord = float4(0, 0, 0, 0);
- // #endif
- // inputData.fogCoord = input.fogFactorAndVertexLight.x;
- // inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- // inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, diffuseNormalWS); //inputData.normalWS);
- // //inputData.normalizedScreenSpaceUV = input.positionCS.xy;
- // inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- // }
- // half4 LitPassFragment(VertexOutput input) : SV_Target
- // {
- // UNITY_SETUP_INSTANCE_ID(input);
- // UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // // clip cloth mask
- // half v_ClothMask1 = _ClothMask1.Sample(sampler_ClothMask1, input.uv.xy).r;
- // clip(v_ClothMask1 - 0.5);
- // half v_ClothMask2 = _ClothMask2.Sample(sampler_ClothMask1, input.uv.xy).r;
- // clip(v_ClothMask2 - 0.5);
- // half v_ClothMask3 = _ClothMask3.Sample(sampler_ClothMask1, input.uv.xy).r;
- // clip(v_ClothMask3 - 0.5);
- // // Get the surface description
- // SurfaceDescription surfaceData;
- // InitializeSkinLitSurfaceData(input.uv.xy, input.fade, surfaceData);
- // // Prepare surface data (like bring normal into world space and get missing inputs like gi
- // half3 diffuseNormalWS;
- // InputData inputData;
- // #ifdef _NORMALMAP
- // float3 bitangent;
- // #endif
- // InitializeInputData(input, surfaceData.normalTS, surfaceData.diffuseNormalTS, inputData
- // #ifdef _NORMALMAP
- // , bitangent
- // #endif
- // , diffuseNormalWS
- // );
- // #if defined(_RIMLIGHTING)
- // half rim = saturate(1.0h - saturate(dot(inputData.normalWS, inputData.viewDirectionWS)));
- // half power = _RimPower;
- // UNITY_BRANCH if (_RimFrequency > 0) {
- // half perPosition = lerp(0.0h, 1.0h, dot(1.0h, frac(UNITY_MATRIX_M._m03_m13_m23) * 2.0h - 1.0h) * _RimPerPositionFrequency) * 3.1416h;
- // power = lerp(power, _RimMinPower, (1.0h + sin(_Time.y * _RimFrequency + perPosition)) * 0.5h);
- // }
- // surfaceData.emission += pow(rim, power) * _RimColor.rgb * _RimColor.a;
- // #endif
- // // Apply lighting
- // half4 color = LuxLWRPSkinFragmentPBR(
- // inputData,
- // surfaceData.albedo,
- // surfaceData.metallic,
- // surfaceData.specular,
- // surfaceData.smoothness,
- // surfaceData.occlusion,
- // surfaceData.emission,
- // surfaceData.alpha,
- // // Subsurface Scattering
- // half4(_TranslucencyStrength * surfaceData.translucency, _TranslucencyPower, _ShadowStrength, _Distortion),
- // // AmbientReflection Strength
- // _AmbientReflectionStrength,
- // // Diffuse Normal
- // // #if defined(_NORMALMAP) && defined(_NORMALMAPDIFFUSE)
- // // NormalizeNormalPerPixel( TransformTangentToWorld(surfaceData.diffuseNormalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz)) )
- // // #else
- // // input.normalWS
- // // #endif
- // diffuseNormalWS,
- // _SubsurfaceColor.rgb,
- // (_SampleCurvature) ? surfaceData.curvature * _Curvature : lerp(surfaceData.translucency, 1, _Curvature),
- // // Lerp lighting towards standard according the distance fade
- // surfaceData.skinMask * input.fade,
- // _MaskByShadowStrength,
- // _Backscatter
- // );
- // // 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 Back
- // 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
- // //--------------------------------------
- // // GPU Instancing
- // #pragma multi_compile_instancing
- // #pragma vertex ShadowPassVertex
- // #pragma fragment ShadowPassFragment
- // // Include base inputs and all other needed "base" includes
- // #include "Includes/Lux URP Skin Inputs Custom.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.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS * _SkinShadowBias, _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);
- // return 0;
- // }
- // ENDHLSL
- // }
- //// Depth -----------------------------------------------------
- // Pass
- // {
- // Tags{"LightMode" = "DepthOnly"}
- // ZWrite On
- // ColorMask 0
- // Cull Back
- // 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
- // //--------------------------------------
- // // GPU Instancing
- // #pragma multi_compile_instancing
- // #define DEPTHONLYPASS
- // #include "Includes/Lux URP Skin Inputs Custom.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);
- // return output;
- // }
- // half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
- // {
- // UNITY_SETUP_INSTANCE_ID(input);
- // UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // return 0;
- // }
- // ENDHLSL
- // }
- //// Depth Normals --------------------------------------------
- // Pass
- // {
- // Name "DepthNormals"
- // Tags{"LightMode" = "DepthNormals"}
- // ZWrite On
- // Cull Back
- // 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
- // //--------------------------------------
- // // 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 Skin Inputs Custom.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 Skin Inputs Custom.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 = _SpecularColor.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 "LuxURPCustomSkinShaderGUI"
- FallBack "Hidden/InternalErrorShader"
- }
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