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- // Shader might write to emission, so it needs a custom inspector
- Shader "Lux URP/Projection/Top Down"
- {
- Properties
- {
- [HeaderHelpLuxURP_URL(80kxmwjj8akf)]
- [Header(Surface Options)]
- [Space(8)]
- [ToggleOff(_RECEIVE_SHADOWS_OFF)]
- _ReceiveShadows ("Receive Shadows", Float) = 1.0
- [Header(Surface Inputs)]
- [Space(8)]
- _BaseMap ("Albedo (RGB) Smoothness (A)", 2D) = "white" {}
- [MainColor] _BaseColor ("Base Color", Color) = (1,1,1,1)
- [Toggle(_DYNSCALE)]
- _ApplyDynScale ("Enable dynamic tiling", Float) = 0.0
-
- [Space(5)]
- _GlossMapScale ("Smoothness Scale", Range(0.0, 1.0)) = 1.0
- _SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
-
- [Space(5)]
- [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) Height (B) Emission (A) ", 2D) = "bump" {}
-
- [HDR] _EmissionColor (" Emission Color", Color) = (0,0,0)
- [Toggle(_EMISSION)]
- _Emission (" Bake Emission", Float) = 0.0
- _Occlusion (" Occlusion", Range(0.0, 1.0)) = 1.0
-
- [Header(Top Down Projection)]
- [Space(8)]
- [Toggle(_TOPDOWNPROJECTION)]
- _ApplyTopDownProjection ("Enable top down Projection", Float) = 1.0
- [NoScaleOffset]_TopDownBaseMap (" Albedo (RGB) Smoothness (A)", 2D) = "white" {}
- _GlossMapScaleDyn (" Smoothness Scale", Range(0.0, 1.0)) = 1.0
- [Space(5)]
- [Toggle(_MASKFROMNORMAL)]
- _MaskFromNormal (" Get Mask from Normal", Float) = 0.0
- [NoScaleOffset]_TopDownNormalMap(" Normal (RGB) or Normal (AG) Mask (B)", 2D) = "bump" {}
- _BumpScaleDyn (" Normal Scale", Float) = 1.0
- [Space(5)]
- _TopDownTiling (" Tiling", Float) = 1.0
- [LuxURPVectorThreeDrawer]
- _TerrainPosition (" Terrain Position (XYZ)", Vector) = (0,0,0,0)
- [Header(Blending)]
- [Space(8)]
- _NormalLimit ("Angle Limit", Range(0.05,1)) = 0.5
- _NormalFactor ("Strength", Range(0.0,2)) = 1
- [Space(5)]
- _LowerNormalInfluence ("Base Normal Influence", Range(0,1)) = 1
- _LowerNormalMinStrength ("Base Normal Strength", Range(0,1)) = 0.2
- [Space(5)]
- _HeightBlendSharpness ("Height Influence", Range(0.0, 1.0)) = 1.0
- [Header(Fuzz Lighting)]
- [Space(8)]
- [Toggle(_SIMPLEFUZZ)]
- _EnableFuzzyLighting ("Enable Fuzzy Lighting", Float) = 0
- _FuzzWrap (" Diffuse Wrap", Range(0, 1)) = 0.5
- _FuzzStrength (" Fuzz Strength", Range(0, 8)) = 1
- _FuzzPower (" Fuzz Power", Range(1, 16)) = 4
- _FuzzBias (" Fuzz Bias", Range(0, 1)) = 0
- _FuzzAmbient (" Ambient Strength", Range(0, 1)) = 1
- [Header(Advanced)]
- [Space(8)]
- [ToggleOff]
- _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
- [ToggleOff]
- _EnvironmentReflections ("Environment Reflections", Float) = 1.0
- // DepthNormal compatibility
- [HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline" = "UniversalPipeline"
- "RenderType" = "Opaque"
- "Queue"="Geometry"
- "DisableBatching" = "LODFading"
- }
- // Base -----------------------------------------------------
- Pass
- {
- Tags{"LightMode" = "UniversalForward"}
- ZWrite On
- Cull Back
- ZTest LEqual
- ZWrite On
- 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_local _NORMALMAP
- #define _SPECULAR_SETUP 1
- #pragma shader_feature_local _TOPDOWNPROJECTION
- #pragma shader_feature_local _DYNSCALE
- #pragma shader_feature_local_fragment _COMBINEDTEXTURE
- #pragma shader_feature_local_fragment _MASKFROMNORMAL
- #pragma shader_feature_local_fragment _SIMPLEFUZZ
- #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
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #include "Includes/Top Down URP Inputs.hlsl"
- #if defined(_COMBINEDTEXTURE)
- TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap);
- #endif
- TEXTURE2D(_TopDownBaseMap); SAMPLER(sampler_TopDownBaseMap);
- TEXTURE2D(_TopDownNormalMap); SAMPLER(sampler_TopDownNormalMap);
- #pragma vertex LitPassVertex
- #pragma fragment LitPassFragment
- void InitializeInputData(VertexOutput input, half3 normalTS, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionWS = input.positionWS;
- half3 viewDirWS = SafeNormalize(input.viewDirWS);
- #ifdef _NORMALMAP
- // Here normalTS is already normalWS
- // inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
- inputData.normalWS = normalTS;
- #else
- inputData.normalWS = input.normalWS;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- 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);
- #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, inputData.normalWS);
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
- }
- 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 = 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 = TRANSFORM_TEX(input.texcoord, _BaseMap);
- output.uv.zw = vertexInput.positionWS.xz * _TopDownTiling + _TerrainPosition.xz;
- #if defined (_DYNSCALE)
- float scale = length( TransformObjectToWorld( float3(1,0,0) ) - UNITY_MATRIX_M._m03_m13_m23 );
- output.uv.xy *= scale;
- #endif
- // Already normalized from normal transform to WS!
- output.normalWS = normalInput.normalWS;
-
- #ifdef _NORMALMAP
- float sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
- #endif
- output.viewDirWS = viewDirWS;
- OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
- OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
- output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- // #ifdef _ADDITIONAL_LIGHTS
- output.positionWS = vertexInput.positionWS;
- // #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- output.positionCS = vertexInput.positionCS;
- return output;
- }
- #define oneMinusDielectricSpecConst half(1.0 - 0.04)
- // derived from #define kDieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
- // Surface function which has full access to all vertex interpolators
- inline void InitializeStandardLitSurfaceData(VertexOutput input, out SurfaceDescription outSurfaceData)
- {
- half4 albedoAlpha = SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)) * _BaseColor;
- albedoAlpha.a *= _GlossMapScale;
- outSurfaceData.alpha = 1;
- outSurfaceData.albedo = albedoAlpha.rgb;
- outSurfaceData.metallic = 0;
- outSurfaceData.emission = 0;
- outSurfaceData.occlusion = 1;
- outSurfaceData.fuzzMask = 0;
- #if defined(_SPECULAR_SETUP)
- outSurfaceData.specular = _SpecColor.rgb;
- #else
- outSurfaceData.specular = 0;
- #endif
- #if defined(_COMBINEDTEXTURE)
- half4 combinedTextureSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, input.uv.xy);
- outSurfaceData.specular = lerp(_SpecColor, albedoAlpha.rgb, combinedTextureSample.rrr);
- // Remap albedo
- albedoAlpha.rgb *= oneMinusDielectricSpecConst - combinedTextureSample.rrr * oneMinusDielectricSpecConst;
- outSurfaceData.emission = _EmissionColor.rgb * combinedTextureSample.a;
- outSurfaceData.occlusion = lerp(1.0h, combinedTextureSample.g, _Occlusion);
- #endif
-
- outSurfaceData.smoothness = albedoAlpha.a * _GlossMapScale;
- outSurfaceData.normalTS = SampleNormal(input.uv.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
- #ifdef _NORMALMAP
- #if defined (_MASKFROMNORMAL)
- half4 packedNormal = SAMPLE_TEXTURE2D(_TopDownNormalMap, sampler_TopDownNormalMap, input.uv.zw);
- #if BUMP_SCALE_NOT_SUPPORTED
- half3 topDownNormal = UnpackNormalmapRGorAG(packedNormal, 1.0);
- #else
- half3 topDownNormal = UnpackNormalmapRGorAG(packedNormal, _BumpScaleDyn);
- #endif
- #else
- half3 topDownNormal = SampleNormal(input.uv.zw, TEXTURE2D_ARGS(_TopDownNormalMap, sampler_TopDownNormalMap), _BumpScaleDyn);
- #endif
- #endif
- // Please note: outSurfaceData.normalTS will actually contain a normal in world space!
- #if defined(_TOPDOWNPROJECTION)
- float blendFactor = 0;
- #ifdef _NORMALMAP
- // Get per pixel worldspace normal (needed by blending)
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- float3 normalWS = TransformTangentToWorld(outSurfaceData.normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz));
- blendFactor = lerp(input.normalWS.y, normalWS.y, _LowerNormalInfluence);
- #else
- blendFactor = input.normalWS.y;
- #endif
- // Prevent projected texture from gettings stretched by masking out steep faces
- //blendFactor = saturate( blendFactor - (1 - saturate ( (blendFactor - _NormalLimit) * 4 ) ) );
- blendFactor = lerp(-_NormalLimit, 1, saturate(blendFactor));
- // Widen blendfactor
- blendFactor = blendFactor * _NormalFactor;
- #if defined(_COMBINEDTEXTURE) || defined (_NORMALMAP) && defined (_MASKFROMNORMAL)
- #if defined (_NORMALMAP) && defined (_MASKFROMNORMAL)
- float mask = saturate(packedNormal.b * _HeightBlendSharpness);
- #else
- // Mask is height and we want less on high levels. So it is some kind of inverted.
- float mask = saturate(combinedTextureSample.b * _HeightBlendSharpness);
- #endif
- blendFactor = smoothstep(mask, 1, blendFactor);
- #else
- // Somehow compensate missing height sample, smoothstep is not compensated? Nope. Just saturate.
- blendFactor = saturate(blendFactor); // * (1 + _HeightBlendSharpness));
- #endif
- float normalBlendFactor = blendFactor;
- blendFactor *= blendFactor * blendFactor * blendFactor;
- outSurfaceData.fuzzMask = blendFactor;
- // Get top down projected Texture(s)
- //float2 topDownUV = input.positionWS.xz * _TopDownTiling + _TerrainPosition.xz;
- half4 topDownSample = SAMPLE_TEXTURE2D(_TopDownBaseMap, sampler_TopDownBaseMap, input.uv.zw);
- topDownSample.a *= _GlossMapScaleDyn;
- albedoAlpha = lerp(albedoAlpha, topDownSample, blendFactor.xxxx);
- outSurfaceData.emission = lerp(outSurfaceData.emission, half3(0.0h, 0.0h, 0.0h), blendFactor.xxx);
- outSurfaceData.occlusion = lerp(outSurfaceData.occlusion, 1, blendFactor);
- #ifdef _NORMALMAP
- // 1. Normal is not sampled in tangent space
- outSurfaceData.normalTS = normalWS;
- // 2. So we use Reoriented Normal Mapping to bring the top down normal into world space
- // See e.g.: https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a
- // We must apply some crazy swizzling here: Swizzle world space to tangent space
- half3 n1 = input.normalWS.xzy;
- half3 n2 = topDownNormal.xyz;
- n1.z += 1.0h;
- n2.xy *= -1.0h;
- topDownNormal = n1 * dot(n1, n2) / n1.z - n2;
- // Swizzle tangent space to world space
- topDownNormal = topDownNormal.xzy;
- // 3. Finally we blend both normals in world space
- outSurfaceData.normalTS = lerp(outSurfaceData.normalTS, topDownNormal, saturate(normalBlendFactor.xxx - _LowerNormalMinStrength) );
- #endif
- #else
- #ifdef _NORMALMAP
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- outSurfaceData.normalTS = TransformTangentToWorld(outSurfaceData.normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz));
- #else
- outSurfaceData.normalTS = input.normalWS.xyz;
- #endif
- #endif
- outSurfaceData.albedo = albedoAlpha.rgb;
- outSurfaceData.smoothness = albedoAlpha.a;
- }
- half4 LitPassFragment(VertexOutput input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
- LODDitheringTransition(input.positionCS.xyz, unity_LODFade.x);
- #endif
- SurfaceDescription surfaceData;
- // Get the surface description
- InitializeStandardLitSurfaceData(input, surfaceData);
- // Transfer all to world space
- // Please note: surfaceData.normalTS already contains the world space normal!
- InputData inputData;
- InitializeInputData(input, surfaceData.normalTS, inputData);
- // Apply lighting
- //half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
-
- // Apply lighting
- half4 color = LuxURPSimpleFuzzFragmentPBR(
- inputData,
- surfaceData.albedo,
- surfaceData.metallic,
- surfaceData.specular,
- surfaceData.smoothness,
- surfaceData.occlusion,
- surfaceData.emission,
- surfaceData.alpha,
- #if defined(_SCATTERING)
- half4(surfaceData.translucency * _TranslucencyStrength, _TranslucencyPower, _ShadowStrength, _Distortion),
- #else
- half4(0,0,0,0),
- #endif
- surfaceData.fuzzMask, // Fuzzmask
- _FuzzPower,
- _FuzzBias,
- _FuzzWrap,
- _FuzzStrength * PI,
- _FuzzAmbient
- );
- // 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
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- // Needed functions usually included in LitInput.hlsl
- half LerpWhiteTo(half b, half t)
- {
- half oneMinusT = 1.0 - t;
- return oneMinusT + b * t;
- }
- half3 LerpWhiteTo(half3 b, half t)
- {
- half oneMinusT = 1.0 - t;
- return half3(oneMinusT, oneMinusT, oneMinusT) + b * t;
- }
- // #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #include "Includes/Top Down URP Inputs.hlsl"
- 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, _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
- {
- #if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
- LODDitheringTransition(input.positionCS.xyz, unity_LODFade.x);
- #endif
- 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
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #define DEPTHONLYPASS
- #include "Includes/Top Down URP 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);
- return output;
- }
- half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES) // enable dithering LOD transition if user select CrossFade transition in LOD group
- LODDitheringTransition(input.positionCS.xyz, unity_LODFade.x);
- #endif
- 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
- //#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"
- #define DEPTHNORMALONLYPASS
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Includes/Top Down URP Inputs.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
- ENDHLSL
- }
- // Meta -----------------------------------------------------
- Pass
- {
- Tags{"LightMode" = "Meta"}
- Cull Back
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma vertex UniversalVertexMetaCustom
- //UniversalVertexMeta
- #pragma fragment UniversalFragmentMetaCustom
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #define _SPECULAR_SETUP 1
- #pragma shader_feature _SPECGLOSSMAP
- // #pragma shader_feature _EMISSION // Not needed as we do our own emission
- #pragma shader_feature_local _TOPDOWNPROJECTION
- #pragma shader_feature_local _DYNSCALE
- #pragma shader_feature_local _COMBINEDTEXTURE
- #pragma shader_feature_local _MASKFROMNORMAL
- #define CUSTOMMETAPASS
- // This breaks all
- // #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
- #include "Includes/Top Down URP Inputs.hlsl"
- #if defined(_COMBINEDTEXTURE)
- TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap);
- #endif
- #if defined (_NORMALMAP) || defined (_MASKFROMNORMAL)
- TEXTURE2D(_TopDownNormalMap); SAMPLER(sampler_TopDownNormalMap);
- #endif
- TEXTURE2D(_TopDownBaseMap); SAMPLER(sampler_TopDownBaseMap);
- #define oneMinusDielectricSpecConst half(1.0 - 0.04)
- // derived from #define kDieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
- inline void InitializeStandardLitSurfaceData(float4 uv, float3 positionWS, float3 normalWS, out SurfaceData outSurfaceData)
- {
- half4 albedoAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
- albedoAlpha.a *= _GlossMapScale;
- outSurfaceData.alpha = 1;
- #if _SPECULAR_SETUP
- outSurfaceData.metallic = 1.0h;
- outSurfaceData.specular = _SpecColor.rgb;
- #else
- outSurfaceData.metallic = specGloss.r;
- outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
- #endif
- #if defined(_COMBINEDTEXTURE)
- half4 combinedTextureSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, uv.xy);
- outSurfaceData.specular = lerp(_SpecColor, albedoAlpha.rgb, combinedTextureSample.rrr);
- // Remap albedo
- albedoAlpha.rgb *= oneMinusDielectricSpecConst - combinedTextureSample.rrr * oneMinusDielectricSpecConst;
- outSurfaceData.emission = _EmissionColor * combinedTextureSample.a;
- outSurfaceData.occlusion = lerp(1.0h, combinedTextureSample.g, _Occlusion);
- #else
- outSurfaceData.emission = 0;
- outSurfaceData.occlusion = 1;
- #endif
- #ifdef _NORMALMAP
- #if defined (_MASKFROMNORMAL)
- half4 packedNormal = SAMPLE_TEXTURE2D(_TopDownNormalMap, sampler_TopDownNormalMap, uv.zw);
- #if BUMP_SCALE_NOT_SUPPORTED
- half3 topDownNormal = UnpackNormalmapRGorAG(packedNormal, 1.0);
- #else
- half3 topDownNormal = UnpackNormalmapRGorAG(packedNormal, _BumpScaleDyn);
- #endif
- #else
- half3 topDownNormal = SampleNormal(uv.zw, TEXTURE2D_ARGS(_TopDownNormalMap, sampler_TopDownNormalMap), _BumpScaleDyn);
- #endif
- #endif
- #if defined(_TOPDOWNPROJECTION)
- float blendFactor = normalWS.y;
- // Prevent projected texture from gettings stretched by masking out steep faces
- //blendFactor = saturate( blendFactor - (1 - saturate ( (blendFactor - _NormalLimit) * 4 ) ) );
- blendFactor = lerp(-_NormalLimit, 1, saturate(blendFactor));
- // Widen blendfactor
- blendFactor = blendFactor * _NormalFactor;
- #if defined(_COMBINEDTEXTURE) || defined (_NORMALMAP) && defined (_MASKFROMNORMAL)
- #if defined (_NORMALMAP) && defined (_MASKFROMNORMAL)
- float mask = saturate(packedNormal.b * _HeightBlendSharpness);
- #else
- // Mask is height and we want less on high levels. So it is some kind of inverted.
- float mask = saturate(combinedTextureSample.b * _HeightBlendSharpness);
- #endif
- blendFactor = smoothstep(mask, 1, blendFactor);
- #else
- // Somehow compensate missing height sample, smoothstep is not compensated
- blendFactor = saturate(blendFactor); // * (1 + _HeightBlendSharpness));
- #endif
- blendFactor *= blendFactor * blendFactor * blendFactor;
- // float2 topDownUV = positionWS.xz * _TopDownTiling + _TerrainPosition.xz;
- half4 topDownSample = SAMPLE_TEXTURE2D(_TopDownBaseMap, sampler_TopDownBaseMap, uv.zw);
- topDownSample.a *= _GlossMapScaleDyn;
- albedoAlpha = lerp(albedoAlpha, topDownSample, blendFactor.xxxx);
- outSurfaceData.emission = lerp(outSurfaceData.emission, 0, blendFactor);
- #endif
- outSurfaceData.albedo = albedoAlpha.rgb;
- outSurfaceData.smoothness = albedoAlpha.a;
- outSurfaceData.normalTS = half3(0,0,1);
- outSurfaceData.clearCoatMask = 0;
- outSurfaceData.clearCoatSmoothness = 0;
- }
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
- // Needed by URP
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- #ifdef _TANGENT_TO_WORLD
- float4 tangentOS : TANGENT;
- #endif
- };
- struct VertexOutputMeta {
- float4 positionCS : SV_POSITION;
- float4 uv : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- half3 normalWS : TEXCOORD2;
- };
- VertexOutputMeta UniversalVertexMetaCustom(Attributes input)
- {
- VertexOutputMeta output;
- output.positionCS = MetaVertexPosition(input.positionOS, input.uv1, input.uv2,
- unity_LightmapST, unity_DynamicLightmapST);
-
- output.uv.xy = TRANSFORM_TEX(input.uv0, _BaseMap);
- #if defined (_DYNSCALE)
- float scale = length( TransformObjectToWorld( float3(1,0,0) ) - UNITY_MATRIX_M._m03_m13_m23 );
- output.uv.xy *= scale;
- #endif
- output.positionWS = mul(UNITY_MATRIX_M, input.positionOS).xyz;
- output.normalWS = TransformObjectToWorldNormal(input.normalOS);
- output.uv.zw = output.normalWS.xz * _TopDownTiling + _TerrainPosition.xz;
- return output;
- }
- half4 UniversalFragmentMetaCustom(VertexOutputMeta input) : SV_Target
- {
- SurfaceData surfaceData;
- InitializeStandardLitSurfaceData(input.uv, input.positionWS, input.normalWS, surfaceData);
- BRDFData brdfData;
- InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
- MetaInput metaInput;
- metaInput.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
- metaInput.SpecularColor = surfaceData.specular;
- metaInput.Emission = surfaceData.emission;
- return MetaFragment(metaInput);
- }
-
- ENDHLSL
- }
- }
- FallBack "Hidden/InternalErrorShader"
- CustomEditor "LuxURPCustomShaderGUI"
- }
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