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- Shader "Lux URP/Flat Shaded"
- {
- Properties
- {
- [HeaderHelpLuxURP_URL(3omvzsrriztm)]
- [Header(Surface Options)]
- [Space(8)]
- [Enum(UnityEngine.Rendering.CullMode)]
- _Cull ("Culling", Float) = 2
- [Toggle(_ALPHATEST_ON)]
- _AlphaClip ("Alpha Clipping", Float) = 0.0
- _Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5
- [ToggleOff(_RECEIVE_SHADOWS_OFF)]
- _ReceiveShadows ("Receive Shadows", Float) = 1.0
- [Toggle(_SSAO_ENABLED)]
- _ReceiveSSAO ("Receive SSAO", Float) = 1.0
- [Header(Surface Inputs)]
- [Space(8)]
- [MainColor]
- _BaseColor ("Color", Color) = (1,1,1,1)
- [Toggle(_ENABLEBASEMAP)]
- _EnableBaseMap ("Enable Base Map", Float) = 1
- [LuxURPHelpDrawer]
- _Help ("If unchecked Alpha Clipping and Smoothness from Alpha will be disabled.", Float) = 0.0
- [MainTexture]
- _BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
- [Space(5)]
- [Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
- _SmoothnessTextureChannel ("Albedo Alpha contains Smoothness", Float) = 0
- [LuxURPHelpDrawer]
- _Help ("Checking this will disable Alpha Clipping.", Float) = 0.0
- _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
- _SpecColor ("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
- [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(Stencil)]
- [Space(8)]
- [IntRange] _Stencil ("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)]
- _StencilComp ("Stencil Comparison", Int) = 8 // always – terrain should be the first thing being rendered anyway
- [Enum(UnityEngine.Rendering.StencilOp)]
- _StencilOp ("Stencil Operation", Int) = 0 // 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
- [Header(Advanced)]
- [Space(8)]
- [ToggleOff]
- _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
- [ToggleOff]
- _EnvironmentReflections ("Environment Reflections", Float) = 1.0
- [Space(5)]
- [Toggle(_RECEIVE_SHADOWS_OFF)]
- _Shadows ("Disable Receive Shadows", Float) = 0.0
- [Header(Render Queue)]
- [Space(8)]
- [IntRange] _QueueOffset ("Queue Offset", Range(-50, 50)) = 0
- // 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)
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline" = "UniversalPipeline"
- "RenderType" = "Opaque"
- "Queue" = "Geometry"
- }
- LOD 100
- 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]
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard SRP library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- // Shader target needs to be 3.0 due to tex2Dlod in the vertex shader or VFACE
- #pragma target 3.0
- // -------------------------------------
- // Material Keywords
- #define _SPECULAR_SETUP 1
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local_fragment _RIMLIGHTING
- #pragma shader_feature_local_fragment _SSAO_ENABLED
- #pragma shader_feature_local _ENABLEBASEMAP
- #if !defined(_ENABLEBASEMAP)
- #if defined(_ALPHATEST_ON)
- #undef _ALPHATEST_ON
- #endif
- #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
- #undef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #endif
- #endif
- #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
- #if defined(_ALPHATEST_ON)
- #undef _ALPHATEST_ON
- #endif
- #endif
- // We have to sample SH per pixel
- #if defined (EVALUATE_SH_VERTEX)
- #undef EVALUATE_SH_VERTEX
- #endif
- #if defined(EVALUATE_SH_MIXED)
- #undef EVALUATE_SH_MIXED
- #endif
- #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 Flat Shaded Inputs.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);
- VertexPositionInputs vertexInput;
- 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.viewDirWS = viewDirWS;
-
- // Just in case :)
- #ifdef _NORMALMAP
- //output.normalWS = normalInput.normalWS; //NormalizeNormalPerVertex(normalInput.normalWS);
- 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_SH(normalInput.normalWS, output.vertexSH);
-
- output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- // Always needed!
- output.positionWS = vertexInput.positionWS;
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- output.positionCS = vertexInput.positionCS;
- return output;
- }
- //--------------------------------------
- // Fragment shader and functions
- inline void InitializeSurfaceData(
- float2 uv,
- out SurfaceDescription outSurfaceData)
- {
- #if defined(_ENABLEBASEMAP)
- half4 albedoAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
- outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff);
- outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
- #else
- outSurfaceData.albedo = _BaseColor.rgb;
- outSurfaceData.alpha = 1;
- #endif
-
- outSurfaceData.metallic = 0;
- outSurfaceData.specular = _SpecColor.rgb;
- outSurfaceData.smoothness = _Smoothness;
-
- #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
- outSurfaceData.smoothness *= albedoAlpha.a;
- #endif
- outSurfaceData.occlusion = 1;
-
- // Normal Map
- #if defined (_NORMALMAP)
- outSurfaceData.normalTS = SampleNormal(uv.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
- #else
- outSurfaceData.normalTS = half3(0,0,1);
- #endif
- outSurfaceData.emission = 0;
- }
- void InitializeInputData(VertexOutput input, half3 normalTS, float3 normalWS, half occlusion, half facing, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionWS = input.positionWS;
-
- half3 viewDirWS = SafeNormalize(input.viewDirWS);
- // We are using the passed vertexnormal normalWS here!
- #if defined(_NORMALMAP)
- normalTS.z *= facing;
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(normalWS.xyz, input.tangentWS.xyz);
- inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, normalWS));
- #else
- inputData.normalWS = normalWS * facing;
- #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 * occlusion, inputData.normalWS);
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
- }
- half4 LitPassFragment(VertexOutput input, half facing : VFACE) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // Get the surface description
- SurfaceDescription surfaceData;
- InitializeSurfaceData(input.uv, surfaceData);
- // Create custom per vertex normal // SafeNormalize does not work here on Android?!
- half3 tnormal = half3( normalize( cross(ddy(input.positionWS), ddx(input.positionWS)) ) );
- // TODO: Vulkan on Android here shows inverted normals?
- #if defined(SHADER_API_VULKAN)
- tnormal *= -1;
- #endif
- // Prepare surface data (like bring normal into world space and get missing inputs like gi)
- InputData inputData;
- InitializeInputData(input, surfaceData.normalTS, tnormal, surfaceData.occlusion, facing, inputData);
- #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 = LuxURPFlatFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
- // 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[_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
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local _ENABLEBASEMAP
- #if !defined(_ENABLEBASEMAP)
- #if defined(_ALPHATEST_ON)
- #undef _ALPHATEST_ON
- #endif
- #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
- #undef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #endif
- #endif
- #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
- #if defined(_ALPHATEST_ON)
- #undef _ALPHATEST_ON
- #endif
- #endif
- //--------------------------------------
- // 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 Flat Shaded 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);
- #if defined(_ALPHATEST_ON)
- output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #endif
- 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
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(_ALPHATEST_ON)
- half mask = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).a;
- clip (mask - _Cutoff);
- #endif
- 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
- #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
- #pragma shader_feature_local _ENABLEBASEMAP
- #if !defined(_ENABLEBASEMAP)
- #if defined(_ALPHATEST_ON)
- #undef _ALPHATEST_ON
- #endif
- #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
- #undef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #endif
- #endif
- #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
- #if defined(_ALPHATEST_ON)
- #undef _ALPHATEST_ON
- #endif
- #endif
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
-
- #define DEPTHONLYPASS
- #include "Includes/Lux URP Flat Shaded 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);
- #if defined(_ALPHATEST_ON)
- output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #endif
- 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(_ALPHATEST_ON)
- half mask = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv.xy).a;
- clip (mask - _Cutoff);
- #endif
- return 0;
- }
- ENDHLSL
- }
- // Depth Normal -----------------------------------------------------
- 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_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local _ENABLEBASEMAP
- #if !defined(_ENABLEBASEMAP)
- #if defined(_ALPHATEST_ON)
- #undef _ALPHATEST_ON
- #endif
- #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
- #undef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #endif
- #endif
- #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
- #if defined(_ALPHATEST_ON)
- #undef _ALPHATEST_ON
- #endif
- #endif
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
-
- #define DEPTHNORMALONLYPASS
- #include "Includes/Lux URP Flat Shaded Inputs.hlsl"
- VertexOutput DepthNormalsVertex(VertexInput input)
- {
- VertexOutput output = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- #if defined(_ALPHATEST_ON)
- output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #endif
- output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, float4(1,1,1,1)); //input.tangentOS);
- output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
-
- return output;
- }
- half4 DepthNormalsFragment(VertexOutput input) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(_ALPHATEST_ON)
- half mask = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv.xy).a;
- clip (mask - _Cutoff);
- #endif
- float3 normal = input.normalWS;
- return float4(PackNormalOctRectEncode(TransformWorldToViewDir(normal, true)), 0.0, 0.0);
- }
- 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 Flat Shaded 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 * _BaseColor.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 -----------------------------------------------------
-
- }
- FallBack "Hidden/InternalErrorShader"
- CustomEditor "LuxURPUniversalCustomShaderGUI"
- }
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