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- Shader "Lux URP/Lit Extended Uber"
- {
- Properties
- {
- [Header(Surface Options)]
- [Space(8)]
- [Enum(UnityEngine.Rendering.CompareFunction)]
- _ZTest ("ZTest", Int) = 4
- [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
- [Toggle(_FADING_ON)]
- _CameraFadingEnabled (" Enable Camera Fading", Float) = 0.0
- _CameraFadeDist (" Fade Distance", Float) = 1.0
- [Toggle(_FADING_SHADOWS_ON)]
- _CameraFadeShadows (" Fade Shadows", Float) = 0.0
- _CameraShadowFadeDist (" Shadow Fade Distance", Float) = 1.0
- [ToggleOff(_RECEIVE_SHADOWS_OFF)]
- _ReceiveShadows ("Receive Shadows", Float) = 1.0
-
- [Header(Surface Inputs)]
- [Space(8)]
- [MainTexture] _BaseMap ("Albedo", 2D) = "white" {}
- [MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
- [Space(5)]
- [Toggle(_NORMALMAP)]
- _EnableNormal ("Enable Normal Map", Float) = 0
- [NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {}
- _BumpScale (" Normal Scale", Float) = 1.0
- [Toggle(_BENTNORMAL)]
- _EnableBentNormal ("Enable Bent Normal Map", Float) = 0
- _BentNormalMap ("Bent Normal Map", 2D) = "bump" {}
- [Space(5)]
- [Toggle(_PARALLAX)]
- _EnableParallax ("Enable Height Map", Float) = 0
- [NoScaleOffset] _HeightMap (" Height Map (G)", 2D) = "black" {}
- _Parallax (" Extrusion", Range (0.0, 0.1)) = 0.02
- [Toggle(_PARALLAXSHADOWS)]
- _EnableParallaxShadows ("Enable Parallax Shadows", Float) = 0
- [Space(5)]
- [Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
- _SmoothnessTextureChannel ("Sample Smoothness from Albedo Alpha", Float) = 0
- _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
- [Header(Work Flow)]
- [Space(5)]
- [NoScaleOffset] _SpecGlossMap ("Specular Map", 2D) = "white" {}
- _SpecColor ("Specular Color", Color) = (0.2, 0.2, 0.2) // Order of props important for editor!?
- [ToggleOff(_SPECULAR_SETUP)]
- _WorkflowMode ("Metal Workflow", Float) = 1.0
- [Space(5)]
- [NoScaleOffset] _MetallicGlossMap (" Metallic Map", 2D) = "white" {} // Order of props important for editor!?
- [Gamma] _Metallic (" Metallic", Range(0.0, 1.0)) = 0.0
- [Space(5)]
- [Toggle(_METALLICSPECGLOSSMAP)]
- _EnableMetalSpec ("Enable Spec/Metal Map", Float) = 0.0
- [Header(Additional Maps)]
- [Space(8)]
- [Toggle(_OCCLUSIONMAP)]
- _EnableOcclusion ("Enable Occlusion", Float) = 0.0
- [NoScaleOffset] _OcclusionMap (" Occlusion Map", 2D) = "white" {}
- _OcclusionStrength (" Occlusion Strength", Range(0.0, 1.0)) = 1.0
- [Space(5)]
- [Toggle(_EMISSION)]
- _Emission ("Enable Emission", Float) = 0.0
- _EmissionColor (" Color", Color) = (0,0,0)
- [NoScaleOffset] _EmissionMap (" Emission", 2D) = "white" {}
- [Header(Detail Maps)]
- [Space(8)]
- _DetailMask("Detail Mask", 2D) = "white" {}
- _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
- _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
- _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
- [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
- [Header(Rim Lighting)]
- [Space(8)]
- [HideInInspector] _Dummy("Dummy", Float) = 0.0 // needed by custum inspector
-
- [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(5)]
- [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)]
- [Toggle(_ENABLE_GEOMETRIC_SPECULAR_AA)]
- _GeometricSpecularAA ("Geometric Specular AA", Float) = 0.0
- _ScreenSpaceVariance (" Screen Space Variance", Range(0.0, 1.0)) = 0.1
- _SAAThreshold (" Threshold", Range(0.0, 1.0)) = 0.2
- [Space(5)]
- [Toggle(_ENABLE_AO_FROM_GI)]
- _AOfromGI ("Get ambient specular Occlusion from GI", Float) = 0.0
- _GItoAO (" GI to AO Factor", Float) = 10
- _GItoAOBias (" GI to AO Bias", Range(0,1)) = 0.0
- _HorizonOcclusion ("Horizon Occlusion", Range(0,1)) = 0.5
- [Space(5)]
- [ToggleOff]
- _SpecularHighlights ("Specular Highlights", Float) = 1.0
- [ToggleOff]
- _EnvironmentReflections ("Environment Reflections", Float) = 1.0
-
- // Blending state
- [HideInInspector] _Surface("__surface", Float) = 0.0
- [HideInInspector] _Blend("__blend", Float) = 0.0
- //[HideInInspector] _AlphaClip("__clip", Float) = 0.0
- [HideInInspector] _SrcBlend("__src", Float) = 1.0
- [HideInInspector] _DstBlend("__dst", Float) = 0.0
- [HideInInspector] _ZWrite("__zw", Float) = 1.0
- //[HideInInspector] _Cull("__cull", Float) = 2.0
- // _ReceiveShadows("Receive Shadows", Float) = 1.0
- // Editmode props
- [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
-
- // ObsoleteProperties
- [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
- [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
- [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
- [HideInInspector] _Glossiness("Smoothness", Float) = 0.0
- [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
- // GUI
- [HideInInspector] _FoldSurfaceOptions("Surface Options", Float) = 0.0
- [HideInInspector] _FoldSurfaceInputs("Surface Inputs", Float) = 1.0
- [HideInInspector] _FoldSurfaceDetailInputs("Detail Surface Inputs", Float) = 1.0
- [HideInInspector] _FoldAdvancedSurfaceInputs("Advanced Surface Inputs", Float) = 1.0
- [HideInInspector] _FoldRimLightingInputs("Rim Lighting Options", Float) = 0.0
- [HideInInspector] _FoldStencilOptions("Stencil Options", Float) = 0.0
- [HideInInspector] _FoldAdvanced("Advanced", Float) = 0.0
- }
- SubShader
- {
- // Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
- // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
- // material work with both Lightweight Render Pipeline and Builtin Unity Pipeline
- Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
- LOD 300
- // ------------------------------------------------------------------
- // Forward pass. Shades all light in a single pass. GI + emission + Fog
- Pass
- {
- // Lightmode matches the ShaderPassName set in LightweightRenderPipeline.cs. SRPDefaultUnlit and passes with
- // no LightMode tag are also rendered by Lightweight Render Pipeline
- Name "ForwardLit"
- Tags{"LightMode" = "UniversalForward"}
- Stencil {
- Ref [_Stencil]
- ReadMask [_ReadMask]
- WriteMask [_WriteMask]
- Comp [_StencilComp]
- Pass [_StencilOp]
- Fail [_StencilFail]
- ZFail [_StencilZFail]
- //replace
- }
- Blend[_SrcBlend][_DstBlend]
- ZTest [_ZTest]
- ZWrite[_ZWrite]
- 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
- #define _UBER
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _SAMPLENORMAL
- #pragma shader_feature_local_fragment _PARALLAX
- #pragma shader_feature_local_fragment _BENTNORMAL
- #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA
- #pragma shader_feature_local_fragment _ENABLE_AO_FROM_GI
- #pragma shader_feature_local_fragment _RIMLIGHTING
- #pragma shader_feature_local_fragment _FADING_ON
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- #pragma shader_feature_local_fragment _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local_fragment _OCCLUSIONMAP
- #pragma shader_feature_local _DETAIL
-
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
- #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
-
- #pragma vertex LitPassVertexUber
- #pragma fragment LitPassFragmentUber
- #include "Includes/Lux URP Lit Extended Inputs.hlsl"
- #include "Includes/Lux URP Uber Lit Pass.hlsl"
- #include "Includes/Lux URP Lit Extended Lighting.hlsl"
- half4 LitPassFragmentUber(Varyings input, half facing : VFACE) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // LOD crossfading
- #if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
- //LODDitheringTransition(input.positionCS.xy, unity_LODFade.x);
- clip (unity_LODFade.x - Dither32(input.positionCS.xy, 1));
- #endif
- // Camera Fading
- #if defined(_ALPHATEST_ON) && defined(_FADING_ON)
- clip ( input.positionCS.w - _CameraFadeDist - Dither32(input.positionCS.xy, 1));
- #endif
- // Calculate bitangent upfront
- #if defined (_NORMALMAP) || defined(_PARALLAX) || defined (_BENTNORMAL)
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangentWS = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- #else
- float3 bitangentWS = 0;
- #endif
- half3 viewDirWS = SafeNormalize(input.viewDirWS);
- #if defined(_PARALLAX)
- // NOTE: Take possible back faces into account.
- input.normalWS.xyz *= facing;
- half3x3 tangentSpaceRotation = half3x3(input.tangentWS.xyz, bitangentWS, input.normalWS.xyz);
- half3 viewDirTS = SafeNormalize( mul(tangentSpaceRotation, viewDirWS) );
- #else
- half3 viewDirTS = 0;
- #endif
- SurfaceData surfaceData;
- InitializeStandardLitSurfaceDataUber(input.uv, viewDirTS, surfaceData);
- InputData inputData;
- // Custom function! which uses bitangentWS and viewDirWS as additional inputs here.
- InitializeInputData(input, bitangentWS, viewDirWS, surfaceData.normalTS, inputData);
- #if defined(_BENTNORMAL)
- half3 bentNormal = SampleNormalExtended(input.uv, TEXTURE2D_ARGS(_BentNormalMap, sampler_BentNormalMap), 1);
- #if defined(_SAMPLENORMAL)
- bentNormal = normalize(half3(bentNormal.xy + surfaceData.normalTS.xy, bentNormal.z*surfaceData.normalTS.z));
- #endif
- bentNormal = TransformTangentToWorld(bentNormal, half3x3(input.tangentWS.xyz, bitangentWS.xyz, input.normalWS.xyz));
- //bentNormal = mul(GetObjectToWorldMatrix(), float4(bentNormal, 0) );
- bentNormal = NormalizeNormalPerPixel(bentNormal);
- #if !defined(LIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, bentNormal);
- #endif
- #endif
- #if defined(_ENABLE_GEOMETRIC_SPECULAR_AA)
- half3 worldNormalFace = input.normalWS.xyz;
- half roughness = 1.0h - surfaceData.smoothness;
- //roughness *= roughness; // as in Core?
- half3 deltaU = ddx( worldNormalFace );
- half3 deltaV = ddy( worldNormalFace );
- half variance = _ScreenSpaceVariance * ( dot(deltaU, deltaU) + dot(deltaV, deltaV) );
- half kernelSquaredRoughness = min( 2.0h * variance , _SAAThreshold );
- half squaredRoughness = saturate( roughness * roughness + kernelSquaredRoughness );
- surfaceData.smoothness = 1.0h - sqrt(squaredRoughness);
- #endif
- #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
- half4 color = LuxExtended_UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha,
- #if defined(_ENABLE_AO_FROM_GI) && defined(LIGHTMAP_ON)
- _GItoAO, _GItoAOBias,
- #else
- 1, 0,
- #endif
- #if defined(_BENTNORMAL)
- bentNormal,
- #else
- half3(0,0,0),
- #endif
- input.normalWS.xyz,
- _HorizonOcclusion
- );
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- // Preview Spec AA
- // color.rgb = surfaceData.smoothness;
- // Preview Visibility from Bent Normal
- // color.rgb = dot(inputData.normalWS, bentNormal); // * 0.5 + 0.5;
- return color;
- }
- ENDHLSL
- }
- Pass
- {
- Name "ShadowCaster"
- Tags{"LightMode" = "ShadowCaster"}
- ZWrite On
- ZTest [_ZTest]
- 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
-
- #define _UBER
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- //#pragma shader_feature _NORMALMAP
- #pragma shader_feature_local _PARALLAXSHADOWS
- #pragma shader_feature_local _FADING_SHADOWS_ON
- #if defined (_PARALLAXSHADOWS) && !defined(_NORMALMAP)
- #define _NORMALMAP
- #endif
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
- #pragma multi_compile __ LOD_FADE_CROSSFADE
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- #include "Includes/Lux URP Lit Extended Inputs.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- //#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.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);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- #if defined(_ALPHATEST_ON)
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #if defined(_PARALLAXSHADOWS)
- //half3x3 tangentSpaceRotation = half3x3(normalInput.tangentWS, normalInput.bitangentWS, normalInput.normalWS);
- half3 viewDirWS = GetCameraPositionWS() - positionWS;
- //output.viewDirTS = SafeNormalize( mul(tangentSpaceRotation, viewDirWS) );
- output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
- output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
- output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
- #endif
- #endif
- // When rendering backfaces normal extrusion is in the wrong direction...
- float facingNormal = dot(normalInput.normalWS, _LightDirection);
- output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, sign(facingNormal) * normalInput.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
- #if defined(_ALPHATEST_ON) && defined(_FADING_SHADOWS_ON)
- //output.screenPos = ComputeScreenPos(output.positionCS);
- //output.screenPos.z = distance(positionWS, GetCameraPositionWS() );
- output.screenPos = distance(positionWS, GetCameraPositionWS() );
- #endif
- return output;
- }
- half4 ShadowPassFragment(VertexOutput input, half facing : VFACE) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // LOD crossfading
- #if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
- //LODDitheringTransition(input.positionCS.xy, unity_LODFade.x);
- clip (unity_LODFade.x - Dither32(input.positionCS.xy, 1));
- #endif
- #if defined(_ALPHATEST_ON)
- // Camera Fade
- #if defined(_FADING_SHADOWS_ON)
- //float4 screenPos = input.screenPos;
- //clip ( screenPos.z - _CameraShadowFadeDist - Dither32(screenPos.xy / screenPos.w * _ScreenParams.xy, 1));
- clip ( input.screenPos - _CameraShadowFadeDist - Dither32(input.positionCS.xy, 1));
- #endif
- float2 uv = input.uv;
- // Parallax
- #if defined(_PARALLAXSHADOWS)
- // When it comes to shadows we can calculate the proper viewdirWS only for directional lights
- // So all other lights will simply skip parallax extrusion
- float isDirectinalLight = UNITY_MATRIX_VP._m33;
-
- // UNITY_BRANCH
- // if(isDirectinalLight == 1) {
- input.normalWS.xyz *= facing;
- half3x3 tangentSpaceRotation = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
- //half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
-
- // viewDirWS in case of the directional light equals cam forward
- half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
- half3 viewDirTS = SafeNormalize( mul(tangentSpaceRotation, viewDirWS) );
- float3 v = SafeNormalize(viewDirTS); //input.viewDirTS);
- v.z += 0.42;
- v.xy /= v.z;
- float halfParallax = _Parallax * 0.5f;
- float parallax = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, uv).g * _Parallax - halfParallax;
- float2 offset1 = parallax * v.xy;
- // Calculate 2nd height
- parallax = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, uv + offset1).g * _Parallax - halfParallax;
- float2 offset2 = parallax * v.xy;
- // Final UVs
- uv += (offset1 + offset2) * 0.5f;
- //}
- #endif
- half alpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv).a * _BaseColor.a;
- clip (alpha - _Cutoff);
- #endif
- return 0;
- }
- ENDHLSL
- }
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ZTest [_ZTest]
- 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
- #define _UBER
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- //#pragma shader_feature _NORMALMAP
- #pragma shader_feature_local _PARALLAX
- #pragma shader_feature_local_fragment _FADING_ON
- #if defined (_PARALLAX) && !defined(_NORMALMAP)
- #define _NORMALMAP
- #endif
- //--------------------------------------
- // 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/Lux URP Lit Extended Inputs.hlsl"
- //#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.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);
- float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
- output.positionCS = TransformWorldToHClip(positionWS);
- #if defined(_ALPHATEST_ON)
- //#if defined(_FADING_ON)
- // output.screenPos = ComputeScreenPos(output.positionCS);
- //#endif
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #if defined(_PARALLAX)
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- //half3x3 tangentSpaceRotation = half3x3(normalInput.tangentWS, normalInput.bitangentWS, normalInput.normalWS);
- // was half3 - but output is float?! lets add normalize here - not: it breaks the regular pass...
- output.viewDirWS = GetCameraPositionWS() - positionWS;
- //output.viewDirTS = SafeNormalize( mul(tangentSpaceRotation, viewDirWS) );
- output.normalWS = normalInput.normalWS;
- //output.tangentWS = normalInput.tangentWS;
- float sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
- //output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
- #endif
- #endif
- return output;
- }
- half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // LOD crossfading
- #if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
- //LODDitheringTransition(input.positionCS.xy, unity_LODFade.x);
- clip (unity_LODFade.x - Dither32(input.positionCS.xy, 1));
- #endif
- #if defined(_ALPHATEST_ON)
- #if defined(_FADING_ON)
- //float4 screenPos = input.screenPos;
- clip ( input.positionCS.w - _CameraFadeDist - Dither32(input.positionCS.xy, 1));
- //clip ( input.positionCS.w - _CameraFadeDist - Dither32(screenPos.xy / screenPos.w * _ScreenParams.xy, 1));
- #endif
- float2 uv = input.uv;
- #if defined(_PARALLAX)
-
- // Parallax
- half sgn = input.tangentWS.w; // should be either +1 or -1
- half3 bitangentWS = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3x3 tangentSpaceRotation = half3x3(input.tangentWS.xyz, bitangentWS.xyz, input.normalWS.xyz);
- //half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
- half3 viewDirWS = input.viewDirWS;
- half3 viewDirTS = SafeNormalize( mul(tangentSpaceRotation, viewDirWS) );
- float3 v = SafeNormalize(viewDirTS);
- v.z += 0.42;
- v.xy /= v.z;
- float halfParallax = _Parallax * 0.5f;
- float parallax = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, uv).g * _Parallax - halfParallax;
- float2 offset1 = parallax * v.xy;
- // Calculate 2nd height
- parallax = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, uv + offset1).g * _Parallax - halfParallax;
- float2 offset2 = parallax * v.xy;
- // Final UVs
- uv += (offset1 + offset2) * 0.5f;
- #endif
- half alpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv).a * _BaseColor.a;
- clip (alpha - _Cutoff);
- #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 DepthNormalVertex
- #pragma fragment DepthNormalFragment
- // -------------------------------------
- // Material Keywords
- #define _UBER
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- //#pragma shader_feature _NORMALMAP
- #pragma shader_feature_local _PARALLAX
- #pragma shader_feature_local _FADING_ON
- #if defined (_PARALLAX) && !defined(_NORMALMAP)
- #define _NORMALMAP
- #endif
- //--------------------------------------
- // 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/Lux URP Lit Extended Inputs.hlsl"
- //#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- VertexOutput DepthNormalVertex(VertexInput input)
- {
- VertexOutput output = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
- output.positionCS = TransformWorldToHClip(positionWS);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- output.normalWS = normalInput.normalWS;
- #if defined(_ALPHATEST_ON)
- //#if defined(_FADING_ON)
- // output.screenPos = ComputeScreenPos(output.positionCS);
- //#endif
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #if defined(_PARALLAX)
-
- //half3x3 tangentSpaceRotation = half3x3(normalInput.tangentWS, normalInput.bitangentWS, normalInput.normalWS);
- // was half3 - but output is float?! lets add normalize here - not: it breaks the regular pass...
- output.viewDirWS = GetCameraPositionWS() - positionWS;
- //output.viewDirTS = SafeNormalize( mul(tangentSpaceRotation, viewDirWS) );
-
- //output.tangentWS = normalInput.tangentWS;
- float sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
- //output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
- #endif
- #endif
- return output;
- }
- half4 DepthNormalFragment(VertexOutput input) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // LOD crossfading
- #if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
- //LODDitheringTransition(input.positionCS.xy, unity_LODFade.x);
- clip (unity_LODFade.x - Dither32(input.positionCS.xy, 1));
- #endif
- #if defined(_ALPHATEST_ON)
- #if defined(_FADING_ON)
- //float4 screenPos = input.screenPos;
- clip ( input.positionCS.w - _CameraFadeDist - Dither32(input.positionCS.xy, 1));
- //clip ( input.positionCS.w - _CameraFadeDist - Dither32(screenPos.xy / screenPos.w * _ScreenParams.xy, 1));
- #endif
- float2 uv = input.uv;
- #if defined(_PARALLAX)
-
- // Parallax
- half sgn = input.tangentWS.w; // should be either +1 or -1
- half3 bitangentWS = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3x3 tangentSpaceRotation = half3x3(input.tangentWS.xyz, bitangentWS.xyz, input.normalWS.xyz);
- //half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
- half3 viewDirWS = input.viewDirWS;
- half3 viewDirTS = SafeNormalize( mul(tangentSpaceRotation, viewDirWS) );
- float3 v = SafeNormalize(viewDirTS);
- v.z += 0.42;
- v.xy /= v.z;
- float halfParallax = _Parallax * 0.5f;
- float parallax = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, uv).g * _Parallax - halfParallax;
- float2 offset1 = parallax * v.xy;
- // Calculate 2nd height
- parallax = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, uv + offset1).g * _Parallax - halfParallax;
- float2 offset2 = parallax * v.xy;
- // Final UVs
- uv += (offset1 + offset2) * 0.5f;
- #endif
- half alpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv).a * _BaseColor.a;
- clip (alpha - _Cutoff);
- #endif
- float3 normal = input.normalWS;
- // Handle backface rendering
- normal = TransformWorldToViewDir(normal, true);
- normal.z = abs(normal.z);
- return float4(PackNormalOctRectEncode(normal), 0.0, 0.0);
- }
- ENDHLSL
- }
- // Meta -------------------------------------------------------------
- // This pass it not used during regular rendering, only for lightmap baking.
- Pass
- {
- Name "Meta"
- Tags{"LightMode" = "Meta"}
- Cull Off
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMeta
- #define _UBER
- #define _PARALLAX
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
- #pragma shader_feature_local_fragment _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local_fragment _SPECGLOSSMAP
- #include "Includes/Lux URP Lit Extended Inputs.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
- ENDHLSL
- }
- }
- FallBack "Hidden/InternalErrorShader"
- CustomEditor "LuxUberShaderGUI"
- }
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