Lux URP Lit Extended.shader 13 KB

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  1. Shader "Lux URP/Lit Extended"
  2. {
  3. Properties
  4. {
  5. _Rim("Enable Rim Lighting", Float) = 0
  6. _RimColor("Rim Color", Color) = (0.5,0.5,0.5,1)
  7. _RimPower("Rim Power", Float) = 2
  8. _RimMinPower("Rim Min Power", Float) = 1
  9. _RimFrequency("Rim Frequency", Float) = 0
  10. _RimPerPositionFrequency("Rim Per PositionFrequency", Range(0.0, 1.0)) = 1
  11. [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4
  12. _Stencil ("Stencil ID", Int) = 2
  13. [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Int) = 8 // always
  14. [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Int) = 2 // 2 = replace
  15. [Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Stencil Fail", Int) = 0
  16. [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("Stencil ZFail", Int) = 2
  17. [IntRange] _ReadMask ("Read Mask", Range (0, 255)) = 255
  18. [IntRange] _WriteMask ("Write Mask", Range (0, 255)) = 255
  19. // Specular vs Metallic workflow
  20. [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
  21. [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
  22. [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
  23. _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
  24. _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
  25. _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
  26. _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
  27. [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
  28. _MetallicGlossMap("Metallic", 2D) = "white" {}
  29. _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
  30. _SpecGlossMap("Specular", 2D) = "white" {}
  31. [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
  32. [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
  33. _BumpScale("Scale", Float) = 1.0
  34. _BumpMap("Normal Map", 2D) = "bump" {}
  35. _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
  36. _OcclusionMap("Occlusion", 2D) = "white" {}
  37. [HDR] _EmissionColor("Color", Color) = (0,0,0)
  38. _EmissionMap("Emission", 2D) = "white" {}
  39. // Blending state
  40. [HideInInspector] _Surface("__surface", Float) = 0.0
  41. [HideInInspector] _Blend("__blend", Float) = 0.0
  42. [HideInInspector] _AlphaClip("__clip", Float) = 0.0
  43. [HideInInspector] _SrcBlend("__src", Float) = 1.0
  44. [HideInInspector] _DstBlend("__dst", Float) = 0.0
  45. [HideInInspector] _ZWrite("__zw", Float) = 1.0
  46. [HideInInspector] _Cull("__cull", Float) = 2.0
  47. _ReceiveShadows("Receive Shadows", Float) = 1.0
  48. // Editmode props
  49. [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
  50. // ObsoleteProperties
  51. [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
  52. [HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1)
  53. [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
  54. [HideInInspector] _Glossiness("Smoothness", Float) = 0.0
  55. [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
  56. }
  57. SubShader
  58. {
  59. // Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
  60. // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
  61. // material work with both Lightweight Render Pipeline and Builtin Unity Pipeline
  62. Tags{
  63. "RenderType" = "Opaque"
  64. "RenderPipeline" = "UniversalPipeline"
  65. "IgnoreProjector" = "True"
  66. }
  67. LOD 300
  68. // ------------------------------------------------------------------
  69. // Forward pass. Shades all light in a single pass. GI + emission + Fog
  70. Pass
  71. {
  72. // Lightmode matches the ShaderPassName set in LightweightRenderPipeline.cs. SRPDefaultUnlit and passes with
  73. // no LightMode tag are also rendered by Lightweight Render Pipeline
  74. Name "ForwardLit"
  75. Tags{"LightMode" = "UniversalForward"}
  76. Stencil {
  77. Ref [_Stencil]
  78. ReadMask [_ReadMask]
  79. WriteMask [_WriteMask]
  80. Comp [_StencilComp]
  81. Pass [_StencilOp]
  82. Fail [_StencilFail]
  83. ZFail [_StencilZFail]
  84. //replace
  85. }
  86. Blend[_SrcBlend][_DstBlend]
  87. ZTest [_ZTest]
  88. ZWrite[_ZWrite]
  89. Cull[_Cull]
  90. HLSLPROGRAM
  91. // Required to compile gles 2.0 with standard SRP library
  92. #pragma prefer_hlslcc gles
  93. #pragma exclude_renderers d3d11_9x
  94. #pragma target 2.0
  95. // -------------------------------------
  96. // Material Keywords
  97. #pragma shader_feature_local _NORMALMAP
  98. #pragma shader_feature_local_fragment _ALPHATEST_ON
  99. #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  100. #pragma shader_feature_local_fragment _EMISSION
  101. #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
  102. #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  103. #pragma shader_feature_local_fragment _OCCLUSIONMAP
  104. #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
  105. #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
  106. #pragma shader_feature_local_fragment _SPECULAR_SETUP
  107. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  108. #pragma shader_feature_local_fragment _RIMLIGHTING
  109. // -------------------------------------
  110. // Universal Pipeline keywords
  111. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  112. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  113. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  114. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  115. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  116. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  117. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  118. #pragma multi_compile _ SHADOWS_SHADOWMASK
  119. // -------------------------------------
  120. // Unity defined keywords
  121. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  122. #pragma multi_compile _ LIGHTMAP_ON
  123. #pragma multi_compile_fog
  124. //--------------------------------------
  125. // GPU Instancing
  126. #pragma multi_compile_instancing
  127. // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
  128. #pragma vertex LitPassVertex
  129. #pragma fragment LitPassFragmentRim
  130. #include "Includes/Lux URP Lit Extended Inputs.hlsl"
  131. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
  132. half4 LitPassFragmentRim(Varyings input) : SV_Target
  133. {
  134. UNITY_SETUP_INSTANCE_ID(input);
  135. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  136. SurfaceData surfaceData;
  137. InitializeStandardLitSurfaceData(input.uv, surfaceData);
  138. InputData inputData;
  139. InitializeInputData(input, surfaceData.normalTS, inputData);
  140. #if defined(_RIMLIGHTING)
  141. half rim = saturate(1.0h - saturate( dot(inputData.normalWS, inputData.viewDirectionWS)));
  142. half power = _RimPower;
  143. UNITY_BRANCH if(_RimFrequency > 0 ) {
  144. half perPosition = lerp(0.0h, 1.0h, dot(1.0h, frac(UNITY_MATRIX_M._m03_m13_m23) * 2.0h - 1.0h ) * _RimPerPositionFrequency ) * 3.1416h;
  145. power = lerp(power, _RimMinPower, (1.0h + sin(_Time.y * _RimFrequency + perPosition) ) * 0.5h );
  146. }
  147. surfaceData.emission += pow(rim, power) * _RimColor.rgb * _RimColor.a;
  148. #endif
  149. half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
  150. color.rgb = MixFog(color.rgb, inputData.fogCoord);
  151. return color;
  152. }
  153. ENDHLSL
  154. }
  155. Pass
  156. {
  157. Name "ShadowCaster"
  158. Tags{"LightMode" = "ShadowCaster"}
  159. ZWrite On
  160. //ZTest LEqual
  161. ZTest [_ZTest]
  162. Cull[_Cull]
  163. HLSLPROGRAM
  164. // Required to compile gles 2.0 with standard srp library
  165. #pragma prefer_hlslcc gles
  166. #pragma exclude_renderers d3d11_9x
  167. #pragma target 2.0
  168. // -------------------------------------
  169. // Material Keywords
  170. #pragma shader_feature_local_fragment _ALPHATEST_ON
  171. #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  172. //--------------------------------------
  173. // GPU Instancing
  174. #pragma multi_compile_instancing
  175. // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
  176. #pragma vertex ShadowPassVertex
  177. #pragma fragment ShadowPassFragment
  178. #include "Includes/Lux URP Lit Extended Inputs.hlsl"
  179. #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
  180. ENDHLSL
  181. }
  182. Pass
  183. {
  184. Name "DepthOnly"
  185. Tags{"LightMode" = "DepthOnly"}
  186. ZWrite On
  187. ZTest [_ZTest]
  188. ColorMask 0
  189. Cull[_Cull]
  190. HLSLPROGRAM
  191. // Required to compile gles 2.0 with standard srp library
  192. #pragma prefer_hlslcc gles
  193. #pragma exclude_renderers d3d11_9x
  194. #pragma target 2.0
  195. #pragma vertex DepthOnlyVertex
  196. #pragma fragment DepthOnlyFragment
  197. // -------------------------------------
  198. // Material Keywords
  199. #pragma shader_feature_local_fragment _ALPHATEST_ON
  200. #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  201. //--------------------------------------
  202. // GPU Instancing
  203. #pragma multi_compile_instancing
  204. // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
  205. #include "Includes/Lux URP Lit Extended Inputs.hlsl"
  206. #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
  207. ENDHLSL
  208. }
  209. // This pass is used when drawing to a _CameraNormalsTexture texture
  210. Pass
  211. {
  212. Name "DepthNormals"
  213. Tags{"LightMode" = "DepthNormals"}
  214. ZWrite On
  215. Cull[_Cull]
  216. HLSLPROGRAM
  217. // Required to compile gles 2.0 with standard SRP library
  218. #pragma prefer_hlslcc gles
  219. #pragma exclude_renderers d3d11_9x
  220. #pragma target 2.0
  221. #pragma vertex DepthNormalsVertex
  222. #pragma fragment DepthNormalsFragment
  223. // -------------------------------------
  224. // Material Keywords
  225. #pragma shader_feature_local _NORMALMAP
  226. #pragma shader_feature_local_fragment _ALPHATEST_ON
  227. #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  228. //--------------------------------------
  229. // GPU Instancing
  230. #pragma multi_compile_instancing
  231. // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
  232. //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  233. #include "Includes/Lux URP Lit Extended Inputs.hlsl"
  234. #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
  235. ENDHLSL
  236. }
  237. // This pass it not used during regular rendering, only for lightmap baking.
  238. Pass
  239. {
  240. Name "Meta"
  241. Tags{"LightMode" = "Meta"}
  242. Cull Off
  243. HLSLPROGRAM
  244. // Required to compile gles 2.0 with standard srp library
  245. #pragma prefer_hlslcc gles
  246. #pragma exclude_renderers d3d11_9x
  247. #pragma vertex UniversalVertexMeta
  248. #pragma fragment UniversalFragmentMeta
  249. #pragma shader_feature_local_fragment _SPECULAR_SETUP
  250. #pragma shader_feature_local_fragment _EMISSION
  251. #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
  252. #pragma shader_feature_local_fragment _ALPHATEST_ON
  253. #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  254. #pragma shader_feature_local_fragment _SPECGLOSSMAP
  255. #include "Includes/Lux URP Lit Extended Inputs.hlsl"
  256. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
  257. ENDHLSL
  258. }
  259. }
  260. FallBack "Hidden/InternalErrorShader"
  261. CustomEditor "UnityEditor.Rendering.URP.ShaderGUI.LitExtendedShader"
  262. }