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- Shader "Lux URP/Nature/Tree Creator Bark"
- {
- Properties
- {
- _Color ("Main Color", Color) = (1,1,1,1)
- [PowerSlider(5.0)]
- _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
- _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
- [NoScaleOffset]
- _BumpMap ("Normalmap", 2D) = "bump" {}
- [NoScaleOffset]
- _GlossMap ("Gloss (A)", 2D) = "black" {}
- [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
- [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
- [HideInInspector] _SquashAmount ("Squash", Float) = 1
- // Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff
-
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline" = "UniversalPipeline"
- "RenderType" = "Opaque"
- "Queue" = "Geometry"
- }
- LOD 100
- Pass
- {
- Name "ForwardLit"
- Tags{"LightMode" = "UniversalForward"}
- ZWrite On
- Cull Back
- 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 and VFACE
- #pragma target 2.0
- // -------------------------------------
- // Material Keywords
- // #define _SPECULAR_SETUP 1
- //#pragma shader_feature _NORMALMAP
- #define DUMMYSHADER
- #define _NORMALMAP
- // -------------------------------------
- // Lightweight 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 _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile _ _SHADOWS_SOFT
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- // -------------------------------------
- // Unity defined keywords
- // #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- // #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- // Include base inputs and all other needed "base" includes
- #include "Includes/Lux URP Tree Creator Inputs.hlsl"
- #include "Includes/Lux URP Tree Creator Library.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);
- half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
-
- output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
- output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
- output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
- 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)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- output.positionCS = vertexInput.positionCS;
- output.color = input.color;
- return output;
- }
- //--------------------------------------
- // Fragment shader and functions
- inline void InitializeSurfaceData(
- float2 uv,
- out SurfaceDescription outSurfaceData)
- {
- half4 albedoAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
-
- outSurfaceData.alpha = 1;
- outSurfaceData.albedo = albedoAlpha.rgb; // * _Color.rgb;
- // Normal
- outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), 1);
- outSurfaceData.specular = _Shininess;
- outSurfaceData.occlusion = 1;
- outSurfaceData.translucency = 0;
- // Transmission
- half4 maskSample = SAMPLE_TEXTURE2D(_TranslucencyMap, sampler_TranslucencyMap, uv);
- outSurfaceData.translucency *= maskSample.b;
- //outSurfaceData.occlusion = lerp(1.0h, maskSample.b, _Occlusion);
- //outSurfaceData.mask = maskSample.r;
- outSurfaceData.gloss = maskSample.a;
- }
- void InitializeInputData(VertexOutput input, half3 normalTS, out InputData inputData)
- {
- inputData = (InputData)0;
- #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
- inputData.positionWS = input.positionWS;
- #endif
-
- half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
- inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- viewDirWS = SafeNormalize(viewDirWS);
- 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);
- }
- half4 LitPassFragment(VertexOutput input) : 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);
- // Apply tree color
- surfaceData.albedo *= input.color.rgb;
- surfaceData.occlusion = input.color.a;
- // Prepare surface data (like bring normal into world space and get missing inputs like gi)
- InputData inputData;
- InitializeInputData(input, surfaceData.normalTS, inputData);
- // Apply lighting
- half4 color = LuxURPTreeBarkFragment (
- inputData,
- surfaceData.albedo,
- surfaceData.specular,
- surfaceData.gloss,
- surfaceData.occlusion,
- surfaceData.alpha,
- UNITY_ACCESS_INSTANCED_PROP(Props, _SquashAmount)
- );
-
- // Add fog
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- return color;
- }
- ENDHLSL
- }
- // End Passes -----------------------------------------------------
-
- }
- FallBack "Hidden/InternalErrorShader"
- Dependency "OptimizedShader" = "Lux URP/Nature/Tree Creator Bark Optimized"
-
- }
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