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- // Shader uses custom editor to set double sided GI
- // Needs _Culling to be set properly
- Shader "Lux URP/Vegetation/Foliage"
- {
- Properties
- {
- [HeaderHelpLuxURP_URL(iwibq8un2c3h)]
-
- [Header(Surface Options)]
- [Space(8)]
- [Enum(UnityEngine.Rendering.CullMode)]
- _Cull ("Culling", Float) = 0
- [Toggle(_ALPHATEST_ON)]
- _AlphaClip ("Alpha Clipping", Float) = 1.0
- _Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5
- [Enum(Off,0,On,1)]_Coverage ("Alpha To Coverage", Float) = 0
- [ToggleOff(_RECEIVE_SHADOWS_OFF)]
- _ReceiveShadows ("Receive Shadows", Float) = 1.0
- [Header(Surface Inputs)]
- [Space(8)]
- [NoScaleOffset][MainTexture]
- _BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
- [HideInInspector][MainColor]
- _BaseColor ("Color", Color) = (1,1,1,1)
- [Space(5)]
- _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 Smoothness Trans Map", Float) = 0.0
- [NoScaleOffset] _BumpSpecMap
- (" Normal (AG) Smoothness (B) Trans (R)", 2D) = "white" {}
- _BumpScale (" Normal Scale", Range(0.0, 8.0)) = 1.0
- _GlossMapScale (" Smoothness Scale", Range(0.0, 1.0)) = 1.0
- [Header(Transmission)]
- [Space(8)]
- _TranslucencyPower ("Power", Range(0.0, 10.0)) = 7.0
- _TranslucencyStrength ("Strength", Range(0.0, 1.0)) = 1.0
- _ShadowStrength ("Shadow Strength", Range(0.0, 1.0)) = 0.7
- _MaskByShadowStrength ("Mask by incoming Shadow Strength", Range(0.0, 1.0)) = 0.0
- _Distortion ("Distortion", Range(0.0, 0.1)) = 0.01
- [Header(Wind)]
- [Space(8)]
- [KeywordEnum(Texture, Math)]
- _Wind ("Wind Input", Float) = 0
- [LuxURPWindFoliageDrawer]
- _WindMultiplier ("Wind Strength (X) Secondary Strength (Y) Edge Flutter (Z) Lod Level (W)", Vector) = (1, 2, 1, 0)
- _SampleSize ("Sample Size", Range(0.0, 1.0)) = 0.5
- [Header(Distance Fading)]
- [Space(8)]
- [LuxURPDistanceFadeDrawer]
- _DistanceFade ("Distance Fade Params", Vector) = (2500, 0.001, 0, 0)
- [Header(Advanced)]
- [Space(8)]
- [ToggleOff]
- _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
- [ToggleOff]
- _EnvironmentReflections ("Environment Reflections", Float) = 1.0
- // 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" // "RenderType" = "TransparentCutout" // Gets adjusted by inspector
- "IgnoreProjector" = "True"
- "Queue"="Geometry" // "Queue"="AlphaTest" // Gets adjusted by inspector
- "ShaderModel"="4.5"
- }
- LOD 300
- Pass
- {
- Name "ForwardLit"
- Tags{"LightMode" = "UniversalForward"}
- ZWrite On
- Cull[_Cull]
- AlphaToMask [_Coverage]
- 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 _SPECULAR_SETUP 1
-
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
-
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _WIND_MATH
- // -------------------------------------
- // 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 Foliage 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);
- // Set distance fade value
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- output.fade = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- // Shrink mesh if alpha testing is disabled
- #if !defined(_ALPHATEST_ON)
- input.positionOS.xyz *= output.fade;
- #endif
- // Wind in ObjectSpace -------------------------------
- animateVertex(input.color, input.normalOS.xyz, input.positionOS.xyz);
- // End Wind -------------------------------
- VertexPositionInputs vertexInput; // = GetVertexPositionInputs(input.positionOS.xyz);
- vertexInput.positionWS = TransformObjectToWorld(input.positionOS.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- // We have to recalculate ClipPos! / see: GetVertexPositionInputs in Core.hlsl
- vertexInput.positionVS = TransformWorldToView(vertexInput.positionWS);
- vertexInput.positionCS = TransformWorldToHClip(vertexInput.positionWS);
- float4 ndc = vertexInput.positionCS * 0.5f;
- vertexInput.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w;
- vertexInput.positionNDC.zw = vertexInput.positionCS.zw;
- float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- output.uv.xy = input.texcoord;
- // already normalized from normal transform to WS
- output.normalWS = normalInput.normalWS;
- output.viewDirWS = viewDirWS;
- #ifdef _NORMALMAP
- float sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = float4(normalInput.tangentWS, sign);
- #endif
- OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
-
- #if defined(_NORMALMAP)
- OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
- #else
- // TODO: When no normal map is applied we have to lookup SH fully per pixel
- #if !defined(LIGHTMAP_ON)
- output.vertexSH = 0;
- #endif
- #endif
-
- 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;
- return output;
- }
- //--------------------------------------
- // Fragment shader and functions
- inline void InitializeFoliageLitSurfaceData(float2 uv, half fade, out SurfaceDescription outSurfaceData)
- {
- half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
- // Add fade
- albedoAlpha.a *= fade;
- // Early out
- outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff);
-
- outSurfaceData.albedo = albedoAlpha.rgb;
- outSurfaceData.metallic = 0;
- outSurfaceData.specular = _SpecColor.rgb;
-
- // Normal Map
- #if defined (_NORMALMAP)
- float4 sampleNormal = SAMPLE_TEXTURE2D(_BumpSpecMap, sampler_BumpSpecMap, uv);
- float3 tangentNormal;
- tangentNormal.xy = sampleNormal.ag * 2 - 1;
- tangentNormal.z = sqrt(1.0 - dot(tangentNormal.xy, tangentNormal.xy));
- // From Packing.hlsl:
- // must scale after reconstruction of normal.z which also
- // mirrors UnpackNormalRGB(). This does imply normal is not returned
- // as a unit length vector but doesn't need it since it will get normalized after TBN transformation.
- tangentNormal.xy *= _BumpScale;
- outSurfaceData.normalTS = tangentNormal;
- outSurfaceData.smoothness = sampleNormal.b * _GlossMapScale;
- outSurfaceData.translucency = sampleNormal.r;
- #else
- outSurfaceData.normalTS = float3(0, 0, 1);
- outSurfaceData.smoothness = _Smoothness;
- outSurfaceData.translucency = 1;
- #endif
- outSurfaceData.occlusion = 1;
- outSurfaceData.emission = 0;
- }
- void InitializeInputData(VertexOutput input, half3 normalTS, half facing, out InputData inputData)
- {
- inputData = (InputData)0;
- #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
- inputData.positionWS = input.positionWS;
- #endif
- half3 viewDirWS = SafeNormalize(input.viewDirWS);
- #ifdef _NORMALMAP
- normalTS.z *= facing;
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz));
- #else
- inputData.normalWS = input.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;
-
- //
- #if defined(_NORMALMAP)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
- #endif
- // TODO: Using VFACE and vertex normals – so we should sample SH fully per pixel
- #if !defined(_NORMALMAP) && !defined(LIGHTMAP_ON)
- inputData.bakedGI = SampleSH(inputData.normalWS);
- #endif
- 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;
- InitializeFoliageLitSurfaceData(input.uv.xy, input.fade, surfaceData);
- // Prepare surface data (like bring normal into world space (incl. VFACE)) and get missing inputs like gi
- InputData inputData;
- InitializeInputData(input, surfaceData.normalTS, facing, inputData);
- // Apply lighting
- half4 color = LuxURPTranslucentFragmentPBR(
- inputData,
- surfaceData.albedo,
- surfaceData.metallic,
- surfaceData.specular,
- surfaceData.smoothness,
- surfaceData.occlusion,
- surfaceData.emission,
- surfaceData.alpha,
- half4(_TranslucencyStrength * surfaceData.translucency, _TranslucencyPower, _ShadowStrength, _Distortion),
- 1, //_AmbientReflection
- _MaskByShadowStrength
- );
- // 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 _WIND_MATH
- //--------------------------------------
- // 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 Foliage Inputs.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
-
- // Shadow caster specific input
- float3 _LightDirection;
- VertexOutput ShadowPassVertex(VertexInput input)
- {
- VertexOutput output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- // Set distance fade value
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- output.fade = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- // Shrink mesh if alpha testing is disabled
- #if !defined(_ALPHATEST_ON)
- input.positionOS.xyz *= output.fade;
- #endif
-
- output.uv = input.texcoord;
- // Wind in Object Space -------------------------------
- animateVertex(input.color, input.normalOS.xyz, input.positionOS.xyz);
- // End Wind -------------------------------
- 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(_ALPHATEST_ON)
- half alpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
- // Works in scene view but not in GameView?
- alpha *= input.fade;
- clip(alpha - _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 _WIND_MATH
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
-
- #define DEPTHONLYPASS
- #include "Includes/Lux URP Foliage 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);
- // Set distance fade value
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- output.fade = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- // Shrink mesh if alpha testing is disabled
- #if !defined(_ALPHATEST_ON)
- input.positionOS.xyz *= output.fade;
- #endif
- // Wind in Object Space -------------------------------
- animateVertex(input.color, input.normalOS.xyz, input.positionOS.xyz);
- // End Wind -------------------------------
- VertexPositionInputs vertexInput;
- vertexInput.positionWS = TransformObjectToWorld(input.positionOS.xyz);
- // We have to recalculate ClipPos! / see: GetVertexPositionInputs in Core.hlsl
- vertexInput.positionVS = TransformWorldToView(vertexInput.positionWS);
- vertexInput.positionCS = TransformWorldToHClip(vertexInput.positionWS);
- float4 ndc = vertexInput.positionCS * 0.5f;
- vertexInput.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w;
- vertexInput.positionNDC.zw = vertexInput.positionCS.zw;
- // End Wind -------------------------------
- output.uv.xy = input.texcoord;
- output.positionCS = vertexInput.positionCS;
- 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 alpha = SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
- alpha *= input.fade;
- clip(alpha - _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 _WIND_MATH
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
-
- #define DEPTNORMALPASS
- #include "Includes/Lux URP Foliage 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);
- // Set distance fade value
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- output.fade = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- // Shrink mesh if alpha testing is disabled
- #if !defined(_ALPHATEST_ON)
- input.positionOS.xyz *= output.fade;
- #endif
- // Wind in Object Space -------------------------------
- animateVertex(input.color, input.normalOS.xyz, input.positionOS.xyz);
- // End Wind -------------------------------
- VertexPositionInputs vertexInput;
- vertexInput.positionWS = TransformObjectToWorld(input.positionOS.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, float4(1,1,1,1)); //input.tangentOS);
- // We have to recalculate ClipPos! / see: GetVertexPositionInputs in Core.hlsl
- vertexInput.positionVS = TransformWorldToView(vertexInput.positionWS);
- vertexInput.positionCS = TransformWorldToHClip(vertexInput.positionWS);
- float4 ndc = vertexInput.positionCS * 0.5f;
- vertexInput.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w;
- vertexInput.positionNDC.zw = vertexInput.positionCS.zw;
- // End Wind -------------------------------
- output.uv.xy = input.texcoord;
- output.positionCS = vertexInput.positionCS;
- output.normalWS = 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 alpha = SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
- alpha *= input.fade;
- clip(alpha - _Cutoff);
- #endif
- float3 normal = input.normalWS;
- normal = TransformWorldToViewDir(normal, true);
- normal.z = abs(normal.z);
- return float4(PackNormalOctRectEncode(normal), 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 exclude_renderers d3d11_9x
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMeta
- #define _SPECULAR_SETUP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- // First include all our custom stuff
- #include "Includes/Lux URP Foliage 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 = Alpha(albedoAlpha.a, 1, _Cutoff);
- outSurfaceData.albedo = albedoAlpha.rgb;
- outSurfaceData.metallic = 0;
- outSurfaceData.specular = _SpecColor.rgb;
- outSurfaceData.smoothness = _Smoothness;
- outSurfaceData.normalTS = half3(0,0,1); //SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
- 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 "LuxURPCustomSingleSidedShaderGUI"
- }
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