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- // Shader uses custom editor to set double sided GI
- // Needs _Culling to be set properly
- Shader "Lux URP/Vegetation/Grass"
- {
- 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)]
- [Toggle(_NORMALMAP)]
- _EnableNormal ("Enable Normal Map", Float) = 0
- [NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {}
- _BumpScale (" Normal Scale", Float) = 1.0
- [Space(5)]
- _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
- _SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
- _Occlusion ("Occlusion", Range(0.0, 1.0)) = 1.0
- [Header(Wind)]
- [Space(5)]
- [KeywordEnum(Blue, Alpha)]
- _BendingMode ("Main Bending", Float) = 0
- [Space(5)]
- [LuxURPWindGrassDrawer]
- _WindMultiplier ("Wind Strength (X) Normal Strength (Y) Sample Size (Z) Lod Level (W)", Vector) = (1, 2, 1, 0)
- [Header(Distance Fading)]
- [Space(8)]
- [LuxURPDistanceFadeDrawer]
- _DistanceFade ("Distance Fade Params", Vector) = (900, 0.005, 0, 0)
- [Header(Advanced)]
- [Space(8)]
- [Toggle(_BLINNPHONG)]
- _BlinnPhong ("Enable Blinn Phong Lighting", Float) = 0.0
- [Space(5)]
- [ToggleOff]
- _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
- [ToggleOff]
- _EnvironmentReflections ("Environment Reflections", Float) = 1.0
- // 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" //"RenderType" = "TransparentCutout"
- "IgnoreProjector" = "True"
- "Queue"="Geometry"
- "ShaderModel"="4.5"
- }
- LOD 100
- 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 _ALPHATEST_ON // not per fragment!
-
- #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_fragment _BLINNPHONG
- #pragma shader_feature_local _BENDINGMODE_ALPHA
- // Needed to make BlinnPhong work
- #define _SPECULAR_COLOR
- // -------------------------------------
- // 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 Grass 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);
- // VSPro like vertex colors
- #if defined (_BENDINGMODE_ALPHA)
- #define bendAmount input.color.a
- #else
- #define bendAmount input.color.b
- #endif
- #define phase input.color.gg
- #define vocclusion input.color.r
- #if !defined(_ALPHATEST_ON)
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- output.fadeOcclusion.x = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- // Shrinken mesh if alpha testing is disabled
- input.positionOS.xyz *= output.fadeOcclusion.x;
- #endif
- // Wind in WorldSpace -------------------------------
- VertexPositionInputs vertexInput; // = GetVertexPositionInputs(input.positionOS.xyz);
- vertexInput.positionWS = TransformObjectToWorld(input.positionOS.xyz);
-
- // Do the texture lookup as soon as possible
- half4 wind = SAMPLE_TEXTURE2D_LOD(_LuxLWRPWindRT, sampler_LuxLWRPWindRT, vertexInput.positionWS.xz * _LuxLWRPWindDirSize.w + phase * _WindMultiplier.z, _WindMultiplier.w);
-
- // Do as much as possible unrelated to the final position afterwards to hide latency
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- half windStrength = bendAmount * _LuxLWRPWindStrengthMultipliers.x * _WindMultiplier.x;
- half3 windDir = _LuxLWRPWindDirSize.xyz;
- half2 normalWindDir = windDir.xz * _WindMultiplier.y;
- // Set distance fade value
- #if defined(_ALPHATEST_ON)
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- output.fadeOcclusion.x = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- #endif
- // Do other stuff here
- output.uv.xy = input.texcoord;
- output.fadeOcclusion.y = lerp(1.0h, vocclusion, _Occlusion);
- OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
- // From now on we rely on the texture sample being available
- wind.r = wind.r * (wind.g * 2.0h - 0.243h /* not a "real" normal as we want to keep the base direction */ );
- windStrength *= wind.r;
- vertexInput.positionWS.xz += windDir.xz * windStrength;
-
- // Do something to the normal as well
- normalInput.normalWS.xz += normalWindDir * windStrength;
- #ifdef _NORMALMAP
- normalInput.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
- #endif
- // 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 -------------------------------
- float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- output.normalWS = normalInput.normalWS;
- output.viewDirWS = viewDirWS;
- #ifdef _NORMALMAP
- float sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
- #endif
-
- 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;
- return output;
- }
- //--------------------------------------
- // Fragment shader and functions
- //inline void InitializeGrassLitSurfaceData(float2 uv, half2 fadeOcclusion, out SurfaceDescription outSurfaceData)
- inline void InitializeGrassLitSurfaceData(float2 uv, half2 fadeOcclusion, out SurfaceData outSurfaceData)
- {
- half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
- // Add fade
- albedoAlpha.a *= fadeOcclusion.x;
- // 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)
- //outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
- half4 sampleNormal = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, uv);
- outSurfaceData.normalTS = UnpackNormalScale(sampleNormal, _BumpScale);
- #else
- outSurfaceData.normalTS = float3(0, 0, 1);
- #endif
-
- outSurfaceData.smoothness = _Smoothness;
- outSurfaceData.occlusion = fadeOcclusion.y;
- outSurfaceData.emission = 0;
- outSurfaceData.clearCoatMask = 0;
- outSurfaceData.clearCoatSmoothness = 0;
- }
- 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 = SafeNormalize(input.viewDirWS);
- #ifdef _NORMALMAP
- 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;
- #endif
- 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);
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
- }
- 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;
- SurfaceData surfaceData;
- InitializeGrassLitSurfaceData(input.uv.xy, input.fadeOcclusion, surfaceData);
- // Prepare surface data (like bring normal into world space) and get missing inputs like gi
- InputData inputData;
- InitializeInputData(input, surfaceData.normalTS, inputData);
- // Apply lighting
- #if defined(_BLINNPHONG)
- surfaceData.smoothness = max(0.01, surfaceData.smoothness);
- //half4 color = LightweightFragmentBlinnPhong(inputData, surfaceData.albedo, half4(surfaceData.specular, surfaceData.smoothness), surfaceData.smoothness, surfaceData.emission, surfaceData.alpha);
- //#else
- //half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
- #endif
- half4 color = UniversalFragmentPBR(inputData, surfaceData);
- // 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 _ALPHATEST_ON // Not per fragment!
- #pragma shader_feature_local _BENDINGMODE_ALPHA
- //--------------------------------------
- // 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 Grass 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);
- // VSPro like vertex colors
- #if defined (_BENDINGMODE_ALPHA)
- #define bendAmount input.color.a
- #else
- #define bendAmount input.color.b
- #endif
- #define phase input.color.gg
- #define vocclusion input.color.r
- // Shrink mesh if alpha testing is disabled
- #if !defined(_ALPHATEST_ON)
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- half fade = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- // Shrink mesh
- input.positionOS.xyz *= fade;
- #endif
- float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
- // Wind in WorldSpace -------------------------------
- // Do the texture lookup as soon as possible
- half4 wind = SAMPLE_TEXTURE2D_LOD(_LuxLWRPWindRT, sampler_LuxLWRPWindRT, positionWS.xz * _LuxLWRPWindDirSize.w + phase * _WindMultiplier.z, _WindMultiplier.w);
- // Do as much as possible unrelated to the final position afterwards to hide latency
- // Calculate world space normal
- half3 normalWS = TransformObjectToWorldNormal(input.normalOS);
-
- // Set distance fade value
- #if defined(_ALPHATEST_ON)
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- output.fadeOcclusion.x = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- #endif
- // Do other stuff here
- #if defined(_ALPHATEST_ON)
- output.uv = input.texcoord;
- #endif
- half3 windDir = _LuxLWRPWindDirSize.xyz;
- half windStrength = bendAmount * _LuxLWRPWindStrengthMultipliers.x * _WindMultiplier.x;
- // From now on we rely on the texture sample being available
- wind.r = wind.r * (wind.g * 2.0h - 0.243h /* not a "real" normal as we want to keep the base direction */ );
- windStrength *= wind.r;
- positionWS.xz += windDir.xz * windStrength;
- // We have to recalculate ClipPos! / see: GetVertexPositionInputs in Core.hlsl
- // End Wind -------------------------------
- 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)
- Alpha(SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a * input.fadeOcclusion.x, /*_BaseColor*/ half4(1,1,1,1), _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 _ALPHATEST_ON // not per fragment!
- #pragma shader_feature_local _BENDINGMODE_ALPHA
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
-
- #define DEPTHONLYPASS
- #include "Includes/Lux URP Grass 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);
- // VSPro like vertex colors
- #if defined (_BENDINGMODE_ALPHA)
- #define bendAmount input.color.a
- #else
- #define bendAmount input.color.b
- #endif
- #define phase input.color.gg
- #define vocclusion input.color.r
- // Shrink mesh if alpha testing is disabled
- #if !defined(_ALPHATEST_ON)
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- half fade = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- // Shrink mesh
- input.positionOS.xyz *= fade;
- #endif
- // Wind in WorldSpace -------------------------------
- VertexPositionInputs vertexInput; // = GetVertexPositionInputs(input.positionOS.xyz);
- vertexInput.positionWS = TransformObjectToWorld(input.positionOS.xyz);
- // Do the texture lookup as soon as possible
- half4 wind = SAMPLE_TEXTURE2D_LOD(_LuxLWRPWindRT, sampler_LuxLWRPWindRT, vertexInput.positionWS.xz * _LuxLWRPWindDirSize.w + phase * _WindMultiplier.z, _WindMultiplier.w);
- // Do as much as possible unrelated to the final position afterwards to hide latency
-
- // Calculate fade
- #if defined(_ALPHATEST_ON)
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- output.fadeOcclusion.x = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- #endif
- half windStrength = bendAmount * _LuxLWRPWindStrengthMultipliers.x * _WindMultiplier.x;
- half3 windDir = _LuxLWRPWindDirSize.xyz;
- #if defined(_ALPHATEST_ON)
- output.uv.xy = input.texcoord;
- #endif
- // From now on we rely on the texture sample being available
- wind.r = wind.r * (wind.g * 2.0h - 0.243h /* not a "real" normal as we want to keep the base direction */ );
- windStrength *= wind.r;
- vertexInput.positionWS.xz += windDir.xz * windStrength;
- // End Wind -------------------------------
- // We have to recalculate ClipPos!
- output.positionCS = TransformWorldToHClip(vertexInput.positionWS);
- 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)
- Alpha(SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a * input.fadeOcclusion.x, /*_BaseColor*/ half4(1,1,1,1), _Cutoff);
- #endif
- return 0;
- }
- ENDHLSL
- }
- // DepthNormals -----------------------------------------------------
- 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 _ALPHATEST_ON // not per fragment!
- #pragma shader_feature_local _BENDINGMODE_ALPHA
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5
-
- #define DEPTHNORMALPASS
- #include "Includes/Lux URP Grass 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);
- // VSPro like vertex colors
- #if defined (_BENDINGMODE_ALPHA)
- #define bendAmount input.color.a
- #else
- #define bendAmount input.color.b
- #endif
- #define phase input.color.gg
- #define vocclusion input.color.r
- // Shrink mesh if alpha testing is disabled
- #if !defined(_ALPHATEST_ON)
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- half fade = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- // Shrink mesh
- input.positionOS.xyz *= fade;
- #endif
- // Wind in WorldSpace -------------------------------
- VertexPositionInputs vertexInput; // = GetVertexPositionInputs(input.positionOS.xyz);
- vertexInput.positionWS = TransformObjectToWorld(input.positionOS.xyz);
- // Do the texture lookup as soon as possible
- half4 wind = SAMPLE_TEXTURE2D_LOD(_LuxLWRPWindRT, sampler_LuxLWRPWindRT, vertexInput.positionWS.xz * _LuxLWRPWindDirSize.w + phase * _WindMultiplier.z, _WindMultiplier.w);
- // Do as much as possible unrelated to the final position afterwards to hide latency
-
- // Calculate fade
- #if defined(_ALPHATEST_ON)
- float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
- float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
- float dist = dot(diff, diff);
- output.fadeOcclusion.x = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
- #endif
- half windStrength = bendAmount * _LuxLWRPWindStrengthMultipliers.x * _WindMultiplier.x;
- half3 windDir = _LuxLWRPWindDirSize.xyz;
- half2 normalWindDir = windDir.xz * _WindMultiplier.y;
- #if defined(_ALPHATEST_ON)
- output.uv.xy = input.texcoord;
- #endif
- // From now on we rely on the texture sample being available
- wind.r = wind.r * (wind.g * 2.0h - 0.243h /* not a "real" normal as we want to keep the base direction */ );
- windStrength *= wind.r;
- vertexInput.positionWS.xz += windDir.xz * windStrength;
-
- // Do something to the normal as well
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, float4(1,1,1,1)); //input.tangentOS);
- normalInput.normalWS.xz += normalWindDir * windStrength;
- #ifdef _NORMALMAP
- normalInput.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
- #endif
- output.normalWS = normalInput.normalWS;
- // End Wind -------------------------------
- // We have to recalculate ClipPos!
- output.positionCS = TransformWorldToHClip(vertexInput.positionWS);
- 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)
- Alpha(SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a * input.fadeOcclusion.x, /*_BaseColor*/ half4(1,1,1,1), _Cutoff);
- #endif
- float3 normal = input.normalWS;
- normal = TransformWorldToViewDir(normal, true);
- // Make the normal face the camera!
- normal.z = abs(normal.z);
- return float4(PackNormalOctRectEncode(normal), 0.0, 0.0);
- }
- ENDHLSL
- }
- // Meta -----------------------------------------------------
-
- Pass
- {
- Tags{"LightMode" = "Meta"}
- Cull Off
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMeta
- #define _SPECULAR_SETUP 1
- #pragma shader_feature_local _ALPHATEST_ON
- // 1
- // First include all our custom stuff
- #include "Includes/Lux URP Grass Inputs.hlsl"
- //--------------------------------------
- // Fragment shader and functions - usually defined in LitInput.hlsl
- inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
- {
- half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
- outSurfaceData.alpha = Alpha(albedoAlpha.a, half4(1.0h, 1.0h, 1.0h, 1.0h), _Cutoff);
- outSurfaceData.albedo = albedoAlpha.rgb;
- outSurfaceData.metallic = 1.0h; // crazy?
- outSurfaceData.specular = _SpecColor.rgb;
- outSurfaceData.smoothness = _Smoothness;
- outSurfaceData.normalTS = half3(0,0,1);
- outSurfaceData.occlusion = 1;
- outSurfaceData.emission = 0.5h;
- 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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