Files
PrinceOfGlory/Assets/OF3D_LookDev/ShaderTest/ZZY_URP.shader.txt
kridoo 6e91a0c7f0 111
2025-09-15 17:32:08 +08:00

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Shader "OF3D_Shader/ZZY_URP"
{
Properties
{
[Header(Surface Options)]
[Space(8)]
[Enum(UnityEngine.Rendering.CullMode)]
_Cull ("Culling", Float) = 2
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
_ReceiveShadows ("Receive Shadows", Float) = 1.0
_SkinShadowBias (" Shadow Caster Bias", Range(.1, 1.0)) = 1.0
_SkinShadowSamplingBias (" Shadow Sampling Bias", Range(0, 0.05)) = 0
[Toggle(_ALPHATEST_ON)]
_AlphaClip ("Alpha Clipping", Float) = 0.0
_Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5
[Header(Surface Inputs)]
[Space(8)]
[NoScaleOffset] [MainTexture]
_BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
[MainColor]
_BaseColor ("Color", Color) = (1,1,1,1)
[Header(Lighting)]
[Space(5)]
// For some reason android did not like _SpecColor!?
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
_SpecularColor ("Specular", Color) = (0.2, 0.2, 0.2)
_Metallic ("Metallic", Range(0.0, 2.0)) = 1.0
_Anisotropy ("GGX Anisotropy", Range(-1.0, 1.0)) = 0.0
_clothSpecIntensity ("Cloth Intensity", Range(0.0, 100.0)) = 1.0
[Space(5)]
[Toggle(_NORMALMAP)]
_ApplyNormal ("Enable Normal Map", Float) = 0.0
[NoScaleOffset]
_BumpMap ("Normal Map", 2D) = "bump" {}
_BumpScale ("Normal Scale", Float) = 1.0
[Toggle(_NORMALINDEPTHNORMALPASS)]
_ApplyNormalDepthNormal ("Enable Normal in Depth Normal Pass", Float) = 1.0
_Bias ("Bias", Range(0.0, 8.0)) = 3.0
[Toggle]_VertexNormal ("Use Vertex Normal for Diffuse", Float) = 1
[Header(Skin Lighting)]
[Space(8)]
[NoScaleOffset] _SSSAOMap ("Skin Mask (R) Metallic (G) Smoothness (B) Occlusion (A)", 2D) = "white" {}
_OcclusionStrength ("Occlusion Strength", Range(0.0, 4.0)) = 1.0
[Toggle]
_SampleCurvature ("Sample Curvature", Float) = 0
_Curvature ("Curvature", Range(0.0, 1.0)) = 0.5
_SubsurfaceColor ("Subsurface Color", Color) = (1.0, 0.4, 0.25, 1.0)
_TranslucencyPower ("Transmission Power", Range(0.0, 10.0)) = 7.0
_TranslucencyStrength ("Transmission 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)) = 1.0
_Distortion ("Transmission Distortion", Range(0.0, 0.1)) = 0.01
_DecalTransmission ("Decal Transmission", Range(0.0, 1)) = 1
[Space(5)]
[Toggle(_BACKSCATTER)]
_EnableBackscatter ("Enable Ambient Back Scattering", Float) = 0
_Backscatter ("Ambient Back Scattering", Range(0.0, 8.0)) = 1
[Space(5)]
_AmbientReflectionStrength ("Ambient Reflection Strength", Range(0.0, 1)) = 1
[Space(5)]
[NoScaleOffset] _SkinLUT ("Skin LUT", 2D) = "white" {}
[Header(Advanced)]
[Space(8)]
[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)
[HideInInspector] _Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.0
[HideInInspector] _Surface("__surface", Float) = 0.0
}
SubShader
{
Tags{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
"ShaderModel"="4.5"
}
LOD 300
// ForwardLit -----------------------------------------------------
Pass
{
Name "ForwardLit"
// Needs "UniversalForwardOnly" to render in deferred
Tags{"LightMode" = "UniversalForwardOnly"}
ZWrite On
Cull [_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// 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 _BACKSCATTER
#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 _RECEIVEDECALS
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _FORWARD_PLUS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// Include base inputs and all other needed "base" includes
//#include "Includes/URP Inputs.hlsl"
//#include "Includes/URP ForwardLit Pass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Includes/URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Includes/URP ForwardLit Pass.hlsl"
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
ENDHLSL
}
// Shadows -----------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
ColorMask 0
Cull Back
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
// Include base inputs and all other needed "base" includes
//#include "Includes/URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Includes/URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
// Shadow caster specific input
float3 _LightDirection;
float3 _LightPosition;
Varyings ShadowPassVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS * _SkinShadowBias, lightDirectionWS));
#if UNITY_REVERSED_Z
output.positionCS.z = min(output.positionCS.z, UNITY_NEAR_CLIP_VALUE);
#else
output.positionCS.z = max(output.positionCS.z, UNITY_NEAR_CLIP_VALUE);
#endif
return output;
}
half4 ShadowPassFragment(Varyings input) : SV_TARGET
{
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade(input.positionCS);
#endif
return 0;
}
// 1 2 3 4 5 6
//锐不可当 924 1395 1920 1296 5535
//奇正 726 1350 1813 1306 5195
//层数 4.5 9 13.5
ENDHLSL
}
// Depth Only -----------------------------------------------------
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask R
Cull Back
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
//#include "Includes/URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Includes/URP Inputs.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
struct Attributes
{
float3 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings DepthOnlyVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 DepthOnlyFragment(Varyings input) : SV_TARGET
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade(input.positionCS);
#endif
return input.positionCS.z;
}
ENDHLSL
}
// Depth Normals --------------------------------------------
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
Cull Back
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthNormalVertex
#pragma fragment DepthNormalFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
//#include "Includes/URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Includes/URP Inputs.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
// Structs
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
half3 normalWS : TEXCOORD1;
half4 tangentWS : TEXCOORD2;
//UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings DepthNormalVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
//UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.uv = input.texcoord; //TRANSFORM_TEX(input.texcoord, _BaseMap);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
output.normalWS = normalInput.normalWS;
real sign = input.tangentOS.w * GetOddNegativeScale();
output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
return output;
}
void DepthNormalFragment(
Varyings input
, out half4 outNormalWS : SV_Target0
/*#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif */
)
{
//UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade(input.positionCS);
#endif
half4 sampleNormal = SAMPLE_TEXTURE2D_BIAS(_BumpMap, sampler_BumpMap, input.uv, _Bias);
half3 normalTS = UnpackNormalScale(sampleNormal, _BumpScale);
float sgn = input.tangentWS.w;
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
input.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
float3 normalWS = NormalizeNormalPerPixel(input.normalWS);
outNormalWS = half4(normalWS, 0.0);
/*#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif */
}
ENDHLSL
}
// Meta -----------------------------------------------------
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaLit
#define _SPECULAR_SETUP
// First include all our custom stuff
//#include "Includes/URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Includes/URP Inputs.hlsl"
// Fragment function
inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = 1;
outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
outSurfaceData.metallic = 0;
outSurfaceData.specular = _SpecularColor.rgb;
outSurfaceData.smoothness = _Smoothness;
outSurfaceData.normalTS = half3(0,0,1);
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
}
}
// --------------------------------------------------
FallBack "Hidden/InternalErrorShader"
}