Files
PrinceOfGlory/Assets/Res/Shaders/D5_Decal.shader
kridoo 6e91a0c7f0 111
2025-09-15 17:32:08 +08:00

2589 lines
98 KiB
Plaintext

// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "iShader/Other/D5_Decal"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[ASEBegin]_ColorMap("ColorMap", 2D) = "white" {}
_BaseColor("BaseColor", Color) = (1,1,1,0)
_NormalMap("NormalMap", 2D) = "white" {}
_MaskMap("MaskMap", 2D) = "white" {}
[ASEEnd]_AlphaMap("AlphaMap", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] _DrawOrder("Draw Order", Range(-50, 50)) = 0
[HideInInspector][Enum(Depth Bias, 0, View Bias, 1)] _DecalMeshBiasType("DecalMesh BiasType", Float) = 0
[HideInInspector] _DecalMeshDepthBias("DecalMesh DepthBias", Float) = 0
[HideInInspector] _DecalMeshViewBias("DecalMesh ViewBias", Float) = 0
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
[HideInInspector] _DecalAngleFadeSupported("Decal Angle Fade Supported", Float) = 1
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "PreviewType"="Plane" "ShaderGraphShader"="true" }
HLSLINCLUDE
#pragma target 3.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
ENDHLSL
Pass
{
Name "DBufferProjector"
Tags { "LightMode"="DBufferProjector" }
Cull Front
Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
ZTest Greater
ZWrite Off
ColorMask RGBA
ColorMask RGBA 1
ColorMask RGBA 2
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define _MATERIAL_AFFECTS_MAOS 1
#define DECAL_ANGLE_FADE 1
#define ASE_SRP_VERSION 140009
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _FOVEATED_RENDERING_NON_UNIFORM_RASTER
#pragma multi_compile _ _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _ColorMap_ST;
float4 _AlphaMap_ST;
float4 _NormalMap_ST;
float4 _MaskMap_ST;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
CBUFFER_END
// Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _ColorMap;
sampler2D _AlphaMap;
sampler2D _NormalMap;
sampler2D _MaskMap;
void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
{
half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if defined(_MATERIAL_AFFECTS_NORMAL)
surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
#else
surfaceData.normalWS.xyz = normalToWorld[2].xyz;
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#define DECAL_PROJECTOR
#define DECAL_DBUFFER
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
PackedVaryings Vert(Attributes inputMesh )
{
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
return packedOutput;
}
void Frag(PackedVaryings packedInput,
OUTPUT_DBUFFER(outDBuffer)
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#if UNITY_REVERSED_Z
float depth = LoadSceneDepth(packedInput.positionCS.xy);
#else
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
#endif
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
float3 positionWS = ComputeWorldSpacePosition(positionSS, depth, UNITY_MATRIX_I_VP);
float3 positionDS = TransformWorldToObject(positionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0);
float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
clip(clipValue);
float2 texCoord = positionDS.xz + float2(0.5, 0.5);
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
texCoord.xy = texCoord.xy * scale + offset;
float2 texCoord0 = texCoord;
float2 texCoord1 = texCoord;
float2 texCoord2 = texCoord;
float2 texCoord3 = texCoord;
float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
#ifdef DECAL_ANGLE_FADE
half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.y < 0.0f)
{
half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
half dotAngle = dot(normalWS, decalNormal);
angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
}
#endif
half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
DecalSurfaceData surfaceData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 uv_ColorMap = texCoord0 * _ColorMap_ST.xy + _ColorMap_ST.zw;
float2 uv_AlphaMap = texCoord0 * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
float2 uv_NormalMap = texCoord0 * _NormalMap_ST.xy + _NormalMap_ST.zw;
float2 uv_MaskMap = texCoord0 * _MaskMap_ST.xy + _MaskMap_ST.zw;
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
surfaceDescription.Alpha = tex2DNode12.r;
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = tex2DNode11.r;
surfaceDescription.Occlusion = 1;
surfaceDescription.Smoothness =tex2DNode11.a;
surfaceDescription.MAOSAlpha = tex2DNode12.r;
#endif
GetSurfaceData(surfaceDescription, angleFadeFactor, surfaceData);
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
}
ENDHLSL
}
Pass
{
Name "DecalScreenSpaceProjector"
Tags { "LightMode"="DecalScreenSpaceProjector" }
Cull Front
Blend SrcAlpha OneMinusSrcAlpha
ZTest Greater
ZWrite Off
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define _MATERIAL_AFFECTS_MAOS 1
#define DECAL_ANGLE_FADE 1
#define ASE_SRP_VERSION 140009
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma editor_sync_compilation
#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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
#pragma multi_compile _ _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SH
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
float3 Emission;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float3 viewDirectionWS : TEXCOORD1;
float2 staticLightmapUV : TEXCOORD2;
float2 dynamicLightmapUV : TEXCOORD3;
float3 sh : TEXCOORD4;
float4 fogFactorAndVertexLight : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _ColorMap_ST;
float4 _AlphaMap_ST;
float4 _NormalMap_ST;
float4 _MaskMap_ST;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
CBUFFER_END
// Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _ColorMap;
sampler2D _AlphaMap;
sampler2D _NormalMap;
sampler2D _MaskMap;
void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
{
half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if defined(_MATERIAL_AFFECTS_NORMAL)
surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
#else
surfaceData.normalWS.xyz = normalToWorld[2].xyz;
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#define DECAL_PROJECTOR
#define DECAL_SCREEN_SPACE
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
void InitializeInputData( PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = positionWS;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirectionWS;
inputData.shadowCoord = float4(0, 0, 0, 0);
inputData.fogCoord = half(input.fogFactorAndVertexLight.x);
inputData.vertexLighting = half3(input.fogFactorAndVertexLight.yzw);
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, half3(input.sh), normalWS);
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#endif
#if defined(DEBUG_DISPLAY)
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV && LIGHTMAP_ON)
inputData.staticLightmapUV = input.staticLightmapUV;
#elif defined(VARYINGS_NEED_SH)
inputData.vertexSH = input.sh;
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
}
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
surfaceData.metallic = saturate(decalSurfaceData.metallic);
surfaceData.specular = 0;
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
surfaceData.occlusion = decalSurfaceData.occlusion;
surfaceData.emission = decalSurfaceData.emissive;
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
}
PackedVaryings Vert(Attributes inputMesh )
{
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
half fogFactor = 0;
#if !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
#endif
half3 vertexLight = VertexLighting(positionWS, normalWS);
packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
packedOutput.normalWS.xyz = normalWS;
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
packedOutput.sh.xyz = float3(SampleSHVertex(half3(normalWS)));
#endif
return packedOutput;
}
void Frag(PackedVaryings packedInput,
out half4 outColor : SV_Target0
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#if UNITY_REVERSED_Z
float depth = LoadSceneDepth(packedInput.positionCS.xy);
#else
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
#endif
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
float3 positionWS = ComputeWorldSpacePosition(positionSS, depth, UNITY_MATRIX_I_VP);
float3 positionDS = TransformWorldToObject(positionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0);
float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
clip(clipValue);
float2 texCoord = positionDS.xz + float2(0.5, 0.5);
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
texCoord.xy = texCoord.xy * scale + offset;
float2 texCoord0 = texCoord;
float2 texCoord1 = texCoord;
float2 texCoord2 = texCoord;
float2 texCoord3 = texCoord;
float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
#ifdef DECAL_ANGLE_FADE
half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.y < 0.0f)
{
half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
half dotAngle = dot(normalWS, decalNormal);
angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
}
#endif
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
DecalSurfaceData surfaceData;
float2 uv_ColorMap = texCoord0 * _ColorMap_ST.xy + _ColorMap_ST.zw;
float2 uv_AlphaMap = texCoord0 * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
float2 uv_NormalMap = texCoord0 * _NormalMap_ST.xy + _NormalMap_ST.zw;
float2 uv_MaskMap = texCoord0 * _MaskMap_ST.xy + _MaskMap_ST.zw;
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
surfaceDescription.Alpha = tex2DNode12.r;
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = tex2DNode11.r;
surfaceDescription.Occlusion = 1;
surfaceDescription.Smoothness = tex2DNode11.a;
surfaceDescription.MAOSAlpha = tex2DNode12.r;
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceDescription.Emission = float3(0, 0, 0);
#endif
GetSurfaceData( surfaceDescription, angleFadeFactor, surfaceData);
#ifdef DECAL_RECONSTRUCT_NORMAL
surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
#endif
InputData inputData;
InitializeInputData( packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
SurfaceData surface = (SurfaceData)0;
GetSurface(surfaceData, surface);
half4 color = UniversalFragmentPBR(inputData, surface);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
outColor = color;
}
ENDHLSL
}
Pass
{
Name "DecalGBufferProjector"
Tags { "LightMode"="DecalGBufferProjector" }
Cull Front
Blend 0 SrcAlpha OneMinusSrcAlpha
Blend 1 SrcAlpha OneMinusSrcAlpha
Blend 2 SrcAlpha OneMinusSrcAlpha
Blend 3 SrcAlpha OneMinusSrcAlpha
ZTest Greater
ZWrite Off
ColorMask RGB
ColorMask 0 1
ColorMask RGB 2
ColorMask RGB 3
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define _MATERIAL_AFFECTS_MAOS 1
#define DECAL_ANGLE_FADE 1
#define ASE_SRP_VERSION 140009
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma editor_sync_compilation
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
#pragma multi_compile _ _DECAL_LAYERS
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_SH
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DECAL_GBUFFER_PROJECTOR
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
float3 Emission;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float3 viewDirectionWS : TEXCOORD1;
float2 staticLightmapUV : TEXCOORD2;
float2 dynamicLightmapUV : TEXCOORD3;
float3 sh : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _ColorMap_ST;
float4 _AlphaMap_ST;
float4 _NormalMap_ST;
float4 _MaskMap_ST;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
CBUFFER_END
// Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _ColorMap;
sampler2D _AlphaMap;
sampler2D _NormalMap;
sampler2D _MaskMap;
void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
{
half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if defined(_MATERIAL_AFFECTS_NORMAL)
surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
#else
surfaceData.normalWS.xyz = normalToWorld[2].xyz;
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#define DECAL_PROJECTOR
#define DECAL_GBUFFER
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = positionWS;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirectionWS;
inputData.shadowCoord = float4(0, 0, 0, 0);
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
inputData.fogCoord = float4(input.fogFactorAndVertexLight.x);
inputData.vertexLighting = half3(input.fogFactorAndVertexLight.yzw);
#endif
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, half3(input.sh), normalWS);
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#endif
#if defined(DEBUG_DISPLAY)
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV && LIGHTMAP_ON)
inputData.staticLightmapUV = input.staticLightmapUV;
#elif defined(VARYINGS_NEED_SH)
inputData.vertexSH = input.sh;
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
}
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
surfaceData.metallic = saturate(decalSurfaceData.metallic);
surfaceData.specular = 0;
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
surfaceData.occlusion = decalSurfaceData.occlusion;
surfaceData.emission = decalSurfaceData.emissive;
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
}
PackedVaryings Vert(Attributes inputMesh )
{
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
packedOutput.normalWS.xyz = normalWS;
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
packedOutput.sh = float3(SampleSHVertex(half3(normalWS)));
#endif
return packedOutput;
}
void Frag(PackedVaryings packedInput,
out FragmentOutput fragmentOutput
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#if UNITY_REVERSED_Z
float depth = LoadSceneDepth(packedInput.positionCS.xy);
#else
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
#endif
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
float3 positionWS = ComputeWorldSpacePosition(positionSS, depth, UNITY_MATRIX_I_VP);
float3 positionDS = TransformWorldToObject(positionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0);
float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
clip(clipValue);
float2 texCoord = positionDS.xz + float2(0.5, 0.5);
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
texCoord.xy = texCoord.xy * scale + offset;
float2 texCoord0 = texCoord;
float2 texCoord1 = texCoord;
float2 texCoord2 = texCoord;
float2 texCoord3 = texCoord;
float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
#ifdef DECAL_ANGLE_FADE
half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.y < 0.0f)
{
half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
half dotAngle = dot(normalWS, decalNormal);
angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
}
#endif
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
DecalSurfaceData surfaceData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 uv_ColorMap = texCoord0 * _ColorMap_ST.xy + _ColorMap_ST.zw;
float2 uv_AlphaMap = texCoord0 * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
float2 uv_NormalMap = texCoord0 * _NormalMap_ST.xy + _NormalMap_ST.zw;
float2 uv_MaskMap = texCoord0 * _MaskMap_ST.xy + _MaskMap_ST.zw;
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
surfaceDescription.Alpha = tex2DNode12.r;
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = tex2DNode11.r;
surfaceDescription.Occlusion =1;
surfaceDescription.Smoothness = tex2DNode11.a;
surfaceDescription.MAOSAlpha = tex2DNode12.r;
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceDescription.Emission = float3(0, 0, 0);
#endif
GetSurfaceData(surfaceDescription, angleFadeFactor, surfaceData);
InputData inputData;
InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
SurfaceData surface = (SurfaceData)0;
GetSurface(surfaceData, surface);
BRDFData brdfData;
InitializeBRDFData(surface.albedo, surface.metallic, 0, surface.smoothness, surface.alpha, brdfData);
#ifdef _MATERIAL_AFFECTS_ALBEDO
#ifdef DECAL_RECONSTRUCT_NORMAL
half3 normalGI = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
#else
half3 normalGI = surfaceData.normalWS.xyz;
#endif
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, normalGI, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surface.occlusion, normalGI, inputData.viewDirectionWS);
#else
half3 color = 0;
#endif
half3 packedNormalWS = PackNormal(surfaceData.normalWS.xyz);
fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
fragmentOutput.GBuffer1 = 0;
fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
#if OUTPUT_SHADOWMASK
fragmentOutput.GBuffer4 = inputData.shadowMask;
#endif
}
ENDHLSL
}
Pass
{
Name "DBufferMesh"
Tags { "LightMode"="DBufferMesh" }
Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
ColorMask RGBA
ColorMask RGBA 1
ColorMask RGBA 2
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define _MATERIAL_AFFECTS_MAOS 1
#define DECAL_ANGLE_FADE 1
#define ASE_SRP_VERSION 140009
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DBUFFER_MESH
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2;
float4 texCoord0 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _ColorMap_ST;
float4 _AlphaMap_ST;
float4 _NormalMap_ST;
float4 _MaskMap_ST;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
CBUFFER_END
// Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _ColorMap;
sampler2D _AlphaMap;
sampler2D _NormalMap;
sampler2D _MaskMap;
void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
{
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( input.positionCS );
#endif
half fadeFactor = half(1.0);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if defined(_MATERIAL_AFFECTS_NORMAL)
float sgn = input.tangentWS.w;
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
#else
surfaceData.normalWS.xyz = half3(input.normalWS);
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#define DECAL_MESH
#define DECAL_DBUFFER
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
void MeshDecalsPositionZBias(inout PackedVaryings input)
{
#if UNITY_REVERSED_Z
input.positionCS.z -= _DecalMeshDepthBias;
#else
input.positionCS.z += _DecalMeshDepthBias;
#endif
}
PackedVaryings Vert(Attributes inputMesh )
{
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
{
float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
}
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
packedOutput.positionWS.xyz = positionWS;
packedOutput.normalWS.xyz = normalWS;
packedOutput.tangentWS.xyzw = tangentWS;
packedOutput.texCoord0.xyzw = inputMesh.uv0;
packedOutput.positionCS = TransformWorldToHClip(positionWS);
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
{
MeshDecalsPositionZBias(packedOutput);
}
return packedOutput;
}
void Frag(PackedVaryings packedInput,
OUTPUT_DBUFFER(outDBuffer)
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
float3 positionWS = packedInput.positionWS.xyz;
half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
DecalSurfaceData surfaceData;
SurfaceDescription surfaceDescription;
float2 uv_ColorMap = packedInput.texCoord0.xy * _ColorMap_ST.xy + _ColorMap_ST.zw;
float2 uv_AlphaMap = packedInput.texCoord0.xy * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
float2 uv_NormalMap = packedInput.texCoord0.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
float2 uv_MaskMap = packedInput.texCoord0.xy * _MaskMap_ST.xy + _MaskMap_ST.zw;
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
surfaceDescription.Alpha = tex2DNode12.r;
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = tex2DNode11.r;
surfaceDescription.Occlusion = 1;
surfaceDescription.Smoothness = tex2DNode11.a;
surfaceDescription.MAOSAlpha = tex2DNode12.r;
#endif
GetSurfaceData(packedInput, surfaceDescription, surfaceData);
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
}
ENDHLSL
}
Pass
{
Name "DecalScreenSpaceMesh"
Tags { "LightMode"="DecalScreenSpaceMesh" }
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define _MATERIAL_AFFECTS_MAOS 1
#define DECAL_ANGLE_FADE 1
#define ASE_SRP_VERSION 140009
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma editor_sync_compilation
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
#pragma multi_compile _ _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SH
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DECAL_SCREEN_SPACE_MESH
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
float3 Emission;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2;
float4 texCoord0 : TEXCOORD3;
float3 viewDirectionWS : TEXCOORD4;
float2 staticLightmapUV : TEXCOORD5;
float2 dynamicLightmapUV : TEXCOORD6;
float3 sh : TEXCOORD7;
float4 fogFactorAndVertexLight : TEXCOORD8;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _ColorMap_ST;
float4 _AlphaMap_ST;
float4 _NormalMap_ST;
float4 _MaskMap_ST;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
CBUFFER_END
// Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _ColorMap;
sampler2D _AlphaMap;
sampler2D _NormalMap;
sampler2D _MaskMap;
void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
{
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( input.positionCS );
#endif
half fadeFactor = half(1.0);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if defined(_MATERIAL_AFFECTS_NORMAL)
float sgn = input.tangentWS.w;
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
#else
surfaceData.normalWS.xyz = half3(input.normalWS);
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#define DECAL_MESH
#define DECAL_SCREEN_SPACE
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
void MeshDecalsPositionZBias(inout PackedVaryings input)
{
#if UNITY_REVERSED_Z
input.positionCS.z -= _DecalMeshDepthBias;
#else
input.positionCS.z += _DecalMeshDepthBias;
#endif
}
void InitializeInputData( PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = positionWS;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirectionWS;
inputData.shadowCoord = float4(0, 0, 0, 0);
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
inputData.fogCoord = half(input.fogFactorAndVertexLight.x);
inputData.vertexLighting = half3(input.fogFactorAndVertexLight.yzw);
#endif
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, half3(input.sh), normalWS);
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#endif
#if defined(DEBUG_DISPLAY)
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV && LIGHTMAP_ON)
inputData.staticLightmapUV = input.staticLightmapUV;
#elif defined(VARYINGS_NEED_SH)
inputData.vertexSH = input.sh;
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
}
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
surfaceData.metallic = saturate(decalSurfaceData.metallic);
surfaceData.specular = 0;
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
surfaceData.occlusion = decalSurfaceData.occlusion;
surfaceData.emission = decalSurfaceData.emissive;
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
}
PackedVaryings Vert(Attributes inputMesh )
{
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
{
float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
}
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
half fogFactor = 0;
#if !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
#endif
half3 vertexLight = VertexLighting(positionWS, normalWS);
packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
{
MeshDecalsPositionZBias(packedOutput);
}
packedOutput.positionWS.xyz = positionWS;
packedOutput.normalWS.xyz = normalWS;
packedOutput.tangentWS.xyzw = tangentWS;
packedOutput.texCoord0.xyzw = inputMesh.uv0;
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
packedOutput.sh = float3(SampleSHVertex(half3(normalWS)));
#endif
return packedOutput;
}
void Frag(PackedVaryings packedInput,
out half4 outColor : SV_Target0
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
float3 positionWS = packedInput.positionWS.xyz;
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
DecalSurfaceData surfaceData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 uv_ColorMap = packedInput.texCoord0.xy * _ColorMap_ST.xy + _ColorMap_ST.zw;
float2 uv_AlphaMap = packedInput.texCoord0.xy * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
float2 uv_NormalMap = packedInput.texCoord0.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
float2 uv_MaskMap = packedInput.texCoord0.xy * _MaskMap_ST.xy + _MaskMap_ST.zw;
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
surfaceDescription.Alpha = tex2DNode12.r;
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = tex2DNode11.r;
surfaceDescription.Occlusion = 1;
surfaceDescription.Smoothness = tex2DNode11.a;
surfaceDescription.MAOSAlpha = tex2DNode12.r;
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceDescription.Emission = float3(0, 0, 0);
#endif
GetSurfaceData(packedInput, surfaceDescription, surfaceData);
#ifdef DECAL_RECONSTRUCT_NORMAL
surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
#endif
InputData inputData;
InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
SurfaceData surface = (SurfaceData)0;
GetSurface(surfaceData, surface);
half4 color = UniversalFragmentPBR(inputData, surface);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
outColor = color;
}
ENDHLSL
}
Pass
{
Name "DecalGBufferMesh"
Tags { "LightMode"="DecalGBufferMesh" }
Blend 0 SrcAlpha OneMinusSrcAlpha
Blend 1 SrcAlpha OneMinusSrcAlpha
Blend 2 SrcAlpha OneMinusSrcAlpha
Blend 3 SrcAlpha OneMinusSrcAlpha
ZWrite Off
ColorMask RGB
ColorMask 0 1
ColorMask RGB 2
ColorMask RGB 3
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define _MATERIAL_AFFECTS_MAOS 1
#define DECAL_ANGLE_FADE 1
#define ASE_SRP_VERSION 140009
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma editor_sync_compilation
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
#pragma multi_compile _ _DECAL_LAYERS
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SH
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DECAL_GBUFFER_MESH
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
float3 Emission;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2;
float4 texCoord0 : TEXCOORD3;
float3 viewDirectionWS : TEXCOORD4;
float2 staticLightmapUV : TEXCOORD5;
float2 dynamicLightmapUV : TEXCOORD6;
float3 sh : TEXCOORD7;
float4 fogFactorAndVertexLight : TEXCOORD8;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _ColorMap_ST;
float4 _AlphaMap_ST;
float4 _NormalMap_ST;
float4 _MaskMap_ST;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
CBUFFER_END
// Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _ColorMap;
sampler2D _AlphaMap;
sampler2D _NormalMap;
sampler2D _MaskMap;
void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
{
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( input.positionCS );
#endif
half fadeFactor = half(1.0);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if defined(_MATERIAL_AFFECTS_NORMAL)
float sgn = input.tangentWS.w;
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
#else
surfaceData.normalWS.xyz = half3(input.normalWS);
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#define DECAL_MESH
#define DECAL_GBUFFER
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
void MeshDecalsPositionZBias(inout PackedVaryings input)
{
#if UNITY_REVERSED_Z
input.positionCS.z -= _DecalMeshDepthBias;
#else
input.positionCS.z += _DecalMeshDepthBias;
#endif
}
void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = positionWS;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirectionWS;
inputData.shadowCoord = float4(0, 0, 0, 0);
inputData.fogCoord = half(input.fogFactorAndVertexLight.x);
inputData.vertexLighting = half3(input.fogFactorAndVertexLight.yzw);
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, half3(input.sh), normalWS);
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#endif
#if defined(DEBUG_DISPLAY)
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV && LIGHTMAP_ON)
inputData.staticLightmapUV = input.staticLightmapUV;
#elif defined(VARYINGS_NEED_SH)
inputData.vertexSH = input.sh;
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
}
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
surfaceData.metallic = saturate(decalSurfaceData.metallic);
surfaceData.specular = 0;
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
surfaceData.occlusion = decalSurfaceData.occlusion;
surfaceData.emission = decalSurfaceData.emissive;
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
}
PackedVaryings Vert(Attributes inputMesh )
{
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
{
float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
}
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
{
MeshDecalsPositionZBias(packedOutput);
}
packedOutput.positionWS.xyz = positionWS;
packedOutput.normalWS.xyz = normalWS;
packedOutput.tangentWS.xyzw = tangentWS;
packedOutput.texCoord0.xyzw = inputMesh.uv0;
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.staticLightmapUV);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
packedOutput.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
packedOutput.sh.xyz = float3(SampleSHVertex(half3(normalWS)));
#endif
half fogFactor = 0;
#if !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
#endif
half3 vertexLight = VertexLighting(positionWS, normalWS);
packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
return packedOutput;
}
void Frag(PackedVaryings packedInput,
out FragmentOutput fragmentOutput
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
float3 positionWS = packedInput.positionWS.xyz;
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
DecalSurfaceData surfaceData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 uv_ColorMap = packedInput.texCoord0.xy * _ColorMap_ST.xy + _ColorMap_ST.zw;
float2 uv_AlphaMap = packedInput.texCoord0.xy * _AlphaMap_ST.xy + _AlphaMap_ST.zw;
float4 tex2DNode12 = tex2D( _AlphaMap, uv_AlphaMap );
float2 uv_NormalMap = packedInput.texCoord0.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
float2 uv_MaskMap = packedInput.texCoord0.xy * _MaskMap_ST.xy + _MaskMap_ST.zw;
float4 tex2DNode11 = tex2D( _MaskMap, uv_MaskMap );
surfaceDescription.BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
surfaceDescription.Alpha = tex2DNode12.r;
surfaceDescription.NormalTS = tex2D( _NormalMap, uv_NormalMap ).rgb;
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = tex2DNode11.r;
surfaceDescription.Occlusion = 1;
surfaceDescription.Smoothness = tex2DNode11.a;
surfaceDescription.MAOSAlpha = 1;
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceDescription.Emission = float3(0, 0, 0);
#endif
GetSurfaceData(packedInput, surfaceDescription, surfaceData);
InputData inputData;
InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
SurfaceData surface = (SurfaceData)0;
GetSurface(surfaceData, surface);
BRDFData brdfData;
InitializeBRDFData(surface.albedo, surface.metallic, 0, surface.smoothness, surface.alpha, brdfData);
#ifdef _MATERIAL_AFFECTS_ALBEDO
#ifdef DECAL_RECONSTRUCT_NORMAL
half3 normalGI = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
#else
half3 normalGI = surfaceData.normalWS.xyz;
#endif
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, normalGI, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surface.occlusion, normalGI, inputData.viewDirectionWS);
#else
half3 color = 0;
#endif
half3 packedNormalWS = PackNormal(surfaceData.normalWS.xyz);
fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
fragmentOutput.GBuffer1 = 0;
fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
#if OUTPUT_SHADOWMASK
fragmentOutput.GBuffer4 = inputData.shadowMask;
#endif
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
Cull Back
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define _MATERIAL_AFFECTS_MAOS 1
#define DECAL_ANGLE_FADE 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _ColorMap_ST;
float4 _AlphaMap_ST;
float4 _NormalMap_ST;
float4 _MaskMap_ST;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
CBUFFER_END
sampler2D _ColorMap;
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
PackedVaryings Vert(Attributes inputMesh )
{
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
packedOutput.ase_texcoord.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
packedOutput.ase_texcoord.zw = 0;
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
return packedOutput;
}
void Frag(PackedVaryings packedInput,
out float4 outColor : SV_Target0
)
{
float2 uv_ColorMap = packedInput.ase_texcoord.xy * _ColorMap_ST.xy + _ColorMap_ST.zw;
float3 BaseColor = ( _BaseColor * tex2D( _ColorMap, uv_ColorMap ) ).rgb;
outColor = _SelectionID;
}
ENDHLSL
}
}
CustomEditor "UnityEditor.Rendering.Universal.DecalShaderGraphGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
/*ASEBEGIN
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