507 lines
20 KiB
GLSL
507 lines
20 KiB
GLSL
Shader "OF3D_Shader/ZZY_URP"
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{
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Properties
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{
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[Header(Surface Options)]
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[Space(8)]
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[Enum(UnityEngine.Rendering.CullMode)]
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_Cull ("Culling", Float) = 2
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[ToggleOff(_RECEIVE_SHADOWS_OFF)]
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_ReceiveShadows ("Receive Shadows", Float) = 1.0
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_SkinShadowBias (" Shadow Caster Bias", Range(.1, 1.0)) = 1.0
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_SkinShadowSamplingBias (" Shadow Sampling Bias", Range(0, 0.05)) = 0
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[Toggle(_ALPHATEST_ON)]
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_AlphaClip ("Alpha Clipping", Float) = 0.0
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_Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5
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[Header(Surface Inputs)]
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[Space(8)]
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[NoScaleOffset] [MainTexture]
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_BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
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[MainColor]
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_BaseColor ("Color", Color) = (1,1,1,1)
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[Header(Lighting)]
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[Space(5)]
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// For some reason android did not like _SpecColor!?
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_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
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_SpecularColor ("Specular", Color) = (0.2, 0.2, 0.2)
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_Metallic ("Metallic", Range(0.0, 2.0)) = 1.0
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_Anisotropy ("GGX Anisotropy", Range(-1.0, 1.0)) = 0.0
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_clothSpecIntensity ("Cloth Intensity", Range(0.0, 100.0)) = 1.0
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[Space(5)]
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[Toggle(_NORMALMAP)]
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_ApplyNormal ("Enable Normal Map", Float) = 0.0
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[NoScaleOffset]
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_BumpScale ("Normal Scale", Float) = 1.0
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[Toggle(_NORMALINDEPTHNORMALPASS)]
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_ApplyNormalDepthNormal ("Enable Normal in Depth Normal Pass", Float) = 1.0
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_Bias ("Bias", Range(0.0, 8.0)) = 3.0
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[Toggle]_VertexNormal ("Use Vertex Normal for Diffuse", Float) = 1
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[Header(Skin Lighting)]
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[Space(8)]
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[NoScaleOffset] _SSSAOMap ("Skin Mask (R) Metallic (G) Smoothness (B) Occlusion (A)", 2D) = "white" {}
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_OcclusionStrength ("Occlusion Strength", Range(0.0, 4.0)) = 1.0
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[Toggle]
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_SampleCurvature ("Sample Curvature", Float) = 0
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_Curvature ("Curvature", Range(0.0, 1.0)) = 0.5
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_SubsurfaceColor ("Subsurface Color", Color) = (1.0, 0.4, 0.25, 1.0)
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_TranslucencyPower ("Transmission Power", Range(0.0, 10.0)) = 7.0
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_TranslucencyStrength ("Transmission Strength", Range(0.0, 1.0)) = 1.0
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_ShadowStrength ("Shadow Strength", Range(0.0, 1.0)) = 0.7
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_MaskByShadowStrength ("Mask by incoming Shadow Strength", Range(0.0, 1.0)) = 1.0
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_Distortion ("Transmission Distortion", Range(0.0, 0.1)) = 0.01
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_DecalTransmission ("Decal Transmission", Range(0.0, 1)) = 1
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[Space(5)]
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[Toggle(_BACKSCATTER)]
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_EnableBackscatter ("Enable Ambient Back Scattering", Float) = 0
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_Backscatter ("Ambient Back Scattering", Range(0.0, 8.0)) = 1
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[Space(5)]
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_AmbientReflectionStrength ("Ambient Reflection Strength", Range(0.0, 1)) = 1
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[Space(5)]
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[NoScaleOffset] _SkinLUT ("Skin LUT", 2D) = "white" {}
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[Header(Advanced)]
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[Space(8)]
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[ToggleOff]
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_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
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[ToggleOff]
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_EnvironmentReflections ("Environment Reflections", Float) = 1.0
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// Needed by the inspector
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[HideInInspector] _Culling ("Culling", Float) = 0.0
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// Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff
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[HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
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[HideInInspector] _Color ("Color", Color) = (1,1,1,1)
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[HideInInspector] _Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.0
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[HideInInspector] _Surface("__surface", Float) = 0.0
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}
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SubShader
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{
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Tags{
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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"UniversalMaterialType" = "Lit"
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"IgnoreProjector" = "True"
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"ShaderModel"="4.5"
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}
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LOD 300
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// ForwardLit -----------------------------------------------------
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Pass
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{
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Name "ForwardLit"
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// Needs "UniversalForwardOnly" to render in deferred
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Tags{"LightMode" = "UniversalForwardOnly"}
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ZWrite On
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Cull [_Cull]
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HLSLPROGRAM
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// #pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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// -------------------------------------
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// -------------------------------------
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// Material Keywords
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#define _SPECULAR_SETUP
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local _ALPHATEST_ON // not per fragment!
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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//#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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//#pragma multi_compile_fragment _ _LIGHT_LAYERS
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//#pragma multi_compile_fragment _ _LIGHT_COOKIES
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//#pragma multi_compile _ _FORWARD_PLUS
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//0428 added
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#pragma skip_variants _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
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#pragma skip_variants _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS
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// 移除渲染层支持
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#pragma skip_variants _LIGHT_LAYERS
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#pragma skip_variants _LIGHT_COOKIES
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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//#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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//--------------------------------------
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//GPU Instancing
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#pragma multi_compile_instancing
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//#pragma instancing_options renderinglayer
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//#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// Include base inputs and all other needed "base" includes
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#include "Includes/URP Inputs.hlsl"
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#include "Includes/URP ForwardLit Pass.hlsl"
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#pragma vertex LitPassVertex
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#pragma fragment LitPassFragment
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ENDHLSL
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}
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// Shadows -----------------------------------------------------
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ZTest LEqual
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ColorMask 0
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Cull Back
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HLSLPROGRAM
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//#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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// -------------------------------------
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// Material Keywords
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Universal Pipeline keywords
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// #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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// Include base inputs and all other needed "base" includes
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#include "Includes/URP Inputs.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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// #if defined(LOD_FADE_CROSSFADE)
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// #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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// #endif
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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};
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// Shadow caster specific input
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float3 _LightDirection;
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float3 _LightPosition;
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Varyings ShadowPassVertex(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldDir(input.normalOS);
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#if _CASTING_PUNCTUAL_LIGHT_SHADOW
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float3 lightDirectionWS = normalize(_LightPosition - positionWS);
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#else
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float3 lightDirectionWS = _LightDirection;
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#endif
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output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS * _SkinShadowBias, lightDirectionWS));
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#if UNITY_REVERSED_Z
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output.positionCS.z = min(output.positionCS.z, UNITY_NEAR_CLIP_VALUE);
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#else
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output.positionCS.z = max(output.positionCS.z, UNITY_NEAR_CLIP_VALUE);
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#endif
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return output;
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}
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half4 ShadowPassFragment(Varyings input) : SV_TARGET
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{
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// #ifdef LOD_FADE_CROSSFADE
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// LODFadeCrossFade(input.positionCS);
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// #endif
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return 0;
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}
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// 1 2 3 4 5 6
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//锐不可当 924 1395 1920 1296 5535
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//奇正 726 1350 1813 1306 5195
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//层数 4.5 9 13.5
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ENDHLSL
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}
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// Depth Only -----------------------------------------------------
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask R
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Cull Back
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HLSLPROGRAM
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// #pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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// -------------------------------------
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// Unity defined keywords
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// #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include "Includes/URP Inputs.hlsl"
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// #if defined(LOD_FADE_CROSSFADE)
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// #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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// #endif
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struct Attributes
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{
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float3 positionOS : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings DepthOnlyVertex(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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return output;
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}
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half4 DepthOnlyFragment(Varyings input) : SV_TARGET
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// #ifdef LOD_FADE_CROSSFADE
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// LODFadeCrossFade(input.positionCS);
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// #endif
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return input.positionCS.z;
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}
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ENDHLSL
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}
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// // Depth Normals --------------------------------------------
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// Pass
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// {
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// Name "DepthNormals"
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// Tags{"LightMode" = "DepthNormals"}
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// ZWrite On
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// Cull Back
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// HLSLPROGRAM
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// // #pragma exclude_renderers gles gles3 glcore
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// #pragma target 4.5
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// #pragma vertex DepthNormalVertex
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// #pragma fragment DepthNormalFragment
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// // -------------------------------------
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// // Material Keywords
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// #pragma shader_feature_local _NORMALINDEPTHNORMALPASS
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// // -------------------------------------
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// // Unity defined keywords
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// //#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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// #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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// //--------------------------------------
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// // GPU Instancing
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// #pragma multi_compile_instancing
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// #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// #include "Includes/URP Inputs.hlsl"
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// #if defined(LOD_FADE_CROSSFADE)
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// #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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// #endif
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// // Structs
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// struct Attributes
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// {
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// float3 positionOS : POSITION;
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// float3 normalOS : NORMAL;
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// float4 tangentOS : TANGENT;
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// float2 texcoord : TEXCOORD0;
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// UNITY_VERTEX_INPUT_INSTANCE_ID
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// };
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// struct Varyings
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// {
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// float4 positionCS : SV_POSITION;
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// float2 uv : TEXCOORD0;
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// half3 normalWS : TEXCOORD1;
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// half4 tangentWS : TEXCOORD2;
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// //UNITY_VERTEX_INPUT_INSTANCE_ID
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// UNITY_VERTEX_OUTPUT_STEREO
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// };
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// Varyings DepthNormalVertex(Attributes input)
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// {
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// Varyings output = (Varyings)0;
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// UNITY_SETUP_INSTANCE_ID(input);
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// //UNITY_TRANSFER_INSTANCE_ID(input, output);
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// UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// output.uv = input.texcoord; //TRANSFORM_TEX(input.texcoord, _BaseMap);
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// output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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// VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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// output.normalWS = normalInput.normalWS;
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// real sign = input.tangentOS.w * GetOddNegativeScale();
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// output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
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// return output;
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// }
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// void DepthNormalFragment(
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// Varyings input
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// , out half4 outNormalWS : SV_Target0
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// /*#ifdef _WRITE_RENDERING_LAYERS
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// , out float4 outRenderingLayers : SV_Target1
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// #endif */
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// )
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// {
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// //UNITY_SETUP_INSTANCE_ID(input);
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// UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// #ifdef LOD_FADE_CROSSFADE
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// LODFadeCrossFade(input.positionCS);
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// #endif
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// half4 sampleNormal = SAMPLE_TEXTURE2D_BIAS(_BumpMap, sampler_BumpMap, input.uv, _Bias);
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// half3 normalTS = UnpackNormalScale(sampleNormal, _BumpScale);
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// float sgn = input.tangentWS.w;
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// float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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// input.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
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// float3 normalWS = NormalizeNormalPerPixel(input.normalWS);
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// outNormalWS = half4(normalWS, 0.0);
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// /*#ifdef _WRITE_RENDERING_LAYERS
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// uint renderingLayers = GetMeshRenderingLayer();
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// outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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// #endif */
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// }
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// ENDHLSL
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// }
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// // Meta -----------------------------------------------------
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// Pass
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// {
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// Name "Meta"
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// Tags{"LightMode" = "Meta"}
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// Cull Off
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// HLSLPROGRAM
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// // #pragma exclude_renderers gles gles3 glcore
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// #pragma target 4.5
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// #pragma vertex UniversalVertexMeta
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// #pragma fragment UniversalFragmentMetaLit
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// #define _SPECULAR_SETUP
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// // First include all our custom stuff
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// #include "Includes/URP Inputs.hlsl"
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// // Fragment function
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// inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
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// {
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// half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
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// outSurfaceData.alpha = 1;
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// outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
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// outSurfaceData.metallic = 0;
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// outSurfaceData.specular = _SpecularColor.rgb;
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// outSurfaceData.smoothness = _Smoothness;
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// outSurfaceData.normalTS = half3(0,0,1);
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// outSurfaceData.occlusion = 1;
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// outSurfaceData.emission = 0;
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// outSurfaceData.clearCoatMask = 0;
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// outSurfaceData.clearCoatSmoothness = 0;
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// }
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// // Finally include the meta pass related stuff
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// #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
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// ENDHLSL
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// }
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}
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// --------------------------------------------------
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FallBack "Hidden/InternalErrorShader"
|
|
}
|