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Shader "UrpFramework/SimpleLit" { Properties { _BaseMap("Base Map",2d) = "white"{} _BaseColor("Base Color",Color) = (1,1,1,1) [Toggle(_ALPHATEST_ON)] _AlphaTestToggle("Alhpa Clipping", Float) = 0 _Cutoff("Alpha Cutoff", Float) = 0.5 [Enum(Off,0,Front,1,Back,2)]_Cull("Cull Mode", Float) = 2.0
[Toggle(_NORMALMAP)]_NormalMapToggle("Use Normal Mapping",Float) = 0 [NoScaleOffset]_BumpMap("Normal Map",2d) = "bump"{}
[Toggle(_EMISSION)]_EmissionToggle("Use Emission",Float) = 0 [HDR]_EmissionColor("Emission Color",Color) = (0,0,0) [NoScaleOffset]_EmissionMap("Emission Map",2d) = "white"{}
[Toggle(_SPECGLOSSMAP)]_SpecGlossMapToggle("Use Specular Gloss Map",Float) = 0 _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) _SpecGlosMap("Specular Map", 2d) = "white"{}
[Toggle(_GLOSSINESS_FROM_BASE_ALPHA)]_GlossSource("Glossiness source, from Albedo Alpha (if on) vs from Specular (if off)",Float) = 0 _Smoothness("Smoothness",Range(0.0,1.0)) = 0.5 } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "Queue" = "Geometry" }
HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST;
float4 _BaseColor; float _Cutoff;
float4 _EmissionColor; float4 _SpecColor; float _Smoothness;
CBUFFER_END ENDHLSL
Pass { Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
Cull [_Cull]
HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#pragma vertex SimpleLitPassVertex #pragma fragment SimpleLitPassFragment
#pragma shader_feature _ALPHATEST_ON #pragma shader_feature _NORMALMAP #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #define _SPECULAR_COLOR #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
#pragma multi_compile LIGHTMAP_ON #pragma multi_compile _MAIN_LIGHT_SHADOWS #pragma multi_compile _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ADDITIONAL_LIGHTS #pragma mUlti_compile _ADDITIONAL_LIGHT_SHADOWS
TEXTURE2D(_SpecGlosMap);SAMPLER(sampler_SpecGlosMap);
struct Attributes { float4 positionOS :POSITION; float4 normalOS :NORMAL; #ifdef _NORMALMAP float4 tangentOS:TANGENT; #endif float2 uv :TEXCOORD0; float2 lightmapUV :TEXCOORD1; float4 color :COLOR; };
struct Varyings { float4 positionCS :SV_POSITION; float2 uv :TEXCOORD0; DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float3 positionWS :TEXCOORD2;
#ifdef _NORMALMAP half4 normalWS :TEXCOORD3; half4 tangentWS :TEXCOORD4; half4 bitangentWS:TEXCOORD5; #else float3 normalWS :TEXCOORD3; #endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX half4 fogFactorAndVertexLight :TEXCOORD6; #else half fogFactor :TEXCOORD6; #endif
#ifdef REQUIRES_VERTEX_SHADOWCOORD_INTERPOLATOR float3 shadowCoord :TEXCOORD7; #endif
float4 color :COLOR; };
Varyings SimpleLitPassVertex(Attributes IN) { Varyings OUT = (Varyings)0;
VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz);
OUT.positionCS = positionInputs.positionCS; OUT.positionWS = positionInputs.positionWS;
#ifdef _NORMALMAP VertexNormalInputs normalInputs = GetVertexNormalInputs(IN.normalOS, IN.tangentOS); #else VertexNormalInputs normalInputs = GetVertexNormalInputs(IN.normalOS); #endif
half3 viewDirWS = GetWorldSpaceViewDir(positionInputs.positionWS);
#ifdef _NORMALMAP OUT.normalWS = float4(normalInputs.normalWS, viewDirWS.x); OUT.tangentWS = float4(normalInputs.tangentWS, viewDirWS.y); OUT.bitangentWS = float4(normalInputs.bitangentWS, viewDirWS.z); #else
OUT.normalWS = NormalizeNormalPerVertex(normalInputs.normalWS); #endif
half fogFactor = ComputeFogFactor(positionInputs.positionCS.z); half3 vertexLight = VertexLighting(positionInputs.positionWS,normalInputs.normalWS); #ifdef _ADDITIONAL_LIGHTS_VERTEX OUT.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #else OUT.fogFactor = fogFactor; #endif
#ifdef REQUIRES_VERTEX_SHADOWCOORD_INTERPOLATOR OUT.shadowCoord = GetShadowCoord(); #endif OUTPUT_LIGHTMAP_UV(IN.lightmapUV, unity_LightmapST, OUT.lightmapUV);
OUTPUT_SH(OUT.normalWS, OUT.vertexSH);
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); OUT.color = IN.color;
return OUT; }
half4 SampleSpecularSmoothness(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) { half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h);
#ifdef _SPECGLOSSMAP specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor; #elif defined(_SPECULAR_COLOR) specularSmoothness = specColor; #endif
#if UNITY_VERSION >= 202120 #ifdef _GLOSSINESS_FROM_BASE_ALPHA specularSmoothness.a = exp2(10 * alpha + 1); #else specularSmoothness.a = exp2(10 * specularSmoothness.a + 1); #endif #endif
return specularSmoothness; }
void InitSurfaceData(Varyings IN, out SurfaceData surfaceData) { surfaceData = (SurfaceData)0; half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap,sampler_BaseMap, IN.uv);
#ifdef _ALPHATEST_ON clip(baseMap.a - _Cutoff); #endif
half4 diffuse = baseMap * _BaseColor * IN.color; surfaceData.albedo = diffuse.rgb; surfaceData.normalTS = SampleNormal(IN.uv,_BumpMap, sampler_BumpMap); surfaceData.emission = SampleEmission(IN.uv, _EmissionColor, _EmissionMap, sampler_EmissionMap); surfaceData.occlusion = 1.0;
half4 specular = SampleSpecularSmoothness(IN.uv, baseMap.a, _SpecColor, _SpecGlosMap, sampler_SpecGlosMap); surfaceData.specular = specular.rgb; surfaceData.smoothness = specular.a * _Smoothness; }
void InitInputData(Varyings IN, half3 normalTS, out InputData inputData) { inputData = (InputData)0;
inputData.positionWS = IN.positionWS; #ifdef _NORMALMAP inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(IN.tangentWS.xyz,IN.bitangentWS.xyz, IN.normalWS.xyz)); half3 viewDirWS = half3(IN.normalWS.w, IN.tangentWS.w, IN.bitangentWS.w);
#else inputData.normalWS = IN.normalWS; half3 viewDirWS = GetWorldSpaceViewDir(IN.positionWS); #endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); SafeNormalize(viewDirWS); inputData.viewDirectionWS = viewDirWS;
#ifdef REQUIRES_VERTEX_SHADOWCOORD_INTERPOLATOR inputData.shadowCoord = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(IN.positionWS); #else inputData.shadowCoord = float(0, 0, 0, 0); #endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.shadowCoord = IN.fogFactorAndVertexLight.yzw; inputData.fogCoord = IN.fogFactorAndVertexLight.x; #else inputData.shadowCoord = half4(0,0,0,0); inputData.fogCoord = IN.fogFactor.x; #endif
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, IN.normalWS); inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV); }
half4 SimpleLitPassFragment(Varyings IN) :SV_TARGET { SurfaceData surfaceData; InitSurfaceData(IN, surfaceData);
InputData inputData; InitInputData(IN, surfaceData.normalTS, inputData);
half4 color = UniversalFragmentBlinnPhong(inputData,surfaceData);
return color; } ENDHLSL }
Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"}
ZWrite On ZTest LEqual
ColorMask 0 Cull[_Cull]
HLSLPROGRAM
#pragma shader_feature _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_instancing
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL }
Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"}
ZWrite On ZTest LEqual
ColorMask 0
HLSLPROGRAM #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment
#pragma shader_feature _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"}
ZWrite On ZTest LEqual
HLSLPROGRAM #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment
#pragma shader_feature_local _NORMAL_MAP #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl" ENDHLSL } } }
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