1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373
|
Shader "UrpFramework/Lit" { 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
[Toggle(_OCCLUSIONMAP)] _OcclusionToggle("Use Occlusion Mapping",FLoat) = 0 [NoScaleOffset] _OcclusionMap("Occlusion Map",2d) = "white"{} _OcclusionStrength("Occlusion Strength",Range(0.0,1.0)) = 1.0 } 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; float _OcclusionStrength; CBUFFER_END ENDHLSL
Pass { Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
Cull [_Cull]
HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.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 shader_feature _OCCLUSIONMAP
#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
#pragma multi_compile_fog
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; }
#include "StudyPbrSurface.hlsl" #include "StudyPbrInput.hlsl"
half4 SimpleLitPassFragment(Varyings IN) :SV_TARGET { SurfaceData surfaceData; InitSurfaceData(IN, surfaceData);
InputData inputData; InitInputData(IN, surfaceData.normalTS, inputData);
half4 color = UniversalFragmentPBR(inputData,surfaceData);
color.rgb = MixFog(color.rgb, inputData.fogCoord); 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 } } }
|