// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/Decals Muddy Ground/GroundDecals" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [ASEBegin]_dirt_decal_BaseColor("dirt_decal_BaseColor", 2D) = "white" {} _dirt_decal_mask("dirt_decal_mask", 2D) = "white" {} _Dirt_Decal_Normal("Dirt_Decal_Normal", 2D) = "bump" {} _SmoothnessMultiplier("Smoothness Multiplier", Range( 0 , 1)) = 0 _NormalIntensity("Normal Intensity", Float) = 0 _DecalQuantity("Decal Quantity", Float) = 0 [ASEEnd]_DecalType("Decal Type", Float) = 0 [HideInInspector]_DrawOrder("Draw Order", Int) = 0 [HideInInspector][Enum(Depth Bias, 0, View Bias, 1)]_DecalMeshBiasType("Float", Float) = 0 [HideInInspector]_DecalMeshDepthBias("DecalMesh DepthBias", Float) = 0 [HideInInspector]_DecalMeshViewBias("DecalMesh ViewBias", Float) = 0 [HideInInspector]_DecalStencilWriteMask("Float", Int) = 0 [HideInInspector]_DecalStencilRef("Float", Int) = 0 [HideInInspector][ToggleUI]_AffectAlbedo("Boolean", Float) = 1 [HideInInspector][ToggleUI]_AffectNormal("Boolean", Float) = 1 [HideInInspector][ToggleUI]_AffectAO("Boolean", Float) = 1 [HideInInspector][ToggleUI]_AffectMetal("Boolean", Float) = 1 [HideInInspector][ToggleUI]_AffectSmoothness("Boolean", Float) = 1 [HideInInspector][ToggleUI]_AffectEmission("Boolean", Float) = 1 [HideInInspector]_DecalColorMask0("Float", Int) = 0 [HideInInspector]_DecalColorMask1("Float", Int) = 0 [HideInInspector]_DecalColorMask2("Float", Int) = 0 [HideInInspector]_DecalColorMask3("Float", Int) = 0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 metal vulkan xboxone xboxseries playstation switch struct SurfaceDescription { float3 BaseColor; float Alpha; float3 NormalTS; float NormalAlpha; float Metallic; float Occlusion; float Smoothness; float MAOSAlpha; float3 Emission; }; 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 Blend 3 Zero OneMinusSrcColor ZTest Greater ZWrite Off ColorMask [_DecalColorMask0] ColorMask [_DecalColorMask1] 1 ColorMask [_DecalColorMask2] 2 ColorMask [_DecalColorMask3] 3 Stencil { Ref [_DecalStencilRef] WriteMask [_DecalStencilWriteMask] Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #pragma shader_feature _ _MATERIAL_AFFECTS_ALBEDO #pragma shader_feature _ _MATERIAL_AFFECTS_NORMAL #pragma shader_feature _ _MATERIAL_AFFECTS_MASKMAP #define _MATERIAL_AFFECTS_EMISSION #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_SRP_VERSION 100600 #pragma vertex Vert #pragma fragment Frag #pragma multi_compile_instancing #pragma multi_compile DECALS_3RT DECALS_4RT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsToPS { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS) float3 positionRWS : TEXCOORD0; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float _DecalQuantity; float _DecalType; float _NormalIntensity; float _SmoothnessMultiplier; float _DrawOrder; float _DecalMeshBiasType; float _DecalMeshDepthBias; float _DecalMeshViewBias; float _DecalStencilWriteMask; float _DecalStencilRef; #ifdef _MATERIAL_AFFECTS_ALBEDO float _AffectAlbedo; #endif #ifdef _MATERIAL_AFFECTS_NORMAL float _AffectNormal; #endif #ifdef _MATERIAL_AFFECTS_MASKMAP float _AffectAO; float _AffectMetal; float _AffectSmoothness; #endif #ifdef _MATERIAL_AFFECTS_EMISSION float _AffectEmission; #endif float _DecalColorMask0; float _DecalColorMask1; float _DecalColorMask2; float _DecalColorMask3; CBUFFER_END sampler2D _dirt_decal_BaseColor; sampler2D _Dirt_Decal_Normal; sampler2D _dirt_decal_mask; void GetSurfaceData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, PositionInputs posInput, float angleFadeFactor, out DecalSurfaceData surfaceData) { #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld); float 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]); fragInputs.texCoord0.xy = fragInputs.texCoord0.xy * scale + offset; fragInputs.texCoord1.xy = fragInputs.texCoord1.xy * scale + offset; fragInputs.texCoord2.xy = fragInputs.texCoord2.xy * scale + offset; fragInputs.texCoord3.xy = fragInputs.texCoord3.xy * scale + offset; fragInputs.positionRWS = posInput.positionWS; fragInputs.tangentToWorld[2].xyz = TransformObjectToWorldDir(float3(0, 1, 0)); fragInputs.tangentToWorld[1].xyz = TransformObjectToWorldDir(float3(0, 0, 1)); #else #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif float fadeFactor = 1.0; #endif ZERO_INITIALIZE(DecalSurfaceData, surfaceData); #ifdef _MATERIAL_AFFECTS_EMISSION #endif #ifdef _MATERIAL_AFFECTS_ALBEDO surfaceData.baseColor.xyz = surfaceDescription.BaseColor; surfaceData.baseColor.w = surfaceDescription.Alpha * fadeFactor; #endif #ifdef _MATERIAL_AFFECTS_NORMAL #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) surfaceData.normalWS.xyz = mul((float3x3)normalToWorld, surfaceDescription.NormalTS); #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_PREVIEW) surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, fragInputs.tangentToWorld)); #endif surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor; #else #if (SHADERPASS == SHADERPASS_FORWARD_PREVIEW) surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(float3(0.0, 0.0, 0.1), fragInputs.tangentToWorld)); #endif #endif #ifdef _MATERIAL_AFFECTS_MASKMAP surfaceData.mask.z = surfaceDescription.Smoothness; surfaceData.mask.w = surfaceDescription.MAOSAlpha * fadeFactor; #ifdef DECALS_4RT surfaceData.mask.x = surfaceDescription.Metallic; surfaceData.mask.y = surfaceDescription.Occlusion; surfaceData.MAOSBlend.x = surfaceDescription.MAOSAlpha * fadeFactor; surfaceData.MAOSBlend.y = surfaceDescription.MAOSAlpha * fadeFactor; #endif #endif } PackedVaryingsToPS Vert(AttributesMesh inputMesh ) { PackedVaryingsToPS output; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS; inputMesh.tangentOS = inputMesh.tangentOS; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); output.positionCS = TransformWorldToHClip(positionRWS); #if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS) output.positionRWS = positionRWS; #endif return output; } void Frag( PackedVaryingsToPS packedInput, #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH) OUTPUT_DBUFFER(outDBuffer) #else out float4 outEmissive : SV_Target0 #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); UNITY_SETUP_INSTANCE_ID(packedInput); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; #if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS) float3 positionRWS = packedInput.positionRWS; input.positionRWS = positionRWS; #endif input.positionSS = packedInput.positionCS; DecalSurfaceData surfaceData; float clipValue = 1.0; float angleFadeFactor = 1.0; #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) float depth = LoadCameraDepth(input.positionSS.xy); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); DecalPrepassData material; ZERO_INITIALIZE(DecalPrepassData, material); if (_EnableDecalLayers) { uint decalLayerMask = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal).x); DecodeFromDecalPrepass(posInput.positionSS, material); if ((decalLayerMask & material.decalLayerMask) == 0) clipValue -= 2.0; } float3 positionDS = TransformWorldToObject(posInput.positionWS); positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5, 0.5); if (!(all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f))) { clipValue -= 2.0; } #ifndef SHADER_API_METAL clip(clipValue); #else if (clipValue > 0.0) { #endif input.texCoord0.xy = positionDS.xz; input.texCoord1.xy = positionDS.xz; input.texCoord2.xy = positionDS.xz; input.texCoord3.xy = positionDS.xz; float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); if (_EnableDecalLayers) { float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld); float2 angleFade = float2(normalToWorld[1][3], normalToWorld[2][3]); if (angleFade.x > 0.0f) { float dotAngle = 1.0 - dot(material.geomNormalWS, normalToWorld[2].xyz); angleFadeFactor = 1.0 - saturate(dotAngle * angleFade.x + angleFade.y); } } #else PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, uint2(0, 0)); #if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS) float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); #else float3 V = float3(1.0, 1.0, 1.0); #endif #endif float4 texCoord0 = input.texCoord0; float4 texCoord1 = input.texCoord1; float4 texCoord2 = input.texCoord2; float4 texCoord3 = input.texCoord3; SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord25 = texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles27 = _DecalQuantity * _DecalQuantity; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset27 = 1.0f / _DecalQuantity; float fbrowsoffset27 = 1.0f / _DecalQuantity; // Speed of animation float fbspeed27 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling27 = float2(fbcolsoffset27, fbrowsoffset27); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex27 = round( fmod( fbspeed27 + _DecalType, fbtotaltiles27) ); fbcurrenttileindex27 += ( fbcurrenttileindex27 < 0) ? fbtotaltiles27 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox27 = round ( fmod ( fbcurrenttileindex27, _DecalQuantity ) ); // Multiply Offset X by coloffset float fboffsetx27 = fblinearindextox27 * fbcolsoffset27; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy27 = round( fmod( ( fbcurrenttileindex27 - fblinearindextox27 ) / _DecalQuantity, _DecalQuantity ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy27 = (int)(_DecalQuantity-1) - fblinearindextoy27; // Multiply Offset Y by rowoffset float fboffsety27 = fblinearindextoy27 * fbrowsoffset27; // UV Offset float2 fboffset27 = float2(fboffsetx27, fboffsety27); // Flipbook UV half2 fbuv27 = texCoord25 * fbtiling27 + fboffset27; // *** END Flipbook UV Animation vars *** float4 tex2DNode17 = tex2D( _dirt_decal_BaseColor, fbuv27 ); float3 unpack19 = UnpackNormalScale( tex2D( _Dirt_Decal_Normal, fbuv27 ), _NormalIntensity ); unpack19.z = lerp( 1, unpack19.z, saturate(_NormalIntensity) ); float4 tex2DNode18 = tex2D( _dirt_decal_mask, fbuv27 ); surfaceDescription.BaseColor = tex2DNode17.rgb; surfaceDescription.Alpha = tex2DNode17.a; surfaceDescription.NormalTS = unpack19; surfaceDescription.NormalAlpha = tex2DNode17.a; surfaceDescription.Metallic = tex2DNode18.r; surfaceDescription.Occlusion = tex2DNode18.g; surfaceDescription.Smoothness = ( tex2DNode18.a * _SmoothnessMultiplier ); surfaceDescription.MAOSAlpha = tex2DNode17.a; surfaceDescription.Emission = float3( 0, 0, 0 ); GetSurfaceData(surfaceDescription, input, V, posInput, angleFadeFactor, surfaceData); #if ((SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)) && defined(SHADER_API_METAL) } // if (clipValue > 0.0) clip(clipValue); #endif #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH) ENCODE_INTO_DBUFFER(surfaceData, outDBuffer); #else // Emissive need to be pre-exposed outEmissive.rgb = surfaceData.emissive * GetCurrentExposureMultiplier(); outEmissive.a = 1.0; #endif } ENDHLSL } Pass { Name "DecalProjectorForwardEmissive" Tags { "LightMode"="DecalProjectorForwardEmissive" } Cull Front Blend 0 SrcAlpha One ZTest Greater ZWrite Off HLSLPROGRAM #pragma shader_feature _ _MATERIAL_AFFECTS_ALBEDO #pragma shader_feature _ _MATERIAL_AFFECTS_NORMAL #pragma shader_feature _ _MATERIAL_AFFECTS_MASKMAP #define _MATERIAL_AFFECTS_EMISSION #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_SRP_VERSION 100600 #pragma vertex Vert #pragma fragment Frag #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_PROJECTOR #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsToPS { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS) float3 positionRWS : TEXCOORD0; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float _DecalQuantity; float _DecalType; float _NormalIntensity; float _SmoothnessMultiplier; float _DrawOrder; float _DecalMeshBiasType; float _DecalMeshDepthBias; float _DecalMeshViewBias; float _DecalStencilWriteMask; float _DecalStencilRef; #ifdef _MATERIAL_AFFECTS_ALBEDO float _AffectAlbedo; #endif #ifdef _MATERIAL_AFFECTS_NORMAL float _AffectNormal; #endif #ifdef _MATERIAL_AFFECTS_MASKMAP float _AffectAO; float _AffectMetal; float _AffectSmoothness; #endif #ifdef _MATERIAL_AFFECTS_EMISSION float _AffectEmission; #endif float _DecalColorMask0; float _DecalColorMask1; float _DecalColorMask2; float _DecalColorMask3; CBUFFER_END sampler2D _dirt_decal_BaseColor; sampler2D _Dirt_Decal_Normal; sampler2D _dirt_decal_mask; void GetSurfaceData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, PositionInputs posInput, float angleFadeFactor, out DecalSurfaceData surfaceData) { #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld); float 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]); fragInputs.texCoord0.xy = fragInputs.texCoord0.xy * scale + offset; fragInputs.texCoord1.xy = fragInputs.texCoord1.xy * scale + offset; fragInputs.texCoord2.xy = fragInputs.texCoord2.xy * scale + offset; fragInputs.texCoord3.xy = fragInputs.texCoord3.xy * scale + offset; fragInputs.positionRWS = posInput.positionWS; fragInputs.tangentToWorld[2].xyz = TransformObjectToWorldDir(float3(0, 1, 0)); fragInputs.tangentToWorld[1].xyz = TransformObjectToWorldDir(float3(0, 0, 1)); #else #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif float fadeFactor = 1.0; #endif ZERO_INITIALIZE(DecalSurfaceData, surfaceData); #ifdef _MATERIAL_AFFECTS_EMISSION surfaceData.emissive.rgb = surfaceDescription.Emission.rgb * fadeFactor; #endif #ifdef _MATERIAL_AFFECTS_ALBEDO #endif #ifdef _MATERIAL_AFFECTS_NORMAL #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_PREVIEW) #endif #else #if (SHADERPASS == SHADERPASS_FORWARD_PREVIEW) #endif #endif #ifdef _MATERIAL_AFFECTS_MASKMAP #ifdef DECALS_4RT #endif #endif } PackedVaryingsToPS Vert(AttributesMesh inputMesh ) { PackedVaryingsToPS output; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS; inputMesh.tangentOS = inputMesh.tangentOS; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); output.positionCS = TransformWorldToHClip(positionRWS); #if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS) output.positionRWS = positionRWS; #endif return output; } void Frag( PackedVaryingsToPS packedInput, #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH) OUTPUT_DBUFFER(outDBuffer) #else out float4 outEmissive : SV_Target0 #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); UNITY_SETUP_INSTANCE_ID(packedInput); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; #if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS) float3 positionRWS = packedInput.positionRWS; input.positionRWS = positionRWS; #endif input.positionSS = packedInput.positionCS; DecalSurfaceData surfaceData; float clipValue = 1.0; float angleFadeFactor = 1.0; #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) float depth = LoadCameraDepth(input.positionSS.xy); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); DecalPrepassData material; ZERO_INITIALIZE(DecalPrepassData, material); if (_EnableDecalLayers) { uint decalLayerMask = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal).x); DecodeFromDecalPrepass(posInput.positionSS, material); if ((decalLayerMask & material.decalLayerMask) == 0) clipValue -= 2.0; } float3 positionDS = TransformWorldToObject(posInput.positionWS); positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5, 0.5); if (!(all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f))) { clipValue -= 2.0; } #ifndef SHADER_API_METAL clip(clipValue); #else if (clipValue > 0.0) { #endif input.texCoord0.xy = positionDS.xz; input.texCoord1.xy = positionDS.xz; input.texCoord2.xy = positionDS.xz; input.texCoord3.xy = positionDS.xz; float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); if (_EnableDecalLayers) { float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld); float2 angleFade = float2(normalToWorld[1][3], normalToWorld[2][3]); if (angleFade.x > 0.0f) { float dotAngle = 1.0 - dot(material.geomNormalWS, normalToWorld[2].xyz); angleFadeFactor = 1.0 - saturate(dotAngle * angleFade.x + angleFade.y); } } #else PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, uint2(0, 0)); #if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS) float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); #else float3 V = float3(1.0, 1.0, 1.0); #endif #endif float4 texCoord0 = input.texCoord0; float4 texCoord1 = input.texCoord1; float4 texCoord2 = input.texCoord2; float4 texCoord3 = input.texCoord3; SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord25 = texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles27 = _DecalQuantity * _DecalQuantity; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset27 = 1.0f / _DecalQuantity; float fbrowsoffset27 = 1.0f / _DecalQuantity; // Speed of animation float fbspeed27 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling27 = float2(fbcolsoffset27, fbrowsoffset27); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex27 = round( fmod( fbspeed27 + _DecalType, fbtotaltiles27) ); fbcurrenttileindex27 += ( fbcurrenttileindex27 < 0) ? fbtotaltiles27 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox27 = round ( fmod ( fbcurrenttileindex27, _DecalQuantity ) ); // Multiply Offset X by coloffset float fboffsetx27 = fblinearindextox27 * fbcolsoffset27; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy27 = round( fmod( ( fbcurrenttileindex27 - fblinearindextox27 ) / _DecalQuantity, _DecalQuantity ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy27 = (int)(_DecalQuantity-1) - fblinearindextoy27; // Multiply Offset Y by rowoffset float fboffsety27 = fblinearindextoy27 * fbrowsoffset27; // UV Offset float2 fboffset27 = float2(fboffsetx27, fboffsety27); // Flipbook UV half2 fbuv27 = texCoord25 * fbtiling27 + fboffset27; // *** END Flipbook UV Animation vars *** float4 tex2DNode17 = tex2D( _dirt_decal_BaseColor, fbuv27 ); float3 unpack19 = UnpackNormalScale( tex2D( _Dirt_Decal_Normal, fbuv27 ), _NormalIntensity ); unpack19.z = lerp( 1, unpack19.z, saturate(_NormalIntensity) ); float4 tex2DNode18 = tex2D( _dirt_decal_mask, fbuv27 ); surfaceDescription.BaseColor = tex2DNode17.rgb; surfaceDescription.Alpha = tex2DNode17.a; surfaceDescription.NormalTS = unpack19; surfaceDescription.NormalAlpha = tex2DNode17.a; surfaceDescription.Metallic = tex2DNode18.r; surfaceDescription.Occlusion = tex2DNode18.g; surfaceDescription.Smoothness = ( tex2DNode18.a * _SmoothnessMultiplier ); surfaceDescription.MAOSAlpha = tex2DNode17.a; surfaceDescription.Emission = float3( 0, 0, 0 ); GetSurfaceData(surfaceDescription, input, V, posInput, angleFadeFactor, surfaceData); #if ((SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)) && defined(SHADER_API_METAL) } clip(clipValue); #endif #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH) ENCODE_INTO_DBUFFER(surfaceData, outDBuffer); #else // Emissive need to be pre-exposed outEmissive.rgb = surfaceData.emissive * GetCurrentExposureMultiplier(); outEmissive.a = 1.0; #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 Blend 3 Zero OneMinusSrcColor ZTest LEqual ZWrite Off ColorMask [_DecalColorMask0] ColorMask [_DecalColorMask1] 1 ColorMask [_DecalColorMask2] 2 ColorMask [_DecalColorMask3] 3 Stencil { Ref [_DecalStencilRef] WriteMask [_DecalStencilWriteMask] Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #pragma shader_feature _ _MATERIAL_AFFECTS_ALBEDO #pragma shader_feature _ _MATERIAL_AFFECTS_NORMAL #pragma shader_feature _ _MATERIAL_AFFECTS_MASKMAP #define _MATERIAL_AFFECTS_EMISSION #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_SRP_VERSION 100600 #pragma vertex Vert #pragma fragment Frag #pragma multi_compile_instancing #pragma multi_compile DECALS_3RT DECALS_4RT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_DBUFFER_MESH #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #if ASE_SRP_VERSION >= 100301 #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.hlsl" #endif #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsToPS { float4 positionCS : SV_POSITION; float3 interp0 : TEXCOORD0; float3 interp1 : TEXCOORD1; float4 interp2 : TEXCOORD2; float4 interp3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float _DecalQuantity; float _DecalType; float _NormalIntensity; float _SmoothnessMultiplier; float _DrawOrder; float _DecalMeshBiasType; float _DecalMeshDepthBias; float _DecalMeshViewBias; float _DecalStencilWriteMask; float _DecalStencilRef; #ifdef _MATERIAL_AFFECTS_ALBEDO float _AffectAlbedo; #endif #ifdef _MATERIAL_AFFECTS_NORMAL float _AffectNormal; #endif #ifdef _MATERIAL_AFFECTS_MASKMAP float _AffectAO; float _AffectMetal; float _AffectSmoothness; #endif #ifdef _MATERIAL_AFFECTS_EMISSION float _AffectEmission; #endif float _DecalColorMask0; float _DecalColorMask1; float _DecalColorMask2; float _DecalColorMask3; CBUFFER_END sampler2D _dirt_decal_BaseColor; sampler2D _Dirt_Decal_Normal; sampler2D _dirt_decal_mask; void GetSurfaceData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, PositionInputs posInput, float angleFadeFactor, out DecalSurfaceData surfaceData) { #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld); float 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]); fragInputs.texCoord0.xy = fragInputs.texCoord0.xy * scale + offset; fragInputs.texCoord1.xy = fragInputs.texCoord1.xy * scale + offset; fragInputs.texCoord2.xy = fragInputs.texCoord2.xy * scale + offset; fragInputs.texCoord3.xy = fragInputs.texCoord3.xy * scale + offset; fragInputs.positionRWS = posInput.positionWS; fragInputs.tangentToWorld[2].xyz = TransformObjectToWorldDir(float3(0, 1, 0)); fragInputs.tangentToWorld[1].xyz = TransformObjectToWorldDir(float3(0, 0, 1)); #else #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif float fadeFactor = 1.0; #endif ZERO_INITIALIZE(DecalSurfaceData, surfaceData); #ifdef _MATERIAL_AFFECTS_EMISSION #endif #ifdef _MATERIAL_AFFECTS_ALBEDO surfaceData.baseColor.xyz = surfaceDescription.BaseColor; surfaceData.baseColor.w = surfaceDescription.Alpha * fadeFactor; #endif #ifdef _MATERIAL_AFFECTS_NORMAL #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) surfaceData.normalWS.xyz = mul((float3x3)normalToWorld, surfaceDescription.NormalTS); #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_PREVIEW) surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, fragInputs.tangentToWorld)); #endif surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor; #else #if (SHADERPASS == SHADERPASS_FORWARD_PREVIEW) surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(float3(0.0, 0.0, 0.1), fragInputs.tangentToWorld)); #endif #endif #ifdef _MATERIAL_AFFECTS_MASKMAP surfaceData.mask.z = surfaceDescription.Smoothness; surfaceData.mask.w = surfaceDescription.MAOSAlpha * fadeFactor; #ifdef DECALS_4RT surfaceData.mask.x = surfaceDescription.Metallic; surfaceData.mask.y = surfaceDescription.Occlusion; surfaceData.MAOSBlend.x = surfaceDescription.MAOSAlpha * fadeFactor; surfaceData.MAOSBlend.y = surfaceDescription.MAOSAlpha * fadeFactor; #endif #endif } PackedVaryingsToPS Vert(AttributesMesh inputMesh ) { PackedVaryingsToPS output; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS; inputMesh.tangentOS = inputMesh.tangentOS; float3 worldSpaceBias = 0.0f; #if ASE_SRP_VERSION >= 100301 if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS) { float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 V = GetWorldSpaceNormalizeViewDir(positionRWS); worldSpaceBias = V * (_DecalMeshViewBias); } #endif float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS) + worldSpaceBias; float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); output.interp0.xyz = positionRWS; output.positionCS = TransformWorldToHClip(positionRWS); output.interp1.xyz = normalWS; output.interp2.xyzw = tangentWS; output.interp3.xyzw = inputMesh.uv0; #if ASE_SRP_VERSION >= 100301 if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS) { #if UNITY_REVERSED_Z output.positionCS.z -= _DecalMeshDepthBias; #else output.positionCS.z += _DecalMeshDepthBias; #endif } #else #if UNITY_REVERSED_Z output.positionCS.z -= _DecalMeshDepthBias; #else output.positionCS.z += _DecalMeshDepthBias; #endif #endif return output; } void Frag( PackedVaryingsToPS packedInput, #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH) OUTPUT_DBUFFER(outDBuffer) #else out float4 outEmissive : SV_Target0 #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); UNITY_SETUP_INSTANCE_ID(packedInput); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = packedInput.interp0.xyz; float3 positionRWS = input.positionRWS; input.tangentToWorld = BuildTangentToWorld(packedInput.interp2.xyzw, packedInput.interp1.xyz); input.texCoord0 = packedInput.interp3.xyzw; DecalSurfaceData surfaceData; float clipValue = 1.0; float angleFadeFactor = 1.0; #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) float depth = LoadCameraDepth(input.positionSS.xy); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); DecalPrepassData material; ZERO_INITIALIZE(DecalPrepassData, material); if (_EnableDecalLayers) { uint decalLayerMask = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal).x); DecodeFromDecalPrepass(posInput.positionSS, material); if ((decalLayerMask & material.decalLayerMask) == 0) clipValue -= 2.0; } float3 positionDS = TransformWorldToObject(posInput.positionWS); positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5, 0.5); if (!(all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f))) { clipValue -= 2.0; } #ifndef SHADER_API_METAL clip(clipValue); #else if (clipValue > 0.0) { #endif input.texCoord0.xy = positionDS.xz; input.texCoord1.xy = positionDS.xz; input.texCoord2.xy = positionDS.xz; input.texCoord3.xy = positionDS.xz; float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); if (_EnableDecalLayers) { float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld); float2 angleFade = float2(normalToWorld[1][3], normalToWorld[2][3]); if (angleFade.x > 0.0f) { float dotAngle = 1.0 - dot(material.geomNormalWS, normalToWorld[2].xyz); angleFadeFactor = 1.0 - saturate(dotAngle * angleFade.x + angleFade.y); } } #else PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, uint2(0, 0)); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); #endif float4 texCoord0 = input.texCoord0; float4 texCoord1 = input.texCoord1; float4 texCoord2 = input.texCoord2; float4 texCoord3 = input.texCoord3; SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord25 = texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles27 = _DecalQuantity * _DecalQuantity; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset27 = 1.0f / _DecalQuantity; float fbrowsoffset27 = 1.0f / _DecalQuantity; // Speed of animation float fbspeed27 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling27 = float2(fbcolsoffset27, fbrowsoffset27); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex27 = round( fmod( fbspeed27 + _DecalType, fbtotaltiles27) ); fbcurrenttileindex27 += ( fbcurrenttileindex27 < 0) ? fbtotaltiles27 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox27 = round ( fmod ( fbcurrenttileindex27, _DecalQuantity ) ); // Multiply Offset X by coloffset float fboffsetx27 = fblinearindextox27 * fbcolsoffset27; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy27 = round( fmod( ( fbcurrenttileindex27 - fblinearindextox27 ) / _DecalQuantity, _DecalQuantity ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy27 = (int)(_DecalQuantity-1) - fblinearindextoy27; // Multiply Offset Y by rowoffset float fboffsety27 = fblinearindextoy27 * fbrowsoffset27; // UV Offset float2 fboffset27 = float2(fboffsetx27, fboffsety27); // Flipbook UV half2 fbuv27 = texCoord25 * fbtiling27 + fboffset27; // *** END Flipbook UV Animation vars *** float4 tex2DNode17 = tex2D( _dirt_decal_BaseColor, fbuv27 ); float3 unpack19 = UnpackNormalScale( tex2D( _Dirt_Decal_Normal, fbuv27 ), _NormalIntensity ); unpack19.z = lerp( 1, unpack19.z, saturate(_NormalIntensity) ); float4 tex2DNode18 = tex2D( _dirt_decal_mask, fbuv27 ); surfaceDescription.BaseColor = tex2DNode17.rgb; surfaceDescription.Alpha = tex2DNode17.a; surfaceDescription.NormalTS = unpack19; surfaceDescription.NormalAlpha = tex2DNode17.a; surfaceDescription.Metallic = tex2DNode18.r; surfaceDescription.Occlusion = tex2DNode18.g; surfaceDescription.Smoothness = ( tex2DNode18.a * _SmoothnessMultiplier ); surfaceDescription.MAOSAlpha = tex2DNode17.a; surfaceDescription.Emission = float3( 0, 0, 0 ); GetSurfaceData(surfaceDescription, input, V, posInput, angleFadeFactor, surfaceData); #if ((SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)) && defined(SHADER_API_METAL) } clip(clipValue); #endif #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH) ENCODE_INTO_DBUFFER(surfaceData, outDBuffer); #else outEmissive.rgb = surfaceData.emissive * GetCurrentExposureMultiplier(); outEmissive.a = 1.0; #endif } ENDHLSL } Pass { Name "DecalMeshForwardEmissive" Tags { "LightMode"="DecalMeshForwardEmissive" } // Render State Blend 0 SrcAlpha One ZTest LEqual ZWrite Off HLSLPROGRAM #pragma shader_feature _ _MATERIAL_AFFECTS_ALBEDO #pragma shader_feature _ _MATERIAL_AFFECTS_NORMAL #pragma shader_feature _ _MATERIAL_AFFECTS_MASKMAP #define _MATERIAL_AFFECTS_EMISSION #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_SRP_VERSION 100600 #pragma vertex Vert #pragma fragment Frag #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_MESH #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsToPS { float4 positionCS : SV_POSITION; float3 interp0 : TEXCOORD0; float3 interp1 : TEXCOORD1; float4 interp2 : TEXCOORD2; float4 interp3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float _DecalQuantity; float _DecalType; float _NormalIntensity; float _SmoothnessMultiplier; float _DrawOrder; float _DecalMeshBiasType; float _DecalMeshDepthBias; float _DecalMeshViewBias; float _DecalStencilWriteMask; float _DecalStencilRef; #ifdef _MATERIAL_AFFECTS_ALBEDO float _AffectAlbedo; #endif #ifdef _MATERIAL_AFFECTS_NORMAL float _AffectNormal; #endif #ifdef _MATERIAL_AFFECTS_MASKMAP float _AffectAO; float _AffectMetal; float _AffectSmoothness; #endif #ifdef _MATERIAL_AFFECTS_EMISSION float _AffectEmission; #endif float _DecalColorMask0; float _DecalColorMask1; float _DecalColorMask2; float _DecalColorMask3; CBUFFER_END sampler2D _dirt_decal_BaseColor; sampler2D _Dirt_Decal_Normal; sampler2D _dirt_decal_mask; void GetSurfaceData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, PositionInputs posInput, float angleFadeFactor, out DecalSurfaceData surfaceData) { #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld); float 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]); fragInputs.texCoord0.xy = fragInputs.texCoord0.xy * scale + offset; fragInputs.texCoord1.xy = fragInputs.texCoord1.xy * scale + offset; fragInputs.texCoord2.xy = fragInputs.texCoord2.xy * scale + offset; fragInputs.texCoord3.xy = fragInputs.texCoord3.xy * scale + offset; fragInputs.positionRWS = posInput.positionWS; fragInputs.tangentToWorld[2].xyz = TransformObjectToWorldDir(float3(0, 1, 0)); fragInputs.tangentToWorld[1].xyz = TransformObjectToWorldDir(float3(0, 0, 1)); #else #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif float fadeFactor = 1.0; #endif ZERO_INITIALIZE(DecalSurfaceData, surfaceData); #ifdef _MATERIAL_AFFECTS_EMISSION surfaceData.emissive.rgb = surfaceDescription.Emission.rgb * fadeFactor; #endif #ifdef _MATERIAL_AFFECTS_ALBEDO surfaceData.baseColor.xyz = surfaceDescription.BaseColor; surfaceData.baseColor.w = surfaceDescription.Alpha * fadeFactor; #endif #ifdef _MATERIAL_AFFECTS_NORMAL #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) surfaceData.normalWS.xyz = mul((float3x3)normalToWorld, surfaceDescription.NormalTS); #elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_PREVIEW) surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, fragInputs.tangentToWorld)); #endif surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor; #else #if (SHADERPASS == SHADERPASS_FORWARD_PREVIEW) surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(float3(0.0, 0.0, 0.1), fragInputs.tangentToWorld)); #endif #endif #ifdef _MATERIAL_AFFECTS_MASKMAP surfaceData.mask.z = surfaceDescription.Smoothness; surfaceData.mask.w = surfaceDescription.MAOSAlpha * fadeFactor; #ifdef DECALS_4RT surfaceData.mask.x = surfaceDescription.Metallic; surfaceData.mask.y = surfaceDescription.Occlusion; surfaceData.MAOSBlend.x = surfaceDescription.MAOSAlpha * fadeFactor; surfaceData.MAOSBlend.y = surfaceDescription.MAOSAlpha * fadeFactor; #endif #endif } PackedVaryingsToPS Vert(AttributesMesh inputMesh ) { PackedVaryingsToPS output; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS; inputMesh.tangentOS = inputMesh.tangentOS; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); output.interp0.xyz = positionRWS; output.positionCS = TransformWorldToHClip(positionRWS); output.interp1.xyz = normalWS; output.interp2.xyzw = tangentWS; output.interp3.xyzw = inputMesh.uv0; return output; } void Frag( PackedVaryingsToPS packedInput, #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH) OUTPUT_DBUFFER(outDBuffer) #else out float4 outEmissive : SV_Target0 #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); UNITY_SETUP_INSTANCE_ID(packedInput); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = packedInput.interp0.xyz; float3 positionRWS = input.positionRWS; input.tangentToWorld = BuildTangentToWorld(packedInput.interp2.xyzw, packedInput.interp1.xyz); input.texCoord0 = packedInput.interp3.xyzw; DecalSurfaceData surfaceData; float clipValue = 1.0; float angleFadeFactor = 1.0; #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) float depth = LoadCameraDepth(input.positionSS.xy); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); DecalPrepassData material; ZERO_INITIALIZE(DecalPrepassData, material); if (_EnableDecalLayers) { uint decalLayerMask = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal).x); DecodeFromDecalPrepass(posInput.positionSS, material); if ((decalLayerMask & material.decalLayerMask) == 0) clipValue -= 2.0; } float3 positionDS = TransformWorldToObject(posInput.positionWS); positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5, 0.5); if (!(all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f))) { clipValue -= 2.0; } #ifndef SHADER_API_METAL clip(clipValue); #else if (clipValue > 0.0) { #endif input.texCoord0.xy = positionDS.xz; input.texCoord1.xy = positionDS.xz; input.texCoord2.xy = positionDS.xz; input.texCoord3.xy = positionDS.xz; float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); if (_EnableDecalLayers) { float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld); float2 angleFade = float2(normalToWorld[1][3], normalToWorld[2][3]); if (angleFade.x > 0.0f) { float dotAngle = 1.0 - dot(material.geomNormalWS, normalToWorld[2].xyz); angleFadeFactor = 1.0 - saturate(dotAngle * angleFade.x + angleFade.y); } } #else PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, uint2(0, 0)); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); #endif float4 texCoord0 = input.texCoord0; float4 texCoord1 = input.texCoord1; float4 texCoord2 = input.texCoord2; float4 texCoord3 = input.texCoord3; SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord25 = texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles27 = _DecalQuantity * _DecalQuantity; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset27 = 1.0f / _DecalQuantity; float fbrowsoffset27 = 1.0f / _DecalQuantity; // Speed of animation float fbspeed27 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling27 = float2(fbcolsoffset27, fbrowsoffset27); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex27 = round( fmod( fbspeed27 + _DecalType, fbtotaltiles27) ); fbcurrenttileindex27 += ( fbcurrenttileindex27 < 0) ? fbtotaltiles27 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox27 = round ( fmod ( fbcurrenttileindex27, _DecalQuantity ) ); // Multiply Offset X by coloffset float fboffsetx27 = fblinearindextox27 * fbcolsoffset27; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy27 = round( fmod( ( fbcurrenttileindex27 - fblinearindextox27 ) / _DecalQuantity, _DecalQuantity ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy27 = (int)(_DecalQuantity-1) - fblinearindextoy27; // Multiply Offset Y by rowoffset float fboffsety27 = fblinearindextoy27 * fbrowsoffset27; // UV Offset float2 fboffset27 = float2(fboffsetx27, fboffsety27); // Flipbook UV half2 fbuv27 = texCoord25 * fbtiling27 + fboffset27; // *** END Flipbook UV Animation vars *** float4 tex2DNode17 = tex2D( _dirt_decal_BaseColor, fbuv27 ); float3 unpack19 = UnpackNormalScale( tex2D( _Dirt_Decal_Normal, fbuv27 ), _NormalIntensity ); unpack19.z = lerp( 1, unpack19.z, saturate(_NormalIntensity) ); float4 tex2DNode18 = tex2D( _dirt_decal_mask, fbuv27 ); surfaceDescription.BaseColor = tex2DNode17.rgb; surfaceDescription.Alpha = tex2DNode17.a; surfaceDescription.NormalTS = unpack19; surfaceDescription.NormalAlpha = tex2DNode17.a; surfaceDescription.Metallic = tex2DNode18.r; surfaceDescription.Occlusion = tex2DNode18.g; surfaceDescription.Smoothness = ( tex2DNode18.a * _SmoothnessMultiplier ); surfaceDescription.MAOSAlpha = tex2DNode17.a; surfaceDescription.Emission = float3( 0, 0, 0 ); GetSurfaceData(surfaceDescription, input, V, posInput, angleFadeFactor, surfaceData); #if ((SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)) && defined(SHADER_API_METAL) } clip(clipValue); #endif #if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH) ENCODE_INTO_DBUFFER(surfaceData, outDBuffer); #else outEmissive.rgb = surfaceData.emissive * GetCurrentExposureMultiplier(); outEmissive.a = 1.0; #endif } ENDHLSL } } CustomEditor "Rendering.HighDefinition.DecalGUI" FallBack "Hidden/Shader Graph/FallbackError" } /*ASEBEGIN Version=18916 402;73;932;745;1156.947;602.8143;1.59791;True;False Node;AmplifyShaderEditor.CommentaryNode;30;-1837.536,-303.4446;Inherit;False;673;397;Decal flipbook, put all your decals in a single atlas to simplify their use.;4;25;29;28;27;;1,1,1,1;0;0 Node;AmplifyShaderEditor.RangedFloatNode;29;-1698.536,-22.44458;Inherit;False;Property;_DecalType;Decal Type;6;0;Create;True;0;0;0;False;0;False;0;4;0;0;0;1;FLOAT;0 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