Shader /*ase_name*/ "Hidden/HD/Unlit" /*end*/ { Properties { /*ase_props*/ [HideInInspector]_RenderQueueType("Render Queue Type", Float) = 1 [HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 [HideInInspector]_ShadowMatteFilter("Shadow Matte Filter", Float) = 2.006836 [HideInInspector]_StencilRef("Stencil Ref", Int) = 0 [HideInInspector]_StencilWriteMask("StencilWrite Mask", Int) = 6 [HideInInspector]_StencilRefDepth("StencilRefDepth", Int) = 0 [HideInInspector]_StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 8 [HideInInspector]_StencilRefMV("_StencilRefMV", Int) = 32 [HideInInspector]_StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 40 [HideInInspector]_StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 4 [HideInInspector]_StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 4 [HideInInspector]_StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 14 [HideInInspector]_StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 [HideInInspector]_ZTestGBuffer("_ZTestGBuffer", Int) = 4 [HideInInspector][ToggleUI]_RequireSplitLighting("_RequireSplitLighting", Float) = 0 [HideInInspector][ToggleUI]_ReceivesSSR("_ReceivesSSR", Float) = 0 [HideInInspector]_SurfaceType("_SurfaceType", Float) = 0 [HideInInspector]_BlendMode("_BlendMode", Float) = 0 [HideInInspector]_SrcBlend("_SrcBlend", Float) = 1 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector]_AlphaSrcBlend("Vec_AlphaSrcBlendtor1", Float) = 1 [HideInInspector]_AlphaDstBlend("_AlphaDstBlend", Float) = 0 [HideInInspector][ToggleUI]_ZWrite("_ZWrite", Float) = 1 [HideInInspector][ToggleUI]_TransparentZWrite("_TransparentZWrite", Float) = 1 [HideInInspector]_CullMode("Cull Mode", Float) = 2 [HideInInspector]_TransparentSortPriority("_TransparentSortPriority", Int) = 0 [HideInInspector][ToggleUI]_EnableFogOnTransparent("_EnableFogOnTransparent", Float) = 1 [HideInInspector]_CullModeForward("_CullModeForward", Float) = 2 [HideInInspector][Enum(Front, 1, Back, 2)]_TransparentCullMode("_TransparentCullMode", Float) = 2 [HideInInspector]_ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)]_ZTestTransparent("_ZTestTransparent", Float) = 4 [HideInInspector][ToggleUI]_TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0 [HideInInspector][ToggleUI]_AlphaCutoffEnable("_AlphaCutoffEnable", Float) = 0 [HideInInspector][ToggleUI]_UseShadowThreshold("_UseShadowThreshold", Float) = 0 [HideInInspector][ToggleUI]_DoubleSidedEnable("_DoubleSidedEnable", Float) = 0 [HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)]_DoubleSidedNormalMode("_DoubleSidedNormalMode", Float) = 2 [HideInInspector]_DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) [HideInInspector]_DistortionEnable("_DistortionEnable",Float) = 0 [HideInInspector]_DistortionOnly("_DistortionOnly",Float) = 0 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { /*ase_subshader_options:Name=Additional Options Port:Forward Unlit:Vertex Offset On:SetDefine:HAVE_MESH_MODIFICATION 1 Option:Surface Type:Opaque,Transparent:Opaque Opaque:SetShaderProperty:_SurfaceType,0 Opaque:SetPropertyOnSubShader:RenderQueue,Geometry Opaque:ShowOption: Rendering Pass Opaque:HideOption: Rendering Pass Opaque:HideOption: Blending Mode Opaque:HideOption: Receive Fog Opaque:HideOption: Distortion Opaque:HideOption: Depth Write Opaque:HideOption: Cull Mode Opaque:HideOption: Depth Test Transparent:SetShaderProperty:_SurfaceType,1 Transparent:SetPropertyOnSubShader:RenderQueue,Transparent Transparent:HideOption: Rendering Pass Transparent:ShowOption: Rendering Pass Transparent:ShowOption: Blending Mode Transparent:ShowOption: Receive Fog Transparent:ShowOption: Distortion Transparent:ShowOption: Depth Write Transparent:ShowOption: Cull Mode Transparent:ShowOption: Depth Test Option: Rendering Pass :Default,After Post-Process:Default Default:SetPropertyOnSubShader:RenderQueue,Geometry,+0 Default:SetShaderProperty:_RenderQueueType,1 After Post-Process:SetPropertyOnSubShader:RenderQueue,AlphaTest,+51 After Post-Process:SetShaderProperty:_RenderQueueType,2 Option: Rendering Pass:Before Refraction,Default,Low Resolution,After Post-Process:Default Before Refraction:SetPropertyOnSubShader:RenderQueue,Transparent,-250 Before Refraction:SetShaderProperty:_RenderQueueType,4 Default:SetPropertyOnSubShader:RenderQueue,Transparent,+0 Default:SetShaderProperty:_RenderQueueType,5 Low Resolution:SetPropertyOnSubShader:RenderQueue,Transparent,+400 Low Resolution:SetShaderProperty:_RenderQueueType,6 After Post-Process:SetPropertyOnSubShader:RenderQueue,Transparent,+700 After Post-Process:SetShaderProperty:_RenderQueueType,7 Option: Blending Mode:Alpha,Premultiply,Additive:Alpha Alpha:SetShaderProperty:_BlendMode,0 Additive:SetShaderProperty:_BlendMode,1 Premultiply:SetShaderProperty:_BlendMode,4 Option: Receive Fog:false,true:true true:SetShaderProperty:_EnableFogOnTransparent,1 false,disable:SetShaderProperty:_EnableFogOnTransparent,0 Option: Distortion:false,true:false true:ExcludeAllPassesBut:DistortionVectors true:IncludePass:DistortionVectors true:SetShaderProperty:_DistortionEnable,1 true:ShowOption: Distortion Mode true:ShowOption: Distortion Only true:ShowPort:Forward Unlit:Distortion true:ShowPort:Forward Unlit:Distortion Blur false,disable:ExcludePass:DistortionVectors false:SetShaderProperty:_DistortionEnable,0 false,disable:HideOption: Distortion Mode false,disable:HideOption: Distortion Only false,disable:HidePort:Forward Unlit:Distortion false,disable:HidePort:Forward Unlit:Distortion Blur Option: Distortion Mode:Add,Multiply,Replace:Add Add:SetPropertyOnPass:DistortionVectors:BlendRGB,One,One Add:SetPropertyOnPass:DistortionVectors:BlendAlpha,One,One Multiply:SetPropertyOnPass:DistortionVectors:BlendRGB,DstColor,Zero Multiply:SetPropertyOnPass:DistortionVectors:BlendAlpha,DstAlpha,Zero Replace:SetPropertyOnPass:DistortionVectors:BlendRGB,One,Zero Replace:SetPropertyOnPass:DistortionVectors:BlendAlpha,One,Zero Option: Distortion Only:false,true:true true:SetPropertyOnPass:DistortionVectors:ZTest,LEqual true:SetShaderProperty:_DistortionOnly,1 false:SetPropertyOnPass:DistortionVectors:ZTest,Always false:SetShaderProperty:_DistortionOnly,0 Option: Depth Write:false,true:true true:SetShaderProperty:_ZWrite,1 false:SetShaderProperty:_ZWrite,0 Option: Cull Mode:Back,Front:Back Back:SetShaderProperty:_TransparentCullMode,2 Front:SetShaderProperty:_TransparentCullMode,1 Option: Depth Test:Disabled,Never,Less,Equal,Less Equal,Greater,Not Equal,Greater Equal,Always:Less Equal Never:SetShaderProperty:_ZTestTransparent,1 Less:SetShaderProperty:_ZTestTransparent,2 Equal:SetShaderProperty:_ZTestTransparent,3 Less Equal:SetShaderProperty:_ZTestTransparent,4 Greater:SetShaderProperty:_ZTestTransparent,5 Not Equal:SetShaderProperty:_ZTestTransparent,6 Greater Equal:SetShaderProperty:_ZTestTransparent,7 Always:SetShaderProperty:_ZTestTransparent,8 Option:Double-Sided:true,false:false false:SetShaderProperty:_DoubleSidedEnable,0 true:SetShaderProperty:_DoubleSidedEnable,1 Option:Alpha Clipping:false,true:false true:SetShaderProperty:_AlphaCutoffEnable,1 true:ShowPort:Forward Unlit:Alpha Clip Threshold false:HidePort:Forward Unlit:Alpha Clip Threshold Option:Motion Vectors:false,true:true true:SetShaderProperty:_AddPrecomputedVelocity,[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 false:SetShaderProperty:_AddPrecomputedVelocity,//[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 true:ShowOption: Add Precomputed Velocity false:HideOption: Add Precomputed Velocity true:IncludePass:Motion Vectors false:ExcludePass:Motion Vectors Option: Add Precomputed Velocity:false,true:false false,disable:RemoveDefine:_ADD_PRECOMPUTED_VELOCITY 1 true:SetDefine:_ADD_PRECOMPUTED_VELOCITY 1 true:SetShaderProperty:_AddPrecomputedVelocity,1 Option:Shadow Matte:false,true:false false,disable:SetShaderProperty:_ShadowMatteFilter,//[HideInInspector]_ShadowMatteFilter("Shadow Matte Filter", Float) = 2 false,disable:HidePort:Forward Unlit:Shadow Tint false,disable:RemoveDefine:_ENABLE_SHADOW_MATTE 1 false,disable:RemoveDefine:Forward Unlit:pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH false,disable:RemoveDefine:Forward Unlit:pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON false,disable:RemoveDefine:MotionVectors:WRITE_NORMAL_BUFFER false,disable:RemoveDefine:DepthForwardOnly:WRITE_NORMAL_BUFFER true:SetDefine:_ENABLE_SHADOW_MATTE 1 true:ShowPort:Forward Unlit:Shadow Tint true:SetDefine:Forward Unlit:pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH true:SetDefine:Forward Unlit:pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON true:SetDefine:MotionVectors:WRITE_NORMAL_BUFFER true:SetDefine:DepthForwardOnly:WRITE_NORMAL_BUFFER Option:Cast Shadows:false,true:true true:IncludePass:ShadowCaster false,disable:ExcludePass:ShadowCaster Option:DOTS Instancing:false,true:false true:SetDefine:pragma multi_compile _ DOTS_INSTANCING_ON false:RemoveDefine:pragma multi_compile _ DOTS_INSTANCING_ON Option:GPU Instancing:false,true:true true:SetDefine:pragma multi_compile_instancing false:RemoveDefine:pragma multi_compile_instancing Option:Tessellation:false,true:false true:SetDefine:TESSELLATION_ON 1 true:SetDefine:pragma require tessellation tessHW true:SetDefine:pragma hull HullFunction true:SetDefine:pragma domain DomainFunction true:ShowOption: Phong true:ShowOption: Type false,disable:RemoveDefine:TESSELLATION_ON 1 false,disable:RemoveDefine:pragma require tessellation tessHW false,disable:RemoveDefine:pragma hull HullFunction false,disable:RemoveDefine:pragma domain DomainFunction false,disable:HideOption: Phong false,disable:HideOption: Type Option: Phong:false,true:false true:SetDefine:ASE_PHONG_TESSELLATION false,disable:RemoveDefine:ASE_PHONG_TESSELLATION true:ShowOption: Strength false,disable:HideOption: Strength Field: Strength:Float:0.5:0:1:_TessPhongStrength Change:SetMaterialProperty:_TessPhongStrength Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 Option: Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed Fixed:SetDefine:ASE_FIXED_TESSELLATION Fixed,Distance Based:ShowOption: Tess Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION Distance Based:ShowOption: Min Distance Based:ShowOption: Max Edge Length:SetDefine:ASE_LENGTH_TESSELLATION Edge Length,Edge Length Cull:ShowOption: Edge Length Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION Edge Length Cull:ShowOption: Max Displacement disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION disable,Edge Length,Edge Length Cull:HideOption: Tess disable,Fixed,Edge Length,Edge Length Cull:HideOption: Min disable,Fixed,Edge Length,Edge Length Cull:HideOption: Max disable,Fixed,Distance Based:HideOption: Edge Length disable,Fixed,Distance Based,Edge Length:HideOption: Max Displacement Field: Tess:Float:16:1:32:_TessValue Change:SetMaterialProperty:_TessValue Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 Field: Min:Float:10:_TessMin Change:SetMaterialProperty:_TessMin Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10 Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10 Field: Max:Float:25:_TessMax Change:SetMaterialProperty:_TessMax Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25 Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25 Field: Edge Length:Float:16:2:50:_TessEdgeLength Change:SetMaterialProperty:_TessEdgeLength Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 Field: Max Displacement:Float:25:_TessMaxDisp Change:SetMaterialProperty:_TessMaxDisp Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25 Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25 Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1 Absolute:SetPortName:Forward Unlit:6,Vertex Position Relative:SetPortName:Forward Unlit:6,Vertex Offset Option:LOD CrossFade:false,true:false true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE */ Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry+0" } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma instancing_options renderinglayer #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlaneASE (float3 pos, float4 plane) { return dot (float4(pos,1.0f), plane); } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL /*ase_pass*/ Pass { /*ase_main_pass*/ Name "Forward Unlit" Tags { "LightMode" = "ForwardOnly" } Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] Cull [_CullModeForward] ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] ColorMask [_ColorMaskTransparentVel] 1 Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #define SHADERPASS SHADERPASS_FORWARD_UNLIT #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma multi_compile _ DEBUG_DISPLAY #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.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/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER #define HAS_LIGHTLOOP #define SHADOW_OPTIMIZE_REGISTER_USAGE 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl" #endif #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif /*ase_pragma*/ struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; float3 positionRWS : TEXCOORD0; /*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_funcs*/ struct SurfaceDescription { float3 Color; float3 Emission; float4 ShadowTint; float Alpha; float AlphaClipThreshold; float4 VTPackedFeedback; }; void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.color = surfaceDescription.Color; } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription , FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #if _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData); #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif #if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT HDShadowContext shadowContext = InitShadowContext(); float shadow; float3 shadow3; posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); float3 normalWS = normalize(fragInputs.tangentToWorld[1]); uint renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS; ShadowLoopMin(shadowContext, posInput, normalWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3); shadow = dot(shadow3, float3(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f)); float4 shadowColor = (1 - shadow)*surfaceDescription.ShadowTint.rgba; float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha); #ifdef _SURFACE_TYPE_TRANSPARENT surfaceData.color = lerp(shadowColor.rgb*surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha); #else surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow); #endif localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a; surfaceDescription.Alpha = localAlpha; #endif ZERO_INITIALIZE(BuiltinData, builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif builtinData.emissiveColor = surfaceDescription.Emission; #ifdef UNITY_VIRTUAL_TEXTURING builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } float GetDeExposureMultiplier() { #if defined(DISABLE_UNLIT_DEEXPOSURE) return 1.0; #else return _DeExposureMultiplier; #endif } VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;6;-1;_VertexOffset*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;7;-1;_VertexNormal*/inputMesh.normalOS/*end*/; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); o.positionCS = TransformWorldToHClip(positionRWS); o.positionRWS = positionRWS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif #ifdef UNITY_VIRTUAL_TEXTURING #define VT_BUFFER_TARGET SV_Target1 #define EXTRA_BUFFER_TARGET SV_Target2 #else #define EXTRA_BUFFER_TARGET SV_Target1 #endif void Frag( VertexOutput packedInput, out float4 outColor : SV_Target0 #ifdef UNITY_VIRTUAL_TEXTURING ,out float4 outVTFeedback : VT_BUFFER_TARGET #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif /*ase_frag_input*/ ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; /*ase_local_var:rwp*/float3 positionRWS = packedInput.positionRWS; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); /*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir( input.positionRWS ); SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:packedInput=VertexOutput*/ surfaceDescription.Color = /*ase_frag_out:Color;Float3;0;-1;_Color*/float3( 0.5, 0.5, 0.5 )/*end*/; surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/0/*end*/; surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/; surfaceDescription.ShadowTint = /*ase_frag_out:Shadow Tint;Float4;8;-1;_ShadowTint*/float4( 0, 0 ,0 ,1 )/*end*/; float2 Distortion = /*ase_frag_out:Distortion;Float2;4;-1;_Distortion*/float2 ( 0, 0 )/*end*/; float DistortionBlur = /*ase_frag_out:Distortion Blur;Float;5;-1;_DistortionBlur*/0/*end*/; surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData ); #if defined(_ENABLE_SHADOW_MATTE) bsdfData.color *= GetScreenSpaceAmbientOcclusion(input.positionSS.xy); #endif #ifdef DEBUG_DISPLAY if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) { if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) { builtinData.emissiveColor = 0.0; } else { bsdfData.color = 0.0; } } #endif float4 outResult = ApplyBlendMode(bsdfData.color * GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity); outResult = EvaluateAtmosphericScattering(posInput, V, outResult); #ifdef DEBUG_DISPLAY int bufferSize = int(_DebugViewMaterialArray[0].x); for (int index = 1; index <= bufferSize; index++) { int indexMaterialProperty = int(_DebugViewMaterialArray[index].x); if (indexMaterialProperty != 0) { float3 result = float3(1.0, 0.0, 1.0); bool needLinearToSRGB = false; GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB); GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB); GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB); GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB); GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB); if (!needLinearToSRGB) result = SRGBToLinear(max(0, result)); outResult = float4(result, 1.0); } } if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW) { float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A); outResult = result; } #endif outColor = outResult; #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef UNITY_VIRTUAL_TEXTURING outVTFeedback = builtinData.vtPackedFeedback; #endif } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } Cull [_CullMode] ZWrite On ZClip [_ZClip] ColorMask 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_SHADOWS #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.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/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" /*ase_pragma*/ struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; /*ase_interp(0,):sp=sp.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_funcs*/ struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold); #endif #if _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData); ZERO_INITIALIZE (BuiltinData, builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/ defaultVertexValue /*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); o.positionCS = TransformWorldToHClip(positionRWS); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #endif #else #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #endif #endif #if defined(_DEPTHOFFSET_ON) , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif /*ase_frag_input*/ ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = float3( 1.0, 1.0, 1.0 ); SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:packedInput=VertexOutput*/ surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData); #if defined(_DEPTHOFFSET_ON) outputDepth = posInput.deviceDepth; float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias; outputDepth += bias; #endif #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.vmesh.positionCS.z; #ifdef _ALPHATOMASK_ON depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif #endif #if defined(WRITE_NORMAL_BUFFER) EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) DecalPrepassData decalPrepassData; decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer(); EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); #endif } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "META" Tags { "LightMode" = "Meta" } Cull Off HLSLPROGRAM #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature _ EDITOR_VISUALIZATION #pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.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/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_pragma*/ struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 uv3 : TEXCOORD3; /*ase_vdata:p=p;n=n;uv0=tc0;uv1=tc1;uv2=tc2;uv3=tc3*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; #ifdef EDITOR_VISUALIZATION float2 VizUV : TEXCOORD0; float4 LightCoord : TEXCOORD1; #endif /*ase_interp(2,):sp=sp.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; /*ase_funcs*/ struct SurfaceDescription { float3 Color; float3 Emission; float Alpha; float AlphaClipThreshold; }; void BuildSurfaceData( FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData ) { ZERO_INITIALIZE( SurfaceData, surfaceData ); surfaceData.color = surfaceDescription.Color; #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif } void GetSurfaceAndBuiltinData( SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData ) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #if _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData ); ZERO_INITIALIZE( BuiltinData, builtinData ); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif builtinData.emissiveColor = surfaceDescription.Emission; #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } #define SCENEPICKINGPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/MetaPass.hlsl" VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID( inputMesh ); UNITY_TRANSFER_INSTANCE_ID( inputMesh, o ); /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_VertexOffset*/ defaultVertexValue /*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/ inputMesh.normalOS /*end*/; #ifdef EDITOR_VISUALIZATION float2 vizUV = 0; float4 lightCoord = 0; UnityEditorVizData(inputMesh.positionOS.xyz, inputMesh.uv0.xy, inputMesh.uv1.xy, inputMesh.uv2.xy, vizUV, lightCoord); #endif float2 uv = float2( 0.0, 0.0 ); if( unity_MetaVertexControl.x ) { uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if( unity_MetaVertexControl.y ) { uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } #ifdef EDITOR_VISUALIZATION o.VizUV.xy = vizUV; o.LightCoord = lightCoord; #endif o.positionCS = float4( uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0 ); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 uv3 : TEXCOORD3; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.uv0 = v.uv0; o.uv1 = v.uv1; o.uv2 = v.uv2; o.uv3 = v.uv3; /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z; o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z; o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z; o.uv3 = patch[0].uv3 * bary.x + patch[1].uv3 * bary.y + patch[2].uv3 * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif float4 Frag( VertexOutput packedInput /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE( FragInputs, input ); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS ); float3 V = float3( 1.0, 1.0, 1.0 ); SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:packedInput=VertexOutput*/ surfaceDescription.Color = /*ase_frag_out:Color;Float3;0;-1;_Color*/float3( 0.5, 0.5, 0.5 )/*end*/; surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/0/*end*/; surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData( surfaceDescription,input, V, posInput, surfaceData, builtinData ); BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData ); LightTransportData lightTransportData = GetLightTransportData( surfaceData, builtinData, bsdfData ); float4 res = float4( 0.0, 0.0, 0.0, 1.0 ); UnityMetaInput metaInput; metaInput.Albedo = lightTransportData.diffuseColor.rgb; metaInput.Emission = lightTransportData.emissiveColor; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = packedInput.VizUV; metaInput.LightCoord = packedInput.LightCoord; #endif res = UnityMetaFragment(metaInput); return res; } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } Cull Off HLSLPROGRAM #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS 1 #pragma editor_sync_compilation #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.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/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" int _ObjectId; int _PassValue; CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_pragma*/ struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; /*ase_interp(0,):sp=sp.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /*ase_funcs*/ struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData); ZERO_INITIALIZE(BuiltinData, builtinData); builtinData.opacity = surfaceDescription.Alpha; #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/ defaultVertexValue /*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); o.positionCS = TransformWorldToHClip(positionRWS); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput , out float4 outColor : SV_Target0 #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif /*ase_frag_input*/ ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = float3( 1.0, 1.0, 1.0 ); SurfaceData surfaceData; BuiltinData builtinData; SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:packedInput=VertexOutput*/ surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "DepthForwardOnly" Tags { "LightMode" = "DepthForwardOnly" } Cull [_CullMode] ZWrite On Stencil { WriteMask [_StencilWriteMaskDepth] Ref [_StencilRefDepth] Comp Always Pass Replace } ColorMask 0 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_DEPTH_ONLY #pragma multi_compile _ WRITE_MSAA_DEPTH #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.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/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_pragma*/ struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; /*ase_interp(0,):sp=sp.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /*ase_funcs*/ struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #if _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData); ZERO_INITIALIZE(BuiltinData, builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/ defaultVertexValue /*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); o.positionCS = TransformWorldToHClip(positionRWS); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #endif #else #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #endif #endif #if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS) , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif /*ase_frag_input*/ ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = float3( 1.0, 1.0, 1.0 ); SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:packedInput=VertexOutput*/ surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #ifdef _ALPHATOMASK_ON depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif #endif #if defined(WRITE_NORMAL_BUFFER) EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "Motion Vectors" Tags { "LightMode" = "MotionVectors" } Cull [_CullMode] ZWrite On Stencil { WriteMask [_StencilWriteMaskMV] Ref [_StencilRefMV] Comp Always Pass Replace } HLSLPROGRAM #define SHADERPASS SHADERPASS_MOTION_VECTORS #pragma multi_compile _ WRITE_MSAA_DEPTH #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.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/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_pragma*/ struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif /*ase_vdata:p=p;n=n;uv4=tc4;uv5=tc5*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 vmeshPositionCS : SV_Position; float3 vmeshInterp00 : TEXCOORD0; float3 vpassInterpolators0 : TEXCOORD1; //interpolators0 float3 vpassInterpolators1 : TEXCOORD2; //interpolators1 /*ase_interp(3,):sp=sp.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /*ase_funcs*/ struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #if _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData); ZERO_INITIALIZE(BuiltinData, builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o/*ase_vert_input*/ ) { _TimeParameters.xyz = timeParameters; /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/ defaultVertexValue /*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/; return inputMesh; } VertexOutput VertexFunction(VertexInput inputMesh) { VertexOutput o = (VertexOutput)0; VertexInput defaultMesh = inputMesh; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, o); float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float3 VMESHpositionRWS = positionRWS; float4 VMESHpositionCS = TransformWorldToHClip(positionRWS); //#if defined(UNITY_REVERSED_Z) // VMESHpositionCS.z -= unity_MotionVectorsParams.z * VMESHpositionCS.w; //#else // VMESHpositionCS.z += unity_MotionVectorsParams.z * VMESHpositionCS.w; //#endif float4 VPASSpreviousPositionCS; float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0)); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= inputMesh.precomputedVelocity; #endif #if defined(HAVE_MESH_MODIFICATION) VertexInput previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; VertexOutput test = (VertexOutput)0; float3 curTime = _TimeParameters.xyz; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test); _TimeParameters.xyz = curTime; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS); #else float3 normalWS = float3(0.0, 0.0, 0.0); #endif #if defined(HAVE_VERTEX_MODIFICATION) //ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz); #endif VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } o.vmeshPositionCS = VMESHpositionCS; o.vmeshInterp00.xyz = VMESHpositionRWS; o.vpassInterpolators0 = float3(VPASSpositionCS.xyw); o.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.previousPositionOS = v.previousPositionOS; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = v.precomputedVelocity; #endif /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z; #endif /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 , out float4 outMotionVector : SV_Target1 #ifdef WRITE_DECAL_BUFFER , out float4 outDecalBuffer : SV_Target2 #endif #else , out float4 outMotionVector : SV_Target0 #ifdef WRITE_DECAL_BUFFER , out float4 outDecalBuffer : SV_Target1 #endif #endif #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_TARGET_NORMAL #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif /*ase_frag_input*/ ) { 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.vmeshPositionCS; input.positionRWS = packedInput.vmeshInterp00.xyz; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); /*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:packedInput=VertexOutput*/ surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z); float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z); #ifdef _DEPTHOFFSET_ON VPASSpositionCS.w += builtinData.depthOffset; VPASSpreviousPositionCS.w += builtinData.depthOffset; #endif float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS ); EncodeMotionVector( motionVector * 0.5, outMotionVector ); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if( forceNoMotion ) outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.vmeshPositionCS.z; #ifdef _ALPHATOMASK_ON depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "DistortionVectors" Tags { "LightMode" = "DistortionVectors" } Blend One One, One One BlendOp Add, Add Cull [_CullMode] ZTest LEqual ZWrite Off Stencil { WriteMask [_StencilWriteMaskDistortionVec] Ref [_StencilRefDistortionVec] Comp Always Pass Replace } HLSLPROGRAM #define SHADERPASS SHADERPASS_DISTORTION #pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.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/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" // Need to be here for Gradient struct definition #define SHADER_UNLIT CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_pragma*/ struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; /*ase_interp(0,):sp=sp.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /*ase_funcs*/ struct SurfaceDescription { float Alpha; float AlphaClipThreshold; float2 Distortion; float DistortionBlur; }; void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData ); ZERO_INITIALIZE( BuiltinData, builtinData ); builtinData.opacity = surfaceDescription.Alpha; builtinData.distortion = surfaceDescription.Distortion; builtinData.distortionBlur = surfaceDescription.DistortionBlur; } VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_VertexOffset*/ defaultVertexValue /*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/ inputMesh.normalOS /*end*/; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); o.positionCS = TransformWorldToHClip(positionRWS); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif float4 Frag( VertexOutput packedInput /*ase_frag_input*/ ) : SV_Target { 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; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = float3( 1.0, 1.0, 1.0 ); SurfaceData surfaceData; BuiltinData builtinData; SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:packedInput=VertexOutput*/ surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/; surfaceDescription.Distortion = /*ase_frag_out:Distortion;Float2;2;-1;_Distortion*/float2 (0,0)/*end*/; surfaceDescription.DistortionBlur = /*ase_frag_out:Distortion Blur;Float;3;-1;_DistortionBlur*/0/*end*/; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); float4 outBuffer; EncodeDistortion( builtinData.distortion, builtinData.distortionBlur, true, outBuffer ); return outBuffer; } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ScenePickingPass" Tags { "LightMode" = "Picking" } Cull [_CullMode] HLSLPROGRAM #pragma editor_sync_compilation #pragma vertex Vert #pragma fragment Frag #pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.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/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_TANGENT_TO_WORLD #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENEPICKINGPASS 1 #define SHADER_UNLIT #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif float4 _SelectionID; CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_pragma*/ struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; /*ase_vdata:p=p;n=n;t=t*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float3 normalWS : TEXCOORD0; float4 tangentWS : TEXCOORD1; /*ase_interp(2,):sp=sp.xyzw;wn=tc0;wt=tc1*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /*ase_funcs*/ struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _ALPHATEST_ON float alphaCutoff = surfaceDescription.AlphaClipThreshold; GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff); #endif #if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif ZERO_INITIALIZE(SurfaceData, surfaceData); ZERO_BUILTIN_INITIALIZE(builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = alphaCutoff; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/ ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o ); /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/ defaultVertexValue /*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); o.positionCS = TransformWorldToHClip(positionRWS); o.normalWS.xyz = normalWS; o.tangentWS.xyzw = tangentWS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput , out float4 outColor : SV_Target0 /*ase_frag_input*/ ) { 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.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS.xyzw, packedInput.normalWS.xyz); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:packedInput=VertexOutput*/ surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/; float3 V = float3(1.0, 1.0, 1.0); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); outColor = _SelectionID; } ENDHLSL } Pass { Name "FullScreenDebug" Tags { "LightMode" = "FullScreenDebug" } Cull [_CullMode] ZTest LEqual ZWrite Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.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/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG #define SHADER_UNLIT #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct VaryingsMeshToPS { SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct SurfaceDescriptionInputs { }; struct PackedVaryingsMeshToPS { SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif }; PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input) { PackedVaryingsMeshToPS output; ZERO_INITIALIZE(PackedVaryingsMeshToPS, output); output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif return output; } VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input) { VaryingsMeshToPS output; output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif return output; } struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } struct SurfaceDescription { float3 BaseColor; float3 Emission; float Alpha; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; surface.BaseColor = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5)); surface.Emission = float3(0, 0, 0); surface.Alpha = 1; return surface; } VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters ) { VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input); VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs); input.positionOS = vertexDescription.Position; input.normalOS = vertexDescription.Normal; input.tangentOS.xyz = vertexDescription.Tangent; return input; } FragInputs BuildFragInputs(VaryingsMeshToPS input) { FragInputs output; ZERO_INITIALIZE(FragInputs, output); output.tangentToWorld = k_identity3x3; output.positionSS = input.positionCS; return output; } FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input) { UNITY_SETUP_INSTANCE_ID(input); VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input); return BuildFragInputs(unpacked); } SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); return output; } #define DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; varyingsType.vmesh = VertMesh(inputMesh); return PackVaryingsType(varyingsType); } #if !defined(_DEPTHOFFSET_ON) [earlydepthstencil] #endif void Frag(PackedVaryingsToPS packedInput) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); FragInputs input = UnpackVaryingsToFragInputs(packedInput); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz); #ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW) { IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID); } #endif } ENDHLSL } /*ase_pass_end*/ } /*ase_lod*/ CustomEditor "Rendering.HighDefinition.HDUnlitGUI" FallBack "Hidden/InternalErrorShader" }