5135 lines
198 KiB
GLSL
5135 lines
198 KiB
GLSL
Shader /*ase_name*/ "Hidden/HD/Fabric" /*end*/
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{
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Properties
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{
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/*ase_props*/
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[HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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[HideInInspector] _StencilRef("Stencil Ref", Int) = 0
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[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6
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[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8
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[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8
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[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40
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[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40
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[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4
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[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4
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[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14
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[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10
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[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
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[HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
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[HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
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[HideInInspector] _SurfaceType("Surface Type", Float) = 0
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[HideInInspector] _BlendMode("Blend Mode", Float) = 0
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[HideInInspector] _SrcBlend("Src Blend", Float) = 1
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[HideInInspector] _DstBlend("Dst Blend", Float) = 0
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[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
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[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
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[HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1
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[HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 1
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[HideInInspector] _CullMode("Cull Mode", Float) = 2
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[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0
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[HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1
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[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2
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[HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2
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[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4
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[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4
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[HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
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[HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0
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[HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
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[HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
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[HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
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[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = ( 1, 1, -1, 0 )
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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/*ase_subshader_options:Name=Additional Options
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Port:ForwardOnly:Bent Normal
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On:SetDefine:ASE_BENT_NORMAL 1
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Port:ForwardOnly:Occlusion
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On:SetDefine:_AMBIENT_OCCLUSION 1
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Port:ForwardOnly:Baked GI
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On:SetDefine:_ASE_BAKEDGI 1
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Port:ForwardOnly:Baked Back GI
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On:SetDefine:_ASE_BAKEDBACKGI 1
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Port:ForwardOnly:Vertex Offset
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On:SetDefine:HAVE_MESH_MODIFICATION 1
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Option:Surface Type:Opaque,Transparent:Opaque
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Opaque:SetShaderProperty:_SurfaceType,0
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Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
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Opaque:HideOption: Blend Preserves Specular
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Opaque:HideOption: Fog
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Opaque:HideOption: Depth Write
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Opaque:HideOption: Cull Mode
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Opaque:HideOption: Depth Test
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Opaque:ShowOption: Subsurface Scattering
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Transparent:SetShaderProperty:_SurfaceType,1
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Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
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Transparent:ShowOption: Blend Preserves Specular
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Transparent:ShowOption: Fog
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Transparent:ShowOption: Depth Write
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Transparent:ShowOption: Cull Mode
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Transparent:ShowOption: Depth Test
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Transparent:HideOption: Subsurface Scattering
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Option: Blend Preserves Specular:false,true:true
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true:SetDefine:_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
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false,disable:RemoveDefine:_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
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Option: Fog:false,true:true
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true:SetDefine:_ENABLE_FOG_ON_TRANSPARENT 1
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false,disable:RemoveDefine:_ENABLE_FOG_ON_TRANSPARENT 1
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Option: Depth Write:false,true:false
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true:SetShaderProperty:_ZWrite,1
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false,disable:SetShaderProperty:_ZWrite,0
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Option: Cull Mode:Back,Front:Back
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Front:SetShaderProperty:_TransparentCullMode,1
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Back:SetShaderProperty:_TransparentCullMode,2
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Option: Depth Test:Disabled,Never,Less,Equal,Less Equal,Greater,Not Equal,Greater Equal,Always:Less Equal
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Never:SetShaderProperty:_ZTestTransparent,1
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Less:SetShaderProperty:_ZTestTransparent,2
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Equal:SetShaderProperty:_ZTestTransparent,3
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Less Equal:SetShaderProperty:_ZTestTransparent,4
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Greater:SetShaderProperty:_ZTestTransparent,5
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Not Equal:SetShaderProperty:_ZTestTransparent,6
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Greater Equal:SetShaderProperty:_ZTestTransparent,7
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Always:SetShaderProperty:_ZTestTransparent,8
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Option: Subsurface Scattering:false,true:false
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true:ShowPort:ForwardOnly:Subsurface Mask
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true:SetDefine:_MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
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true:SetShaderProperty:_StencilRef,4
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true:SetShaderProperty:_StencilRefGBuffer,14
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true:SetShaderProperty:_RequireSplitLighting,1
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false,disable:HidePort:ForwardOnly:Subsurface Mask
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false,disable:RemoveDefine:_MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
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Option:Alpha Clipping:false,true:false
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true:SetShaderProperty:_AlphaCutoffEnable,1
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true:ShowPort:ForwardOnly:Alpha Clip Threshold
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false:HidePort:ForwardOnly:Alpha Clip Threshold
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true:SetPropertyOnPass:ForwardOnly:ZTest,Equal
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false:SetPropertyOnPass:ForwardOnly:ZTest,LEqual
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Option:Double-Sided:Disabled,Enabled,Flipped Normals,Mirrored Normals:Disabled
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Disabled:RemoveDefine:ASE_NEED_CULLFACE 1
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Enabled,Flipped Normals,Mirrored Normals:SetDefine:ASE_NEED_CULLFACE 1
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Enabled,Flipped Normals,Mirrored Normals:SetShaderProperty:_DoubleSidedEnable,1
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Flipped Normals:SetShaderProperty:_DoubleSidedNormalMode,0
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Mirrored Normals:SetShaderProperty:_DoubleSidedNormalMode,1
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Option:Energy Conserving Specular:false,true:true
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true:SetDefine:_ENERGY_CONSERVING_SPECULAR 1
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false,disable:RemoveDefine:_ENERGY_CONSERVING_SPECULAR 1
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Option:Material Type:Cotton Wool,Silk:Cotton Wool
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Silk:ShowPort:ForwardOnly:Anisotropy
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Silk:ShowPort:ForwardOnly:Tangent
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Silk:RemoveDefine:_MATERIAL_FEATURE_COTTON_WOOL 1
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Silk:SetDefine:_MATERIAL_FEATURE_ANISOTROPY 1
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Cotton Wool:HidePort:ForwardOnly:Anisotropy
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Cotton Wool:HidePort:ForwardOnly:Tangent
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Cotton Wool:SetDefine:_MATERIAL_FEATURE_COTTON_WOOL 1
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Cotton Wool:RemoveDefine:_MATERIAL_FEATURE_ANISOTROPY 1
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Option:Transmission:false,true:false
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true:ShowPort:ForwardOnly:Thickness
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true:SetDefine:_MATERIAL_FEATURE_TRANSMISSION 1
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false:HidePort:ForwardOnly:Thickness
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false:RemoveDefine:_MATERIAL_FEATURE_TRANSMISSION 1
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Option:Receive Decals:false,true:true
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true:RemoveDefine:_DISABLE_DECALS 1
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false:SetDefine:_DISABLE_DECALS 1
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Option:Receives SSR:false,true:true
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false:SetDefine:_DISABLE_SSR 1
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false:SetShaderProperty:_StencilRefDepth,0
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false:SetShaderProperty:_StencilRefGBuffer,2
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false:SetShaderProperty:_StencilRefMV,32
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false:SetShaderProperty:_ReceivesSSR,0
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true:RemoveDefine:_DISABLE_SSR 1
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Option:Motion Vectors:false,true:true
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true:SetShaderProperty:_AddPrecomputedVelocity,[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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false:SetShaderProperty:_AddPrecomputedVelocity,//[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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true:ShowOption: Add Precomputed Velocity
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false:HideOption: Add Precomputed Velocity
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true:IncludePass:Motion Vectors
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false:ExcludePass:Motion Vectors
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Option: Add Precomputed Velocity:false,true:false
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false,disable:RemoveDefine:_ADD_PRECOMPUTED_VELOCITY 1
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true:SetDefine:_ADD_PRECOMPUTED_VELOCITY 1
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true:SetShaderProperty:_AddPrecomputedVelocity,1
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Option:Specular Occlusion Mode:Off,From AO,From AO And Bent Normal,Custom:From AO
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Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
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Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
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Off:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
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Off:HidePort:Specular Occlusion
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From AO:SetDefine:_SPECULAR_OCCLUSION_FROM_AO 1
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From AO:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
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From AO:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
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From AO:HidePort:Specular Occlusion
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From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
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From AO And Bent Normal:SetDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
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From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
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From AO And Bent Normal:HidePort:Specular Occlusion
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Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
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Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
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Custom:SetDefine:_SPECULAR_OCCLUSION_CUSTOM 1
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Custom:ShowPort:Specular Occlusion
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Option:Override Baked GI:false,true:false
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true:ShowPort:ForwardOnly:Baked GI
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true:ShowPort:ForwardOnly:Baked Back GI
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false:HidePort:ForwardOnly:Baked GI
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false:HidePort:ForwardOnly:Baked Back GI
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Option:Depth Offset:false,true:false
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true:SetDefine:_DEPTHOFFSET_ON 1
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true:ShowPort:ForwardOnly:DepthOffset
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false:RemoveDefine:_DEPTHOFFSET_ON 1
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false:HidePort:ForwardOnly:DepthOffset
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Option:DOTS Instancing:false,true:false
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true:SetDefine:pragma multi_compile _ DOTS_INSTANCING_ON
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false:RemoveDefine:pragma multi_compile _ DOTS_INSTANCING_ON
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Option:Support LOD CrossFade:false,true:false
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true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
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false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
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Option:Tessellation:false,true:false
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true:SetDefine:TESSELLATION_ON 1
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true:SetDefine:pragma require tessellation tessHW
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true:SetDefine:pragma hull HullFunction
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true:SetDefine:pragma domain DomainFunction
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true:ShowOption: Phong
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true:ShowOption: Type
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false,disable:RemoveDefine:TESSELLATION_ON 1
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false,disable:RemoveDefine:pragma require tessellation tessHW
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false,disable:RemoveDefine:pragma hull HullFunction
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false,disable:RemoveDefine:pragma domain DomainFunction
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false,disable:HideOption: Phong
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false,disable:HideOption: Type
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Option: Phong:false,true:false
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true:SetDefine:ASE_PHONG_TESSELLATION
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false,disable:RemoveDefine:ASE_PHONG_TESSELLATION
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true:ShowOption: Strength
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false,disable:HideOption: Strength
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Field: Strength:Float:0.5:0:1:_TessPhongStrength
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Change:SetMaterialProperty:_TessPhongStrength
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Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
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Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
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Option: Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed
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Fixed:SetDefine:ASE_FIXED_TESSELLATION
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Fixed,Distance Based:ShowOption: Tess
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Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION
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Distance Based:ShowOption: Min
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Distance Based:ShowOption: Max
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Edge Length:SetDefine:ASE_LENGTH_TESSELLATION
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Edge Length,Edge Length Cull:ShowOption: Edge Length
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Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION
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Edge Length Cull:ShowOption: Max Displacement
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disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION
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disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION
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disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION
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disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION
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disable,Edge Length,Edge Length Cull:HideOption: Tess
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disable,Fixed,Edge Length,Edge Length Cull:HideOption: Min
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disable,Fixed,Edge Length,Edge Length Cull:HideOption: Max
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disable,Fixed,Distance Based:HideOption: Edge Length
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disable,Fixed,Distance Based,Edge Length:HideOption: Max Displacement
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Field: Tess:Float:16:1:32:_TessValue
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Change:SetMaterialProperty:_TessValue
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Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
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Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
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Field: Min:Float:10:_TessMin
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Change:SetMaterialProperty:_TessMin
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Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10
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Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10
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Field: Max:Float:25:_TessMax
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Change:SetMaterialProperty:_TessMax
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Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25
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Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25
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Field: Edge Length:Float:16:2:50:_TessEdgeLength
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Change:SetMaterialProperty:_TessEdgeLength
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Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
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Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
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Field: Max Displacement:Float:25:_TessMaxDisp
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Change:SetMaterialProperty:_TessMaxDisp
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Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25
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Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25
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Option:Vertex Position:Absolute,Relative:Relative
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Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
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Absolute:SetPortName:ForwardOnly:18,Vertex Position
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Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
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Relative:SetPortName:ForwardOnly:18,Vertex Offset
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*/
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Tags
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{
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"RenderPipeline"="HDRenderPipeline"
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"RenderType"="HDLitShader"
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"Queue"="Geometry+0"
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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlaneASE (float3 pos, float4 plane)
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{
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return dot (float4(pos,1.0f), plane);
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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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 "ForwardOnly"
|
|
Tags { "LightMode" = "ForwardOnly" }
|
|
|
|
Cull [_CullModeForward]
|
|
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
|
|
ZTest [_ZTestDepthEqualForOpaque]
|
|
ZWrite [_ZWrite]
|
|
ColorMask [_ColorMaskTransparentVel] 1
|
|
|
|
Stencil
|
|
{
|
|
WriteMask [_StencilWriteMask]
|
|
Ref [_StencilRef]
|
|
Comp Always
|
|
Pass Replace
|
|
}
|
|
|
|
HLSLPROGRAM
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
|
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
|
|
|
|
#define SHADERPASS SHADERPASS_FORWARD
|
|
#pragma multi_compile _ DEBUG_DISPLAY
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
|
|
#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
|
|
#pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH
|
|
#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
|
|
#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
|
|
#pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
|
|
|
|
|
|
#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
|
|
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
|
#endif
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
|
|
//#define UNITY_MATERIAL_LIT
|
|
|
|
#ifndef DEBUG_DISPLAY
|
|
#if !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
|
#endif
|
|
#endif
|
|
|
|
#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"
|
|
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#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/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
|
|
#define HAS_LIGHTLOOP
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.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/Material/Decal/DecalUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
|
#define ASE_NEED_CULLFACE 1
|
|
#endif
|
|
|
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define OUTPUT_SPLIT_LIGHTING
|
|
#endif
|
|
|
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
#endif
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 uv1 : TEXCOORD1;
|
|
float4 uv2 : TEXCOORD2;
|
|
/*ase_vdata:p=p;n=n;t=t;uv1=tc1;uv2=tc2*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
float3 interp00 : TEXCOORD0;
|
|
float3 interp01 : TEXCOORD1;
|
|
float4 interp02 : TEXCOORD2;
|
|
float4 interp03 : TEXCOORD3;
|
|
float4 interp04 : TEXCOORD4;
|
|
/*ase_interp(5,):sp=sp.xyzw;rwp=tc0;wn=tc1;wt=tc2;uv1=tc3;uv2=tc4*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
|
#endif
|
|
};
|
|
|
|
/*ase_funcs*/
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 Albedo;
|
|
float3 Normal;
|
|
float3 BentNormal;
|
|
float3 Specular;
|
|
float3 Emission;
|
|
float Smoothness;
|
|
float Occlusion;
|
|
float Alpha;
|
|
float SpecularOcclusion;
|
|
float AlphaClipThreshold;
|
|
float Thickness;
|
|
float SubsurfaceMask;
|
|
float DiffusionProfile;
|
|
float Anisotropy;
|
|
float3 Tangent;
|
|
float3 BakedGI;
|
|
float3 BakedBackGI;
|
|
float DepthOffset;
|
|
};
|
|
|
|
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
|
|
{
|
|
|
|
surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
|
|
if (decalSurfaceData.normalWS.w < 1.0)
|
|
{
|
|
surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
|
|
}
|
|
|
|
#ifdef DECALS_4RT
|
|
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
|
|
#endif
|
|
|
|
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
|
|
}
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
surfaceData.specularOcclusion = 1.0;
|
|
|
|
// surface data
|
|
surfaceData.baseColor = surfaceDescription.Albedo;
|
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
|
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
|
|
surfaceData.specularColor = surfaceDescription.Specular;
|
|
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.perceptualSmoothness = lerp(0.0, 0.6, surfaceDescription.Smoothness);
|
|
#else
|
|
surfaceData.normalWS = float3(0, 1, 0);
|
|
#endif
|
|
|
|
#ifdef _SPECULAR_OCCLUSION_CUSTOM
|
|
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
|
|
#endif
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
|
|
#endif
|
|
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
|
|
surfaceData.thickness = surfaceDescription.Thickness;
|
|
#endif
|
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
|
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
|
|
#endif
|
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
|
surfaceData.anisotropy = surfaceDescription.Anisotropy;
|
|
#endif
|
|
|
|
// material features
|
|
surfaceData.materialFeatures = 0;
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
|
|
#endif
|
|
|
|
// others
|
|
#if defined (_ENERGY_CONSERVING_SPECULAR)
|
|
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
|
|
#endif
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
|
|
#endif
|
|
|
|
// normals
|
|
float3 normalTS = surfaceDescription.Normal;
|
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
|
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);
|
|
|
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
|
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
|
|
#endif
|
|
|
|
|
|
// decals
|
|
#if HAVE_DECALS
|
|
if (_EnableDecals)
|
|
{
|
|
float alpha = 1.0;
|
|
alpha = surfaceDescription.Alpha;
|
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
|
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
|
}
|
|
#endif
|
|
|
|
bentNormalWS = surfaceData.normalWS;
|
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
|
|
|
#ifdef ASE_BENT_NORMAL
|
|
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
|
|
#endif
|
|
|
|
|
|
|
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
|
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
|
#endif
|
|
|
|
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
|
|
#endif
|
|
|
|
// debug
|
|
#ifdef DEBUG_DISPLAY
|
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
|
#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
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
|
#endif
|
|
|
|
float3 bentNormalWS;
|
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
|
|
|
#ifdef _ASE_BAKEDGI
|
|
builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
|
|
#endif
|
|
#ifdef _ASE_BAKEDBACKGI
|
|
builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
|
|
#endif
|
|
|
|
builtinData.emissiveColor = surfaceDescription.Emission;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
builtinData.alphaClipTreshold = AlphaClipThreshold;
|
|
#endif
|
|
|
|
builtinData.emissiveColor = surfaceDescription.Emission;
|
|
|
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
|
builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
|
|
#endif
|
|
|
|
#if _DEPTHOFFSET_ON
|
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
|
#endif
|
|
|
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
|
}
|
|
|
|
VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/)
|
|
{
|
|
VertexOutput outputPackedVaryingsMeshToPS;
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
|
|
|
|
/*ase_vert_code:inputMesh=VertexInput;outputPackedVaryingsMeshToPS=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;18;-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;19;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
|
|
inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;20;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;
|
|
|
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
|
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
|
|
|
|
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
|
|
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
|
|
outputPackedVaryingsMeshToPS.interp01.xyz = normalWS;
|
|
outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS;
|
|
outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1;
|
|
outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2;
|
|
return outputPackedVaryingsMeshToPS;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float3 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 uv1 : TEXCOORD1;
|
|
float4 uv2 : TEXCOORD2;
|
|
/*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;
|
|
o.uv1 = v.uv1;
|
|
o.uv2 = v.uv2;
|
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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;
|
|
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;
|
|
/*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,
|
|
#ifdef OUTPUT_SPLIT_LIGHTING
|
|
out float4 outColor : SV_Target0,
|
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
|
out float4 outVTFeedback : VT_BUFFER_TARGET,
|
|
#endif
|
|
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
|
|
OUTPUT_SSSBUFFER(outSSSBuffer)
|
|
#else
|
|
out float4 outColor : SV_Target0
|
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
|
,out float4 outVTFeedback : VT_BUFFER_TARGET
|
|
#endif
|
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
|
|
#endif
|
|
#endif
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
|
|
#endif
|
|
/*ase_frag_input*/
|
|
)
|
|
{
|
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
|
|
#endif
|
|
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
|
/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;
|
|
/*ase_local_var:wn*/float3 normalWS = packedInput.interp01.xyz;
|
|
/*ase_local_var:wt*/float4 tangentWS = packedInput.interp02.xyzw;
|
|
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.positionCS;
|
|
input.positionRWS = positionRWS;
|
|
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
|
|
input.texCoord1 = packedInput.interp03.xyzw;
|
|
input.texCoord2 = packedInput.interp04.xyzw;
|
|
|
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
|
#elif SHADER_STAGE_FRAGMENT
|
|
#if defined(ASE_NEED_CULLFACE)
|
|
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
|
#endif
|
|
#endif
|
|
/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;
|
|
|
|
input.positionSS.xy = _OffScreenRendering > 0 ? (uint2)round(input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
|
|
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
|
|
|
/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
|
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
/*ase_frag_code:packedInput=PackedVaryingsMeshToPS*/
|
|
surfaceDescription.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3( 0.5, 0.5, 0.5 )/*end*/;
|
|
surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
|
|
surfaceDescription.BentNormal = /*ase_frag_out:Bent Normal;Float3;2;-1;_BentNormal*/float3( 0, 0, 1 )/*end*/;
|
|
surfaceDescription.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/0/*end*/;
|
|
|
|
surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;4;-1;_Emission*/0/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0.5/*end*/;
|
|
surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/_AlphaCutoff/*end*/;
|
|
#endif
|
|
|
|
#ifdef _SPECULAR_OCCLUSION_CUSTOM
|
|
surfaceDescription.SpecularOcclusion = /*ase_frag_out:Specular Occlusion;Float;9;-1;_SpecularOcclusion*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceDescription.Thickness = /*ase_frag_out:Thickness;Float;10;-1;_Thickness*/1/*end*/;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceDescription.SubsurfaceMask = /*ase_frag_out:Subsurface Mask;Float;11;-1;_SubsurfaceMask*/1/*end*/;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
|
surfaceDescription.DiffusionProfile = /*ase_frag_out:Diffusion Profile;Float;12;-1;_DiffusionProfile*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
|
surfaceDescription.Anisotropy = /*ase_frag_out:Anisotropy;Float;13;-1;_Anisotropy*/0.8/*end*/;
|
|
surfaceDescription.Tangent = /*ase_frag_out:Tangent;Float3;14;-1;_Tangent*/float3( 1, 0, 0 )/*end*/;
|
|
#endif
|
|
|
|
#ifdef _ASE_BAKEDGI
|
|
surfaceDescription.BakedGI = /*ase_frag_out:Baked GI;Float3;15;-1;_BakedGI*/0/*end*/;
|
|
#endif
|
|
#ifdef _ASE_BAKEDBACKGI
|
|
surfaceDescription.BakedBackGI = /*ase_frag_out:Baked Back GI;Float3;16;-1;_BakedBackGI*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;17;-1;_DepthOffset*/0/*end*/;
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
|
|
|
|
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
|
|
|
|
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
|
|
|
|
outColor = float4(0.0, 0.0, 0.0, 0.0);
|
|
#ifdef DEBUG_DISPLAY
|
|
#ifdef OUTPUT_SPLIT_LIGHTING
|
|
outDiffuseLighting = 0;
|
|
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
|
|
#endif
|
|
|
|
bool viewMaterial = false;
|
|
int bufferSize = _DebugViewMaterialArray[0].x;
|
|
if (bufferSize != 0)
|
|
{
|
|
bool needLinearToSRGB = false;
|
|
float3 result = float3(1.0, 0.0, 1.0);
|
|
|
|
for (int index = 1; index <= bufferSize; index++)
|
|
{
|
|
int indexMaterialProperty = _DebugViewMaterialArray[index].x;
|
|
|
|
|
|
if (indexMaterialProperty != 0)
|
|
{
|
|
viewMaterial = true;
|
|
|
|
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 && _DebugAOVOutput == 0)
|
|
result = SRGBToLinear(max(0, result));
|
|
|
|
outColor = float4(result, 1.0);
|
|
}
|
|
|
|
if (!viewMaterial)
|
|
{
|
|
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
|
|
{
|
|
float3 result = float3(0.0, 0.0, 0.0);
|
|
|
|
GetPBRValidatorDebug(surfaceData, result);
|
|
|
|
outColor = float4(result, 1.0f);
|
|
}
|
|
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
|
|
{
|
|
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
|
|
outColor = result;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
#ifdef _SURFACE_TYPE_TRANSPARENT
|
|
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
|
|
#else
|
|
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
|
|
#endif
|
|
LightLoopOutput lightLoopOutput;
|
|
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
|
|
|
|
|
|
float3 diffuseLighting = lightLoopOutput.diffuseLighting;
|
|
float3 specularLighting = lightLoopOutput.specularLighting;
|
|
|
|
diffuseLighting *= GetCurrentExposureMultiplier();
|
|
specularLighting *= GetCurrentExposureMultiplier();
|
|
|
|
#ifdef OUTPUT_SPLIT_LIGHTING
|
|
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
|
|
{
|
|
outColor = float4(specularLighting, 1.0);
|
|
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
|
|
}
|
|
else
|
|
{
|
|
outColor = float4(diffuseLighting + specularLighting, 1.0);
|
|
outDiffuseLighting = 0;
|
|
}
|
|
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
|
|
#else
|
|
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
|
|
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
|
|
#endif
|
|
|
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass);
|
|
bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
|
|
|
|
if (!forceNoMotion)
|
|
{
|
|
float2 motionVec = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS);
|
|
EncodeMotionVector(motionVec * 0.5, outMotionVec);
|
|
outMotionVec.zw = 1.0;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#ifdef DEBUG_DISPLAY
|
|
}
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = posInput.deviceDepth;
|
|
#endif
|
|
|
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
|
outVTFeedback = builtinData.vtPackedFeedback;
|
|
#endif
|
|
}
|
|
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
|
|
}
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
|
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#define WRITE_NORMAL_BUFFER
|
|
#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
|
|
#pragma multi_compile _ WRITE_DECAL_BUFFER
|
|
|
|
#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"
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#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/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.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/Material/Decal/DecalUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
|
#define ASE_NEED_CULLFACE 1
|
|
#endif
|
|
|
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define OUTPUT_SPLIT_LIGHTING
|
|
#endif
|
|
|
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
#endif
|
|
|
|
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 interp00 : TEXCOORD0;
|
|
float3 interp01 : TEXCOORD1;
|
|
float4 interp02 : TEXCOORD2;
|
|
/*ase_interp(3,):sp=sp.xyzw;rwp=tc0;wn=tc1;wt=tc2*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
|
#endif
|
|
};
|
|
|
|
/*ase_funcs*/
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 Normal;
|
|
float Smoothness;
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
float DepthOffset;
|
|
};
|
|
|
|
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
|
|
|
|
if (decalSurfaceData.normalWS.w < 1.0)
|
|
{
|
|
surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
|
|
}
|
|
|
|
#ifdef DECALS_4RT
|
|
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
|
|
#endif
|
|
|
|
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
|
|
}
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
|
|
surfaceData.specularOcclusion = 1.0;
|
|
|
|
// surface data
|
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
|
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.perceptualSmoothness = lerp(0.0, 0.6, surfaceDescription.Smoothness);
|
|
#else
|
|
surfaceData.normalWS = float3(0, 1, 0);
|
|
#endif
|
|
|
|
// material features
|
|
surfaceData.materialFeatures = 0;
|
|
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
|
|
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
|
|
#endif
|
|
|
|
// others
|
|
#if defined (_ENERGY_CONSERVING_SPECULAR)
|
|
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
|
|
#endif
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
|
|
#endif
|
|
|
|
// normals
|
|
float3 normalTS = surfaceDescription.Normal;
|
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
|
|
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
|
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);
|
|
|
|
// decals
|
|
#if HAVE_DECALS
|
|
if (_EnableDecals)
|
|
{
|
|
float alpha = 1.0;
|
|
alpha = surfaceDescription.Alpha;
|
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
|
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
|
}
|
|
#endif
|
|
|
|
bentNormalWS = surfaceData.normalWS;
|
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
|
|
|
// debug
|
|
#ifdef DEBUG_DISPLAY
|
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
|
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
|
#endif
|
|
|
|
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
|
|
#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
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
|
#endif
|
|
|
|
float3 bentNormalWS;
|
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
|
|
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
|
|
|
|
#if _DEPTHOFFSET_ON
|
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
|
#endif
|
|
|
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
|
}
|
|
|
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
|
|
#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;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*/;
|
|
inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;6;-1;_VertexTangent*/inputMesh.tangentOS/*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.interp00.xyz = positionRWS;
|
|
o.interp01.xyz = normalWS;
|
|
o.interp02.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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
|
|
|
#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
|
|
#define SV_TARGET_DECAL SV_Target2
|
|
#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
|
|
#define SV_TARGET_DECAL SV_Target1
|
|
#else
|
|
#define SV_TARGET_DECAL SV_Target0
|
|
#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(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
|
, out float4 outDecalBuffer : SV_TARGET_DECAL
|
|
#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 );
|
|
|
|
/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;
|
|
/*ase_local_var:wn*/float3 normalWS = packedInput.interp01.xyz;
|
|
/*ase_local_var:wt*/float4 tangentWS = packedInput.interp02.xyzw;
|
|
|
|
FragInputs input;
|
|
ZERO_INITIALIZE( FragInputs, input );
|
|
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.positionCS;
|
|
|
|
input.positionRWS = positionRWS;
|
|
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
|
|
|
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
|
#elif SHADER_STAGE_FRAGMENT
|
|
#if defined(ASE_NEED_CULLFACE)
|
|
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
|
#endif
|
|
#endif
|
|
|
|
/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;
|
|
|
|
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.Normal = /*ase_frag_out:Normal;Float3;0;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;1;-1;_Smoothness*/0.5/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;7;-1;_DepthOffset*/0/*end*/;
|
|
#endif
|
|
|
|
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
|
|
|
|
#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 "SceneSelectionPass"
|
|
Tags { "LightMode" = "SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
|
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#define SCENESELECTIONPASS
|
|
#pragma editor_sync_compilation
|
|
|
|
|
|
#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"
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#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/ShaderLibrary/PickingSpaceTransforms.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/Fabric/Fabric.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/Material/Decal/DecalUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
|
#define ASE_NEED_CULLFACE 1
|
|
#endif
|
|
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
|
|
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 interp00 : TEXCOORD0;
|
|
/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
|
#endif
|
|
};
|
|
|
|
/*ase_funcs*/
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
float DepthOffset;
|
|
};
|
|
|
|
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
|
|
if (decalSurfaceData.normalWS.w < 1.0)
|
|
{
|
|
surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
|
|
}
|
|
|
|
#ifdef DECALS_4RT
|
|
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
|
|
#endif
|
|
|
|
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
|
|
}
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
|
|
surfaceData.specularOcclusion = 1.0;
|
|
|
|
// material features
|
|
surfaceData.materialFeatures = 0;
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
|
|
#else
|
|
|
|
surfaceData.normalWS = float3(0, 1, 0);
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
|
|
#endif
|
|
|
|
// others
|
|
#if defined (_ENERGY_CONSERVING_SPECULAR)
|
|
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
|
|
#endif
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
// normals
|
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
|
|
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
|
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);
|
|
|
|
// decals
|
|
#if HAVE_DECALS
|
|
if (_EnableDecals)
|
|
{
|
|
float alpha = 1.0;
|
|
alpha = surfaceDescription.Alpha;
|
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
|
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
|
}
|
|
#endif
|
|
|
|
bentNormalWS = surfaceData.normalWS;
|
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
|
|
|
// debug
|
|
#ifdef DEBUG_DISPLAY
|
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
|
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
|
#endif
|
|
|
|
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
|
|
#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
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
|
#endif
|
|
|
|
float3 bentNormalWS;
|
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
|
|
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
|
|
#if _DEPTHOFFSET_ON
|
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
|
#endif
|
|
|
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
|
}
|
|
|
|
VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
|
|
{
|
|
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*/;
|
|
inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;4;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;
|
|
|
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionRWS);
|
|
o.interp00.xyz = positionRWS;
|
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
|
#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 );
|
|
|
|
/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;
|
|
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.positionCS;
|
|
input.positionRWS = positionRWS;
|
|
|
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
|
#elif SHADER_STAGE_FRAGMENT
|
|
#if defined(ASE_NEED_CULLFACE)
|
|
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
|
#endif
|
|
#endif
|
|
|
|
/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;
|
|
|
|
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*/;
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
|
|
#endif
|
|
#ifdef _DEPTHOFFSET_ON
|
|
surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;5;-1;_DepthOffset*/0/*end*/;
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
|
|
|
|
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = posInput.deviceDepth;
|
|
#endif
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode" = "ShadowCaster" }
|
|
|
|
Cull [_CullMode]
|
|
ZWrite On
|
|
ZClip [_ZClip]
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
|
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWS
|
|
#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"
|
|
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#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/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.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/Material/Decal/DecalUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
|
#define ASE_NEED_CULLFACE 1
|
|
#endif
|
|
|
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define OUTPUT_SPLIT_LIGHTING
|
|
#endif
|
|
|
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
#endif
|
|
|
|
|
|
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 interp00 : TEXCOORD0;
|
|
/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
|
#endif
|
|
};
|
|
|
|
/*ase_funcs*/
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
float DepthOffset;
|
|
};
|
|
|
|
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
|
|
if (decalSurfaceData.normalWS.w < 1.0)
|
|
{
|
|
surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
|
|
}
|
|
|
|
#ifdef DECALS_4RT
|
|
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
|
|
#endif
|
|
|
|
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
|
|
}
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
|
|
surfaceData.specularOcclusion = 1.0;
|
|
|
|
// material features
|
|
surfaceData.materialFeatures = 0;
|
|
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
|
|
#else
|
|
surfaceData.normalWS = float3(0, 1, 0);
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
|
|
#endif
|
|
|
|
// others
|
|
#if defined (_ENERGY_CONSERVING_SPECULAR)
|
|
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
|
|
#endif
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
// normals
|
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
|
|
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
|
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);
|
|
|
|
// decals
|
|
#if HAVE_DECALS
|
|
if (_EnableDecals)
|
|
{
|
|
float alpha = 1.0;
|
|
alpha = surfaceDescription.Alpha;
|
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
|
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
|
}
|
|
#endif
|
|
|
|
bentNormalWS = surfaceData.normalWS;
|
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
|
|
|
// debug
|
|
#ifdef DEBUG_DISPLAY
|
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
|
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
|
#endif
|
|
|
|
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
|
|
#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
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
|
#endif
|
|
|
|
float3 bentNormalWS;
|
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
|
|
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
|
|
|
|
#if _DEPTHOFFSET_ON
|
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
|
#endif
|
|
|
|
PostInitBuiltinData(V, posInput, surfaceData, 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*/;
|
|
inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;4;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;
|
|
|
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionRWS);
|
|
o.interp00.xyz = positionRWS;
|
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
|
|
|
#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
|
|
#define SV_TARGET_DECAL SV_Target2
|
|
#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
|
|
#define SV_TARGET_DECAL SV_Target1
|
|
#else
|
|
#define SV_TARGET_DECAL SV_Target0
|
|
#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(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
|
, out float4 outDecalBuffer : SV_TARGET_DECAL
|
|
#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 );
|
|
|
|
/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;
|
|
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.positionCS;
|
|
input.positionRWS = positionRWS;
|
|
|
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
|
#elif SHADER_STAGE_FRAGMENT
|
|
#if defined(ASE_NEED_CULLFACE)
|
|
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
|
#endif
|
|
#endif
|
|
|
|
/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;
|
|
|
|
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*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
|
|
#endif
|
|
#ifdef _DEPTHOFFSET_ON
|
|
surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;5;-1;_DepthOffset*/0/*end*/;
|
|
#endif
|
|
|
|
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.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
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature _ EDITOR_VISUALIZATION
|
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
|
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
|
|
|
|
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
|
|
|
|
#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"
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#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/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.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/Material/Decal/DecalUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
|
#define ASE_NEED_CULLFACE 1
|
|
#endif
|
|
|
|
struct VertexInput
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 uv0 : TEXCOORD0;
|
|
float4 uv1 : TEXCOORD1;
|
|
float4 uv2 : TEXCOORD2;
|
|
float4 uv3 : TEXCOORD3;
|
|
/*ase_vdata:p=p;n=n;t=t;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
|
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
|
#endif
|
|
};
|
|
|
|
|
|
/*ase_funcs*/
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 Albedo;
|
|
float3 Normal;
|
|
float3 BentNormal;
|
|
float3 Specular;
|
|
float3 Emission;
|
|
float Smoothness;
|
|
float Occlusion;
|
|
float Alpha;
|
|
float SpecularOcclusion;
|
|
float AlphaClipThreshold;
|
|
float Thickness;
|
|
float SubsurfaceMask;
|
|
float DiffusionProfile;
|
|
float Anisotropy;
|
|
float3 Tangent;
|
|
float3 BakedGI;
|
|
float3 BakedBackGI;
|
|
float DepthOffset;
|
|
};
|
|
|
|
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
|
|
if (decalSurfaceData.normalWS.w < 1.0)
|
|
{
|
|
surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
|
|
}
|
|
#ifdef DECALS_4RT
|
|
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
|
|
#endif
|
|
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
|
|
}
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
surfaceData.specularOcclusion = 1.0;
|
|
|
|
// surface data
|
|
surfaceData.baseColor = surfaceDescription.Albedo;
|
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
|
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
|
|
surfaceData.specularColor = surfaceDescription.Specular;
|
|
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.perceptualSmoothness = lerp(0.0, 0.6, surfaceDescription.Smoothness);
|
|
#else
|
|
surfaceData.normalWS = float3(0, 1, 0);
|
|
#endif
|
|
|
|
#ifdef _SPECULAR_OCCLUSION_CUSTOM
|
|
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
|
|
#endif
|
|
|
|
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
|
|
surfaceData.thickness = surfaceDescription.Thickness;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
|
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
|
surfaceData.anisotropy = surfaceDescription.Anisotropy;
|
|
#endif
|
|
|
|
// material features
|
|
surfaceData.materialFeatures = 0;
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
|
|
#endif
|
|
|
|
// others
|
|
#if defined (_ENERGY_CONSERVING_SPECULAR)
|
|
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
|
|
#endif
|
|
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
// normals
|
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
|
normalTS = surfaceDescription.Normal;
|
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
|
|
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
|
|
|
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
|
|
|
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
|
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
|
|
#endif
|
|
|
|
// decals
|
|
#if HAVE_DECALS
|
|
if (_EnableDecals)
|
|
{
|
|
float alpha = 1.0;
|
|
alpha = surfaceDescription.Alpha;
|
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
|
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
|
}
|
|
#endif
|
|
|
|
bentNormalWS = surfaceData.normalWS;
|
|
|
|
#ifdef ASE_BENT_NORMAL
|
|
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
|
|
#endif
|
|
|
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
|
|
|
// debug
|
|
#ifdef DEBUG_DISPLAY
|
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
|
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
|
#endif
|
|
|
|
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
|
|
#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
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
|
#endif
|
|
|
|
float3 bentNormalWS;
|
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
|
|
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
|
|
|
#ifdef _ASE_BAKEDGI
|
|
builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
|
|
#endif
|
|
#ifdef _ASE_BAKEDBACKGI
|
|
builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
|
|
#endif
|
|
|
|
builtinData.emissiveColor = surfaceDescription.Emission;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
|
|
builtinData.emissiveColor = surfaceDescription.Emission;
|
|
|
|
#if _DEPTHOFFSET_ON
|
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
|
#endif
|
|
|
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
|
}
|
|
|
|
#if SHADERPASS == SHADERPASS_LIGHT_TRANSPORT
|
|
#define SCENEPICKINGPASS
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
|
|
#endif
|
|
|
|
#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*/;
|
|
inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;6;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;
|
|
|
|
o.positionCS = UnityMetaVertexPosition(inputMesh.positionOS, inputMesh.uv1.xy, inputMesh.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
|
|
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float2 vizUV = 0;
|
|
float4 lightCoord = 0;
|
|
UnityEditorVizData(inputMesh.positionOS.xyz, inputMesh.uv0.xy, inputMesh.uv1.xy, inputMesh.uv2.xy, vizUV, lightCoord);
|
|
|
|
o.VizUV.xy = vizUV;
|
|
o.LightCoord = lightCoord;
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float3 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
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.tangentOS = v.tangentOS;
|
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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;
|
|
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;
|
|
|
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
|
#elif SHADER_STAGE_FRAGMENT
|
|
#if defined(ASE_NEED_CULLFACE)
|
|
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
|
#endif
|
|
#endif
|
|
/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;
|
|
|
|
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.Albedo = /*ase_frag_out:Color;Float3;0;-1;_Color*/float3( 1, 1, 1 )/*end*/;
|
|
surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;7;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
|
|
surfaceDescription.BentNormal = /*ase_frag_out:Bent Normal;Float3;8;-1;_BentNormal*/float3( 0, 0, 1 )/*end*/;
|
|
surfaceDescription.Specular = /*ase_frag_out:Specular;Float3;9;-1;_Specular*/0/*end*/;
|
|
|
|
surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/0/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;10;-1;_Smoothness*/0.5/*end*/;
|
|
surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;11;-1;_Occlusion*/1/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
|
|
#endif
|
|
|
|
#ifdef _SPECULAR_OCCLUSION_CUSTOM
|
|
surfaceDescription.SpecularOcclusion = /*ase_frag_out:Specular Occlusion;Float;12;-1;_SpecularOcclusion*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceDescription.Thickness = /*ase_frag_out:Thickness;Float;13;-1;_Thickness*/1/*end*/;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceDescription.SubsurfaceMask = /*ase_frag_out:Subsurface Mask;Float;14;-1;_SubsurfaceMask*/1/*end*/;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
|
surfaceDescription.DiffusionProfile = /*ase_frag_out:Diffusion Profile;Float;15;-1;_DiffusionProfile*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
|
surfaceDescription.Anisotropy = /*ase_frag_out:Anisotropy;Float;16;-1;_Anisotropy*/0.8/*end*/;
|
|
surfaceDescription.Tangent = /*ase_frag_out:Tangent;Float3;17;-1;_Tangent*/float3( 1, 0, 0 )/*end*/;
|
|
#endif
|
|
|
|
#ifdef _ASE_BAKEDGI
|
|
surfaceDescription.BakedGI = /*ase_frag_out:Baked GI;Float3;18;-1;_BakedGI*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _ASE_BAKEDBACKGI
|
|
surfaceDescription.BakedBackGI = /*ase_frag_out:Baked Back GI;Float3;19;-1;_BakedBackGI*/0/*end*/;
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;20;-1;_DepthOffset*/0/*end*/;
|
|
#endif
|
|
|
|
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 "MotionVectors"
|
|
Tags { "LightMode" = "MotionVectors" }
|
|
|
|
Cull [_CullMode]
|
|
ZWrite On
|
|
Stencil
|
|
{
|
|
WriteMask [_StencilWriteMaskMV]
|
|
Ref [_StencilRefMV]
|
|
Comp Always
|
|
Pass Replace
|
|
}
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
|
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
|
|
|
|
#define SHADERPASS SHADERPASS_MOTION_VECTORS
|
|
#define WRITE_NORMAL_BUFFER
|
|
#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
|
|
#pragma multi_compile _ WRITE_DECAL_BUFFER
|
|
|
|
|
|
|
|
#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"
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#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/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.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/Material/Decal/DecalUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
|
#define ASE_NEED_CULLFACE 1
|
|
#endif
|
|
|
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define OUTPUT_SPLIT_LIGHTING
|
|
#endif
|
|
|
|
|
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
#endif
|
|
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
|
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
|
#endif
|
|
};
|
|
|
|
/*ase_funcs*/
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 Normal;
|
|
float Smoothness;
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
float DepthOffset;
|
|
};
|
|
|
|
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
|
|
|
|
if (decalSurfaceData.normalWS.w < 1.0)
|
|
{
|
|
surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
|
|
}
|
|
|
|
#ifdef DECALS_4RT
|
|
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
|
|
#endif
|
|
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
|
|
}
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
|
|
surfaceData.specularOcclusion = 1.0;
|
|
|
|
// surface data
|
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
|
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.perceptualSmoothness = lerp(0.0, 0.6, surfaceDescription.Smoothness);
|
|
#endif
|
|
|
|
// material features
|
|
surfaceData.materialFeatures = 0;
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
|
|
#endif
|
|
|
|
// others
|
|
#if defined (_ENERGY_CONSERVING_SPECULAR)
|
|
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
|
|
#endif
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
// normals
|
|
float3 normalTS = surfaceDescription.Normal;
|
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
|
|
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
|
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
|
|
|
|
// decals
|
|
#if HAVE_DECALS
|
|
if (_EnableDecals)
|
|
{
|
|
float alpha = 1.0;
|
|
alpha = surfaceDescription.Alpha;
|
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
|
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
|
}
|
|
#endif
|
|
|
|
bentNormalWS = surfaceData.normalWS;
|
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
|
|
|
// debug
|
|
#ifdef DEBUG_DISPLAY
|
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
|
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
|
#endif
|
|
|
|
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
|
|
#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
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
|
#endif
|
|
|
|
float3 bentNormalWS;
|
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
|
|
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
|
|
#if _DEPTHOFFSET_ON
|
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
|
#endif
|
|
|
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
|
}
|
|
|
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
|
|
#endif
|
|
|
|
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;3;-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;4;-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 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
|
|
|
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
if (_TransparentCameraOnlyMotionVectors > 0)
|
|
{
|
|
previousPositionRWS = VMESHpositionRWS.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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
|
|
|
#if defined(WRITE_DECAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
|
|
#define SV_TARGET_NORMAL SV_Target3
|
|
#elif defined(WRITE_DECAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
|
|
#define SV_TARGET_NORMAL SV_Target2
|
|
#else
|
|
#define SV_TARGET_NORMAL SV_Target1
|
|
#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;
|
|
|
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
|
#elif SHADER_STAGE_FRAGMENT
|
|
#if defined(ASE_NEED_CULLFACE)
|
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
|
|
#endif
|
|
#endif
|
|
/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;
|
|
|
|
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.Normal = /*ase_frag_out:Normal;Float3;6;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;0;-1;_Smoothness*/1/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClip*/_AlphaCutoff/*end*/;
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;5;-1;_DepthOffset*/0/*end*/;
|
|
#endif
|
|
|
|
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
|
|
|
|
#if defined(WRITE_DECAL_BUFFER)
|
|
DecalPrepassData decalPrepassData;
|
|
|
|
#ifdef _DISABLE_DECALS
|
|
ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
|
|
#else
|
|
|
|
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
|
|
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
|
|
#endif
|
|
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = posInput.deviceDepth;
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode" = "Picking" }
|
|
|
|
Cull [_CullMode]
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
|
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#define SCENEPICKINGPASS 1
|
|
#pragma editor_sync_compilation
|
|
|
|
|
|
#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"
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _EmissionColor;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#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/ShaderLibrary/PickingSpaceTransforms.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/Fabric/Fabric.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/Material/Decal/DecalUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
|
#define ASE_NEED_CULLFACE 1
|
|
#endif
|
|
|
|
float4 _SelectionID;
|
|
|
|
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 interp00 : TEXCOORD0;
|
|
/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
|
#endif
|
|
};
|
|
|
|
/*ase_funcs*/
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
float DepthOffset;
|
|
};
|
|
|
|
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
|
|
if (decalSurfaceData.normalWS.w < 1.0)
|
|
{
|
|
surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
|
|
}
|
|
|
|
#ifdef DECALS_4RT
|
|
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
|
|
#endif
|
|
|
|
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
|
|
}
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
|
|
surfaceData.specularOcclusion = 1.0;
|
|
|
|
// material features
|
|
surfaceData.materialFeatures = 0;
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
|
|
#else
|
|
|
|
surfaceData.normalWS = float3(0, 1, 0);
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
|
|
#endif
|
|
|
|
// others
|
|
#if defined (_ENERGY_CONSERVING_SPECULAR)
|
|
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
|
|
#endif
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
// normals
|
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
|
|
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
|
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);
|
|
|
|
// decals
|
|
#if HAVE_DECALS
|
|
if (_EnableDecals)
|
|
{
|
|
float alpha = 1.0;
|
|
alpha = surfaceDescription.Alpha;
|
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
|
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
|
}
|
|
#endif
|
|
|
|
bentNormalWS = surfaceData.normalWS;
|
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
|
|
|
// debug
|
|
#ifdef DEBUG_DISPLAY
|
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
|
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
|
#endif
|
|
|
|
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
|
|
#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
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
|
#endif
|
|
|
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
|
#endif
|
|
|
|
float3 bentNormalWS;
|
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
|
|
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
|
|
#if _DEPTHOFFSET_ON
|
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
|
#endif
|
|
|
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
|
}
|
|
|
|
VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
|
|
{
|
|
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*/;
|
|
inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;4;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;
|
|
|
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
o.positionCS = TransformWorldToHClip(positionRWS);
|
|
o.interp00.xyz = positionRWS;
|
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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_INSTANCE_ID( packedInput );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
|
|
|
/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;
|
|
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.positionCS;
|
|
input.positionRWS = positionRWS;
|
|
|
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
|
#elif SHADER_STAGE_FRAGMENT
|
|
#if defined(ASE_NEED_CULLFACE)
|
|
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
|
#endif
|
|
#endif
|
|
|
|
/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;
|
|
|
|
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*/;
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
|
|
#endif
|
|
#ifdef _DEPTHOFFSET_ON
|
|
surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;5;-1;_DepthOffset*/0/*end*/;
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
|
|
|
|
outColor = _SelectionID;
|
|
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "TransparentDepthPrepass"
|
|
Tags
|
|
{
|
|
"LightMode" = "TransparentDepthPrepass"
|
|
}
|
|
|
|
Cull [_CullMode]
|
|
Blend One Zero
|
|
ZWrite On
|
|
Stencil
|
|
{
|
|
WriteMask [_StencilWriteMaskDepth]
|
|
Ref [_StencilRefDepth]
|
|
CompFront Always
|
|
PassFront Replace
|
|
CompBack Always
|
|
PassBack Replace
|
|
}
|
|
|
|
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 _ALPHATEST_ON
|
|
#pragma shader_feature_local _ _DOUBLESIDED_ON
|
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
|
#pragma shader_feature_local_fragment _ _DISABLE_SSR_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"
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define VARYINGS_NEED_TANGENT_TO_WORLD
|
|
|
|
#define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_PREPASS
|
|
|
|
CBUFFER_START( UnityPerMaterial )
|
|
float4 _EmissionColor;
|
|
float _AlphaCutoff;
|
|
float _RenderQueueType;
|
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
|
float _AddPrecomputedVelocity;
|
|
#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 _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/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.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/Material/Decal/DecalUtilities.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
/*ase_pragma*/
|
|
|
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define OUTPUT_SPLIT_LIGHTING
|
|
#endif
|
|
|
|
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
|
|
#define WRITE_NORMAL_BUFFER
|
|
#endif
|
|
|
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
|
#endif
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
|
#define ASE_NEED_CULLFACE 1
|
|
#endif
|
|
|
|
struct AttributesMesh
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
/*ase_vdata:p=p;n=n;t=t*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryingsToPS
|
|
{
|
|
float4 positionCS : SV_Position;
|
|
float3 positionRWS : TEXCOORD0;
|
|
float3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2;
|
|
/*ase_interp(3,):sp=sp.xyzw;rwp=tc0;wn=tc1;wt=tc2*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
|
#endif
|
|
};
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float3 Normal;
|
|
float Smoothness;
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
float DepthOffset;
|
|
};
|
|
|
|
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
|
|
if (decalSurfaceData.normalWS.w < 1.0)
|
|
{
|
|
surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
|
|
}
|
|
#ifdef DECALS_4RT
|
|
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
|
|
#endif
|
|
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
|
|
}
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
surfaceData.specularOcclusion = 1.0;
|
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
|
surfaceData.materialFeatures = 0;
|
|
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
|
|
surfaceData.perceptualSmoothness = lerp(0.0, 0.6, surfaceDescription.Smoothness);
|
|
#else
|
|
|
|
surfaceData.normalWS = float3(0, 1, 0);
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
|
|
#endif
|
|
|
|
#if defined (_ENERGY_CONSERVING_SPECULAR)
|
|
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
|
|
#endif
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
|
|
#endif
|
|
|
|
|
|
GetNormalWS(fragInputs, surfaceDescription.Normal, surfaceData.normalWS, doubleSidedConstants);
|
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
|
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);
|
|
|
|
#if HAVE_DECALS
|
|
if (_EnableDecals)
|
|
{
|
|
float alpha = 1.0;
|
|
alpha = surfaceDescription.Alpha;
|
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
|
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
|
}
|
|
#endif
|
|
|
|
bentNormalWS = surfaceData.normalWS;
|
|
|
|
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
|
|
|
|
#ifdef DEBUG_DISPLAY
|
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
|
|
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
|
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
|
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
|
#endif
|
|
|
|
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
|
|
#endif
|
|
}
|
|
|
|
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 _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
|
|
#endif
|
|
|
|
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants);
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
|
|
#endif
|
|
|
|
#if _DEPTHOFFSET_ON
|
|
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
|
|
#endif
|
|
|
|
float3 bentNormalWS;
|
|
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
|
|
InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData);
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
builtinData.alphaClipTreshold = alphaCutoff;
|
|
#endif
|
|
|
|
#if _DEPTHOFFSET_ON
|
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
|
#endif
|
|
|
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
|
|
|
}
|
|
|
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
|
|
#endif
|
|
|
|
PackedVaryingsToPS VertexFunction(AttributesMesh inputMesh /*ase_vert_input*/ )
|
|
{
|
|
PackedVaryingsToPS outputPackedVaryingsToPS;
|
|
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsToPS);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(outputPackedVaryingsToPS);
|
|
|
|
/*ase_vert_code:inputMesh=AttributesMesh;outputPackedVaryingsToPS=PackedVaryingsToPS*/
|
|
#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*/;
|
|
inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;6;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;
|
|
|
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
|
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
|
|
|
|
outputPackedVaryingsToPS.positionCS = TransformWorldToHClip(positionRWS);
|
|
outputPackedVaryingsToPS.positionRWS.xyz = positionRWS;
|
|
outputPackedVaryingsToPS.normalWS.xyz = normalWS;
|
|
outputPackedVaryingsToPS.tangentWS.xyzw = tangentWS;
|
|
|
|
#if !defined(SHADER_API_METAL) && defined(SHADERPASS) && (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG)
|
|
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VERTEX_DENSITY)
|
|
IncrementVertexDensityCounter(outputPackedVaryingsToPS.positionCS);
|
|
#endif
|
|
|
|
return outputPackedVaryingsToPS;
|
|
}
|
|
|
|
#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;
|
|
};
|
|
|
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
|
|
#endif
|
|
|
|
VertexControl Vert ( AttributesMesh 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=AttributesMesh;o=VertexControl*/
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryingsToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
AttributesMesh o = (AttributesMesh) 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=AttributesMesh;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
|
|
PackedVaryingsToPS Vert ( AttributesMesh v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
|
|
#define SV_TARGET_DECAL SV_Target2
|
|
#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
|
|
#define SV_TARGET_DECAL SV_Target1
|
|
#else
|
|
#define SV_TARGET_DECAL SV_Target0
|
|
#endif
|
|
|
|
void Frag( PackedVaryingsToPS packedInput
|
|
#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
|
|
, out float4 outColor : SV_Target0
|
|
#else
|
|
#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(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
|
, out float4 outDecalBuffer : SV_TARGET_DECAL
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
|
|
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
|
|
#endif
|
|
/*ase_frag_input*/
|
|
)
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
|
UNITY_SETUP_INSTANCE_ID(packedInput);
|
|
|
|
/*ase_local_var:rwp*/float3 positionRWS = packedInput.positionRWS.xyz;
|
|
/*ase_local_var:wn*/float3 normalWS = packedInput.normalWS.xyz;
|
|
/*ase_local_var:wt*/float4 tangentWS = packedInput.tangentWS.xyzw;
|
|
|
|
FragInputs input;
|
|
ZERO_INITIALIZE(FragInputs, input);
|
|
|
|
input.tangentToWorld = k_identity3x3;
|
|
input.positionSS = packedInput.positionCS;
|
|
input.positionRWS = positionRWS;
|
|
input.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS, packedInput.normalWS.xyz);
|
|
|
|
|
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
|
#elif SHADER_STAGE_FRAGMENT
|
|
#if defined(ASE_NEED_CULLFACE)
|
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
|
|
#endif
|
|
#endif
|
|
/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;
|
|
|
|
|
|
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=PackedVaryingsToPS*/
|
|
surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;0;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;1;-1;_Smoothness*/0.5/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
|
|
#endif
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;7;-1;_DepthOffset*/0/*end*/;
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
|
|
|
|
#if defined(_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
|
|
|
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
|
DecalPrepassData decalPrepassData;
|
|
|
|
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
|
|
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
|
|
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
|
|
#endif
|
|
|
|
}
|
|
|
|
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 _ _DOUBLESIDED_ON
|
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
|
#pragma shader_feature_local_fragment _ _DISABLE_SSR_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
|
|
|
|
#ifndef SHADER_UNLIT
|
|
|
|
|
|
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
|
|
#define VARYINGS_NEED_CULLFACE
|
|
#endif
|
|
#endif
|
|
|
|
|
|
#define _MATERIAL_FEATURE_COTTON_WOOL 1
|
|
#define _SPECULAR_OCCLUSION_FROM_AO 1
|
|
#define _ENERGY_CONSERVING_SPECULAR 1
|
|
|
|
|
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define OUTPUT_SPLIT_LIGHTING
|
|
#endif
|
|
|
|
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
|
|
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
|
|
#define WRITE_NORMAL_BUFFER
|
|
#endif
|
|
#endif
|
|
|
|
#ifndef DEBUG_DISPLAY
|
|
|
|
#if !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#if SHADERPASS == SHADERPASS_FORWARD
|
|
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
|
#elif SHADERPASS == SHADERPASS_GBUFFER
|
|
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
|
|
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define _DEFERRED_CAPABLE_MATERIAL
|
|
#endif
|
|
|
|
|
|
#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/Fabric/Fabric.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
|
|
{
|
|
float3 TangentSpaceNormal;
|
|
};
|
|
|
|
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;
|
|
float3 BentNormal;
|
|
float Smoothness;
|
|
float Occlusion;
|
|
float3 NormalTS;
|
|
float3 Specular;
|
|
};
|
|
|
|
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;
|
|
surface.BentNormal = IN.TangentSpaceNormal;
|
|
surface.Smoothness = 0.5;
|
|
surface.Occlusion = 1;
|
|
surface.NormalTS = IN.TangentSpaceNormal;
|
|
surface.Specular = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5));
|
|
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);
|
|
|
|
#if defined(SHADER_STAGE_RAY_TRACING)
|
|
#else
|
|
#endif
|
|
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
|
|
|
|
return output;
|
|
}
|
|
|
|
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
|
|
{
|
|
surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
|
|
if (decalSurfaceData.normalWS.w < 1.0)
|
|
{
|
|
surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
|
|
}
|
|
|
|
#ifdef DECALS_4RT
|
|
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
|
|
#endif
|
|
|
|
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
|
|
}
|
|
|
|
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
|
{
|
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
|
|
|
surfaceData.specularOcclusion = 1.0;
|
|
|
|
surfaceData.baseColor = surfaceDescription.BaseColor;
|
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
|
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
|
|
surfaceData.specularColor = surfaceDescription.Specular;
|
|
|
|
surfaceData.materialFeatures = 0;
|
|
|
|
#ifdef _MATERIAL_FEATURE_COTTON_WOOL
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
|
|
surfaceData.perceptualSmoothness = lerp(0.0, 0.6, surfaceDescription.Smoothness);
|
|
#else
|
|
|
|
surfaceData.normalWS = float3(0, 1, 0);
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
|
|
#endif
|
|
|
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
|
|
#endif
|
|
|
|
#if defined (_ENERGY_CONSERVING_SPECULAR)
|
|
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
|
|
#endif
|
|
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
|
|
#endif
|
|
|
|
|
|
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
|
|
|
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
|
|
|
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);
|
|
|
|
#if HAVE_DECALS
|
|
if (_EnableDecals)
|
|
{
|
|
float alpha = 1.0;
|
|
alpha = surfaceDescription.Alpha;
|
|
|
|
|
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
|
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
|
}
|
|
#endif
|
|
|
|
bentNormalWS = surfaceData.normalWS;
|
|
|
|
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
|
|
|
|
#ifdef DEBUG_DISPLAY
|
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
|
#endif
|
|
|
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
|
|
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
|
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
|
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
|
#endif
|
|
|
|
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
|
|
#endif
|
|
}
|
|
|
|
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
|
|
{
|
|
|
|
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
|
|
#endif
|
|
#endif
|
|
|
|
#ifndef SHADER_UNLIT
|
|
#ifdef _DOUBLESIDED_ON
|
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
|
#else
|
|
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
|
|
#endif
|
|
|
|
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants);
|
|
#endif
|
|
|
|
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
|
|
|
|
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
|
|
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
|
|
|
|
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
|
|
|
|
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
|
|
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
|
|
|
|
#endif
|
|
|
|
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
|
|
#endif
|
|
|
|
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
|
|
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
|
|
#endif
|
|
|
|
#ifndef SHADER_UNLIT
|
|
float3 bentNormalWS;
|
|
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
|
|
|
|
InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData);
|
|
|
|
#else
|
|
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
|
|
|
|
ZERO_BUILTIN_INITIALIZE(builtinData);
|
|
builtinData.opacity = surfaceDescription.Alpha;
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
builtinData.renderingLayers = GetMeshRenderingLightLayer();
|
|
#endif
|
|
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
|
|
builtinData.alphaClipTreshold = alphaCutoff;
|
|
#endif
|
|
|
|
builtinData.emissiveColor = surfaceDescription.Emission;
|
|
|
|
#if _DEPTHOFFSET_ON
|
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
|
#endif
|
|
|
|
|
|
#if (SHADERPASS == SHADERPASS_DISTORTION)
|
|
builtinData.distortion = surfaceDescription.Distortion;
|
|
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
|
|
#endif
|
|
|
|
#ifndef SHADER_UNLIT
|
|
|
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
|
#else
|
|
ApplyDebugToBuiltinData(builtinData);
|
|
#endif
|
|
}
|
|
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassFullScreenDebug.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
/*ase_pass_end*/
|
|
}
|
|
CustomEditor "Rendering.HighDefinition.LightingShaderGraphGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
}
|