Shader /*ase_name*/ "Hidden/HD/Hair" /*end*/ { Properties { /*ase_props*/ [HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 [HideInInspector] _StencilRef("Stencil Ref", Int) = 0 [HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6 [HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8 [HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8 [HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40 [HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40 [HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4 [HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4 [HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14 [HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10 [HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4 [HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0 [HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1 [HideInInspector] _SurfaceType("Surface Type", Float) = 0 [HideInInspector] _BlendMode("Blend Mode", Float) = 0 [HideInInspector] _SrcBlend("Src Blend", Float) = 1 [HideInInspector] _DstBlend("Dst Blend", Float) = 0 [HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1 [HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0 [HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1 [HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0 [HideInInspector] _CullMode("Cull Mode", Float) = 2 [HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0 [HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1 [HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2 [HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2 [HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4 [HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4 [HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0 [HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0 [HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0 [HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0 [HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2 [HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = ( 1, 1, -1, 0 ) //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { /*ase_subshader_options:Name=Additional Options Port:ForwardOnly:Bent Normal On:SetDefine:ASE_BENT_NORMAL 1 Port:ForwardOnly:Occlusion On:SetDefine:_AMBIENT_OCCLUSION 1 Port:ForwardOnly:Baked GI On:SetDefine:_ASE_BAKEDGI 1 Port:ForwardOnly:Baked Back GI On:SetDefine:_ASE_BAKEDBACKGI 1 Port:ForwardOnly:Hair Strand Direction On:SetDefine:_ASE_HAIRDIRECTION 1 Port:ForwardOnly:Vertex Offset On:SetDefine:HAVE_MESH_MODIFICATION Option:Surface Type:Opaque,Transparent:Opaque Opaque:SetShaderProperty:_SurfaceType,0 Opaque:SetPropertyOnSubShader:RenderQueue,Geometry Opaque:SetPropertyOnSubShader:ZWrite,On Opaque:SetPropertyOnSubShader:BlendRGB,One,Zero Opaque:SetDefine:ForwardOnly:pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST Opaque:SetDefine:ForwardOnly:REMOVE_CLUSTERED_LIGHTLIST Opaque:HideOption: Preserve Specular Lighting Opaque:HideOption: Receive Fog Opaque:HideOption: Back Then Front Rendering Opaque:HideOption: Transparent Depth Prepass Opaque:HideOption: Transparent Depth Postpass Opaque:HideOption: Transparent Writes Motion Vector Opaque:HideOption: Depth Write Opaque:HideOption: Depth Test Transparent:SetShaderProperty:_SurfaceType,1 Transparent:SetPropertyOnSubShader:RenderQueue,Transparent Transparent:SetPropertyOnSubShader:ZWrite,Off Transparent:SetPropertyOnSubShader:BlendRGB,SrcAlpha,OneMinusSrcAlpha Transparent:RemoveDefine:ForwardOnly:pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST Transparent:RemoveDefine:ForwardOnly:REMOVE_CLUSTERED_LIGHTLIST Transparent:ShowOption: Preserve Specular Lighting Transparent:ShowOption: Receive Fog Transparent:ShowOption: Back Then Front Rendering Transparent:ShowOption: Transparent Depth Prepass Transparent:ShowOption: Transparent Depth Postpass Transparent:ShowOption: Transparent Writes Motion Vector Transparent:ShowOption: Depth Write Transparent:ShowOption: Depth Test Option: Preserve Specular Lighting:false,true:true true:SetDefine:_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1 false,disable:RemoveDefine:_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1 Option: Receive Fog:false,true:true false:SetShaderProperty:_EnableFogOnTransparent,0 Option: Back Then Front Rendering:false,true:false true:IncludePass:TransparentBackface true:SetShaderProperty:_TransparentBackfaceEnable,1 false,disable:ExcludePass:TransparentBackface Option: Transparent Depth Prepass:false,true:false true:IncludePass:TransparentDepthPrepass true:ShowPort:ForwardOnly:Alpha Clip Threshold Depth Prepass false,disable:ExcludePass:TransparentDepthPrepass false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Depth Prepass Option: Transparent Depth Postpass:false,true:false true:IncludePass:TransparentDepthPostpass true:ShowPort:ForwardOnly:Alpha Clip Threshold Depth Postpass false,disable:ExcludePass:TransparentDepthPostpass false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Depth Postpass Option: Transparent Writes Motion Vector:false,true:false true:SetDefine:_TRANSPARENT_WRITES_MOTION_VEC 1 false,disable:RemoveDefine:_TRANSPARENT_WRITES_MOTION_VEC 1 Option: Depth Write:false,true:false true:SetShaderProperty:_ZWrite,1 true:SetShaderProperty:_TransparentZWrite,1 false,disable:SetShaderProperty:_ZWrite,0 false,disable:SetShaderProperty:_TransparentZWrite,0 Option: Cull Mode:Back,Front:Back Back,disable:SetShaderProperty:_TransparentCullMode,2 Front:SetShaderProperty:_TransparentCullMode,1 Option: Depth Test:Disabled,Never,Less,Equal,Less Equal,Greater,Not Equal,Greater Equal,Always:Less Equal Never:SetShaderProperty:_ZTestTransparent,1 Less:SetShaderProperty:_ZTestTransparent,2 Equal:SetShaderProperty:_ZTestTransparent,3 Less Equal:SetShaderProperty:_ZTestTransparent,4 Greater:SetShaderProperty:_ZTestTransparent,5 Not Equal:SetShaderProperty:_ZTestTransparent,6 Greater Equal:SetShaderProperty:_ZTestTransparent,7 Always:SetShaderProperty:_ZTestTransparent,8 Option:Double-Sided:Disabled,Enabled,Flipped Normals,Mirrored Normals:Disabled Disabled,disable:RemoveDefine:ASE_NEED_CULLFACE 1 Enabled,Flipped Normals,Mirrored Normals:SetDefine:ASE_NEED_CULLFACE 1 Enabled,Flipped Normals,Mirrored Normals:SetShaderProperty:_DoubleSidedEnable,1 Flipped Normals:SetShaderProperty:_DoubleSidedNormalMode,0 Mirrored Normals:SetShaderProperty:_DoubleSidedNormalMode,1 Option:Alpha Clipping:false,true:false true:SetShaderProperty:_AlphaCutoffEnable,1 true:ShowOption: Use Shadow Threshold true:ShowPort:ForwardOnly:Alpha Clip Threshold false:HideOption: Use Shadow Threshold false:HidePort:ForwardOnly:Alpha Clip Threshold Option: Use Shadow Threshold:false,true:false true:SetDefine:_ALPHATEST_SHADOW_ON 1 true:ShowPort:ForwardOnly:Alpha Clip Threshold Shadow true:SetShaderProperty:_UseShadowThreshold,1 false,disable:RemoveDefine:_ALPHATEST_SHADOW_ON 1 false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Shadow Option:Receive Decals:false,true:true true:RemoveDefine:_DISABLE_DECALS 1 false:SetDefine:_DISABLE_DECALS 1 Option:Receives SSR:false,true:true false:SetDefine:_DISABLE_SSR 1 false:SetShaderProperty:_ReceivesSSR,0 true:RemoveDefine:_DISABLE_SSR 1 true:SetShaderProperty:_ReceivesSSR,1 Option:Motion Vectors:false,true:true true:SetShaderProperty:_AddPrecomputedVelocity,[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 false:SetShaderProperty:_AddPrecomputedVelocity,//[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 true:ShowOption: Add Precomputed Velocity false:HideOption: Add Precomputed Velocity true:IncludePass:MotionVectors false:ExcludePass:MotionVectors Option: Add Precomputed Velocity:false,true:false false,disable:RemoveDefine:_ADD_PRECOMPUTED_VELOCITY 1 true:SetDefine:_ADD_PRECOMPUTED_VELOCITY 1 true:SetShaderProperty:_AddPrecomputedVelocity,1 Option:Geometric Specular AA:false,true:false true:SetDefine:ForwardOnly:_ENABLE_GEOMETRIC_SPECULAR_AA 1 true:SetDefine:META:_ENABLE_GEOMETRIC_SPECULAR_AA 1 true:ShowPort:ForwardOnly:Specular AA Screen Space Variance true:ShowPort:ForwardOnly:Specular AA Threshold false:RemoveDefine:ForwardOnly:_ENABLE_GEOMETRIC_SPECULAR_AA 1 false:RemoveDefine:META:_ENABLE_GEOMETRIC_SPECULAR_AA 1 false:HidePort:ForwardOnly:Specular AA Screen Space Variance false:HidePort:ForwardOnly:Specular AA Threshold Option:Specular Occlusion Mode:Off,From AO,From AO And Bent Normal,Custom:From AO Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1 Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 Off:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1 Off:HidePort:ForwardOnly:Specular Occlusion From AO:SetDefine:_SPECULAR_OCCLUSION_FROM_AO 1 From AO:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 From AO:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1 From AO:HidePort:ForwardOnly:Specular Occlusion From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1 From AO And Bent Normal:SetDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1 From AO And Bent Normal:HidePort:ForwardOnly:Specular Occlusion Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1 Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 Custom:SetDefine:_SPECULAR_OCCLUSION_CUSTOM 1 Custom:ShowPort:ForwardOnly:Specular Occlusion Option:Override Baked GI:false,true:false true:ShowPort:ForwardOnly:Baked GI true:ShowPort:ForwardOnly:Baked Back GI false:HidePort:ForwardOnly:Baked GI false:HidePort:ForwardOnly:Baked Back GI Option:Depth Offset:false,true:false true:SetDefine:_DEPTHOFFSET_ON 1 true:ShowPort:ForwardOnly:DepthOffset false:RemoveDefine:_DEPTHOFFSET_ON 1 false:HidePort:ForwardOnly:DepthOffset Option:Use Light Facing Normal:false,true:false true:SetDefine:_USE_LIGHT_FACING_NORMAL 1 false:RemoveDefine:_USE_LIGHT_FACING_NORMAL 1 Option:DOTS Instancing:false,true:false true:SetDefine:pragma multi_compile _ DOTS_INSTANCING_ON false:RemoveDefine:pragma multi_compile _ DOTS_INSTANCING_ON Option:Support LOD CrossFade:false,true:false true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE Option:Tessellation:false,true:false true:SetDefine:TESSELLATION_ON 1 true:SetDefine:pragma require tessellation tessHW true:SetDefine:pragma hull HullFunction true:SetDefine:pragma domain DomainFunction true:ShowOption: Phong true:ShowOption: Type false,disable:RemoveDefine:TESSELLATION_ON 1 false,disable:RemoveDefine:pragma require tessellation tessHW false,disable:RemoveDefine:pragma hull HullFunction false,disable:RemoveDefine:pragma domain DomainFunction false,disable:HideOption: Phong false,disable:HideOption: Type Option: Phong:false,true:false true:SetDefine:ASE_PHONG_TESSELLATION false,disable:RemoveDefine:ASE_PHONG_TESSELLATION true:ShowOption: Strength false,disable:HideOption: Strength Field: Strength:Float:0.5:0:1:_TessPhongStrength Change:SetMaterialProperty:_TessPhongStrength Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 Option: Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed Fixed:SetDefine:ASE_FIXED_TESSELLATION Fixed,Distance Based:ShowOption: Tess Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION Distance Based:ShowOption: Min Distance Based:ShowOption: Max Edge Length:SetDefine:ASE_LENGTH_TESSELLATION Edge Length,Edge Length Cull:ShowOption: Edge Length Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION Edge Length Cull:ShowOption: Max Displacement disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION disable,Edge Length,Edge Length Cull:HideOption: Tess disable,Fixed,Edge Length,Edge Length Cull:HideOption: Min disable,Fixed,Edge Length,Edge Length Cull:HideOption: Max disable,Fixed,Distance Based:HideOption: Edge Length disable,Fixed,Distance Based,Edge Length:HideOption: Max Displacement Field: Tess:Float:16:1:32:_TessValue Change:SetMaterialProperty:_TessValue Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 Field: Min:Float:10:_TessMin Change:SetMaterialProperty:_TessMin Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10 Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10 Field: Max:Float:25:_TessMax Change:SetMaterialProperty:_TessMax Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25 Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25 Field: Edge Length:Float:16:2:50:_TessEdgeLength Change:SetMaterialProperty:_TessEdgeLength Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 Field: Max Displacement:Float:25:_TessMaxDisp Change:SetMaterialProperty:_TessMaxDisp Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25 Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25 Option:Vertex Position:Absolute,Relative:Relative Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1 Absolute:SetPortName:ForwardOnly:24,Vertex Position Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1 Relative:SetPortName:ForwardOnly:24,Vertex Offset */ Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="HDLitShader" "Queue"="Geometry+0" } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile_instancing #pragma instancing_options renderinglayer #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlaneASE (float3 pos, float4 plane) { return dot (float4(pos,1.0f), plane); } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL /*ase_pass*/ Pass { /*ase_main_pass*/ Name "ForwardOnly" Tags { "LightMode" = "ForwardOnly" } Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] Cull [_CullModeForward] ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } ColorMask [_ColorMaskTransparentVel] 1 HLSLPROGRAM #define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1 #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #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 _ SHADOWS_SHADOWMASK #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #if !defined(REMOVE_CLUSTERED_LIGHTLIST) #define USE_CLUSTERED_LIGHTLIST #endif #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH #if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON) #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #endif #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.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.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #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/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; #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.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.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 struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif #endif /*ase_vdata:p=p;n=n;t=t;uv1=tc1;uv2=tc2;uv4=tc4;uv5=tc5*/ 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; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 vpassPositionCS : TEXCOORD5; float3 vpassPreviousPositionCS : TEXCOORD6; #endif /*ase_interp(7,):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 HairStrandDirection; float3 Transmittance; float RimTransmissionIntensity; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; float AlphaClipThresholdShadow; float AlphaClipThresholdDepthPrepass; float AlphaClipThresholdDepthPostpass; float SpecularOcclusion; float SpecularAAScreenSpaceVariance; float SpecularAAThreshold; float3 SpecularTint; float SpecularShift; float3 SecondarySpecularTint; float SecondarySmoothness; float SecondarySpecularShift; float3 BakedGI; float3 BakedBackGI; float DepthOffset; }; void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData) { if (decalSurfaceData.baseColor.w < 1.0) { surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz; } if (decalSurfaceData.normalWS.w < 1.0) { surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w) { #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.diffuseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.transmittance = surfaceDescription.Transmittance; surfaceData.rimTransmissionIntensity = surfaceDescription.RimTransmissionIntensity; surfaceData.specularTint = surfaceDescription.SpecularTint; surfaceData.specularShift = surfaceDescription.SpecularShift; surfaceData.secondaryPerceptualSmoothness = surfaceDescription.SecondarySmoothness; surfaceData.secondarySpecularTint = surfaceDescription.SecondarySpecularTint; surfaceData.secondarySpecularShift = surfaceDescription.SecondarySpecularShift; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif // material features surfaceData.materialFeatures = 0; #ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY; #endif // others #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz; #ifdef _ASE_HAIRDIRECTION surfaceData.hairStrandDirectionWS = TransformTangentToWorld(surfaceDescription.HairStrandDirection, fragInputs.tangentToWorld); #endif surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); #if (_USE_LIGHT_FACING_NORMAL) float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS); float3 N = viewFacingNormalWS; #else float3 N = surfaceData.normalWS; #endif bentNormalWS = N; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, fragInputs.tangentToWorld[2],surfaceDescription.Alpha ); ApplyDecalToSurfaceData( decalSurfaceData, 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 #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif // debug #if defined(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 builtinData.depthOffset = surfaceDescription.DepthOffset; 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 PostInitBuiltinData(V, posInput, surfaceData, builtinData); } VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o/*ase_vert_input*/ ) { _TimeParameters.xyz = timeParameters; /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;24;-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;25;-1;_VertexNormal*/inputMesh.normalOS/*end*/; inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;26;-1;_VertexTangent*/inputMesh.tangentOS/*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); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float4 VPASSpreviousPositionCS; float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 1.0)); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= inputMesh.precomputedVelocity; #endif #if defined(HAVE_MESH_MODIFICATION) VertexInput previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; VertexOutput test = (VertexOutput)0; float3 curTime = _TimeParameters.xyz; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test); _TimeParameters.xyz = curTime; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS); #else float3 normalWS = float3(0.0, 0.0, 0.0); #endif #if defined(HAVE_VERTEX_MODIFICATION) //ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz); #endif VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif o.positionCS = TransformWorldToHClip(positionRWS); o.interp00.xyz = positionRWS; o.interp01.xyz = normalWS; o.interp02.xyzw = tangentWS; o.interp03.xyzw = inputMesh.uv1; o.interp04.xyzw = inputMesh.uv2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR o.vpassPositionCS = float3(VPASSpositionCS.xyw); o.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw); #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif #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.tangentOS = v.tangentOS; o.uv1 = v.uv1; o.uv2 = v.uv2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR o.previousPositionOS = v.previousPositionOS; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = v.precomputedVelocity; #endif #endif /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.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; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR 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 #endif /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag(VertexOutput packedInput, #ifdef OUTPUT_SPLIT_LIGHTING out float4 outColor : SV_Target0, out float4 outDiffuseLighting : SV_Target1, OUTPUT_SSSBUFFER(outSSSBuffer) #else out float4 outColor : SV_Target0 #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR , out float4 outMotionVec : SV_Target1 #endif #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #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 ? (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=VertexOutput*/ surfaceDescription.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3( 0.7353569, 0.7353569, 0.7353569 )/*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.Smoothness = /*ase_frag_out:Smoothness;Float;3;-1;_Smoothness*/0.5/*end*/; surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;4;-1;_Occlusion*/1/*end*/; surfaceDescription.Transmittance = /*ase_frag_out:Transmittance;Float3;5;-1;_Transmittance*/float3(0.3,0.19,0.09)/*end*/; surfaceDescription.RimTransmissionIntensity = /*ase_frag_out:Rim Transmission Intensity;Float;6;-1;_RimTransmissionIntensity*/0.2/*end*/; surfaceDescription.HairStrandDirection = /*ase_frag_out:Hair Strand Direction;Float3;7;-1;_HairStrandDirection*/float3(0,-1,0)/*end*/; surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;8;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;9;-1;_AlphaClip*/_AlphaCutoff/*end*/; surfaceDescription.AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;10;-1;_AlphaClipShadow*/0.5/*end*/; surfaceDescription.AlphaClipThresholdDepthPrepass = /*ase_frag_out:Alpha Clip Threshold Depth Prepass;Float;11;-1;_AlphaClipDepthPrepass*/0.5/*end*/; surfaceDescription.AlphaClipThresholdDepthPostpass = /*ase_frag_out:Alpha Clip Threshold Depth Postpass;Float;12;-1;_AlphaClipDepthPostpass*/0.5/*end*/; surfaceDescription.SpecularOcclusion = /*ase_frag_out:Specular Occlusion;Float;13;-1;_SpecularOcclusion*/1/*end*/; surfaceDescription.SpecularAAScreenSpaceVariance = /*ase_frag_out:Specular AA Screen Space Variance;Float;14;-1;_SpecularAAScreenSpaceVariance*/0.1/*end*/; surfaceDescription.SpecularAAThreshold = /*ase_frag_out:Specular AA Threshold;Float;15;-1;_SpecularAAThreshold*/0.2/*end*/; surfaceDescription.SpecularTint = /*ase_frag_out:Specular Tint;Float3;16;-1;_SpecularTint*/float3(1,1,1)/*end*/; surfaceDescription.SpecularShift = /*ase_frag_out:Specular Shift;Float;17;-1;_SpecularShift*/0.1/*end*/; surfaceDescription.SecondarySpecularTint = /*ase_frag_out:Secondary Specular Tint;Float3;18;-1;_SecondarySpecularTint*/float3(0.5,0.5,0.5)/*end*/; surfaceDescription.SecondarySmoothness = /*ase_frag_out:Secondary Smoothness;Float;19;-1;_SecondarySmoothness*/0.5/*end*/; surfaceDescription.SecondarySpecularShift = /*ase_frag_out:Secondary Specular Shift;Float;20;-1;_SecondarySpecularShift*/-0.1/*end*/; surfaceDescription.BakedGI = /*ase_frag_out:Baked GI;Float3;21;-1;_BakedGI*/0/*end*/; surfaceDescription.BakedBackGI = /*ase_frag_out:Baked Back GI;Float3;22;-1;_BakedBackGI*/0/*end*/; surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;23;-1;_DepthOffset*/0/*end*/; 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) 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); // Alias 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 float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z); float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z); bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0); if (!forceNoMotion) { float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS); EncodeMotionVector(motionVec * 0.5, outMotionVec); outMotionVec.zw = 1.0; } #endif } #ifdef DEBUG_DISPLAY } #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #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 #define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1 #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_DEPTH_ONLY #define WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.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.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #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/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; #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/Material/Hair/Hair.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; /*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, inout SurfaceData surfaceData) { if (decalSurfaceData.baseColor.w < 1.0) { surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz; } if (decalSurfaceData.normalWS.w < 1.0) { surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w) { #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; // material features surfaceData.materialFeatures = 0; #ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY; #endif // others #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz; surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); #if (_USE_LIGHT_FACING_NORMAL) float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS); float3 N = viewFacingNormalWS; #else float3 N = surfaceData.normalWS; #endif bentNormalWS = N; // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif // debug #if defined(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 builtinData.depthOffset = surfaceDescription.DepthOffset; 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 ); 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;5;-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;6;-1;_VertexNormal*/ inputMesh.normalOS /*end*/; inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;7;-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 v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif /*ase_frag_input*/ ) { 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); #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*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/; surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;4;-1;_DepthOffset*/0/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); #endif } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } ColorMask 0 HLSLPROGRAM #define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1 #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #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/NormalSurfaceGradient.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.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #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/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; #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/Material/Hair/Hair.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, inout SurfaceData surfaceData) { if (decalSurfaceData.baseColor.w < 1.0) { surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz; } if (decalSurfaceData.normalWS.w < 1.0) { surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w) { #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 // material features surfaceData.materialFeatures = 0; #ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY; #endif // others #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz; surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); #if (_USE_LIGHT_FACING_NORMAL) float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS); float3 N = viewFacingNormalWS; #else float3 N = surfaceData.normalWS; #endif bentNormalWS = N; // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif // debug #if defined(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 builtinData.depthOffset = surfaceDescription.DepthOffset; 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 ); 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;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*/; inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;5;-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 v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput , out float4 outColor : SV_Target0 #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif /*ase_frag_input*/ ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( 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*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/; surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;2;-1;_DepthOffset*/0/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } Blend One Zero Cull [_CullMode] ZWrite On ZClip [_ZClip] ColorMask 0 HLSLPROGRAM #define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1 #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #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/NormalSurfaceGradient.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.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #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/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; #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/Material/Hair/Hair.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; /*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 AlphaClipThresholdShadow; float DepthOffset; }; void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData) { if (decalSurfaceData.baseColor.w < 1.0) { surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz; } if (decalSurfaceData.normalWS.w < 1.0) { surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w) { #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 // material features surfaceData.materialFeatures = 0; #ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY; #endif // others #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz; surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); #if (_USE_LIGHT_FACING_NORMAL) float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS); float3 N = viewFacingNormalWS; #else float3 N = surfaceData.normalWS; #endif bentNormalWS = N; // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif // debug #if defined(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 #ifdef _ALPHATEST_SHADOW_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdShadow ); #else DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; 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 ); 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;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); 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 v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif /*ase_frag_input*/ ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( 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*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/; surfaceDescription.AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;2;-1;_AlphaClipShadow*/0.5/*end*/; surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;3;-1;_DepthOffset*/0/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); #endif } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "META" Tags { "LightMode" = "Meta" } Cull Off HLSLPROGRAM #define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #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/NormalSurfaceGradient.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.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #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/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; #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 CBUFFER_START( UnityMetaPass ) bool4 unity_MetaVertexControl; bool4 unity_MetaFragmentControl; CBUFFER_END float unity_OneOverOutputBoost; float unity_MaxOutputValue; /*ase_globals*/ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.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 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; /*ase_interp(0,):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 HairStrandDirection; float3 Transmittance; float RimTransmissionIntensity; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; float SpecularOcclusion; float SpecularAAScreenSpaceVariance; float SpecularAAThreshold; float3 SpecularTint; float SpecularShift; float3 SecondarySpecularTint; float SecondarySmoothness; float SecondarySpecularShift; }; void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData) { if (decalSurfaceData.baseColor.w < 1.0) { surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz; } if (decalSurfaceData.normalWS.w < 1.0) { surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w) { #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.diffuseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.transmittance = surfaceDescription.Transmittance; surfaceData.rimTransmissionIntensity = surfaceDescription.RimTransmissionIntensity; surfaceData.specularTint = surfaceDescription.SpecularTint; surfaceData.specularShift = surfaceDescription.SpecularShift; surfaceData.secondaryPerceptualSmoothness = surfaceDescription.SecondarySmoothness; surfaceData.secondarySpecularTint = surfaceDescription.SecondarySpecularTint; surfaceData.secondarySpecularShift = surfaceDescription.SecondarySpecularShift; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif // material features surfaceData.materialFeatures = 0; #ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY; #endif // others #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz; #ifdef _ASE_HAIRDIRECTION surfaceData.hairStrandDirectionWS = TransformTangentToWorld(surfaceDescription.HairStrandDirection, fragInputs.tangentToWorld); #endif surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); #if (_USE_LIGHT_FACING_NORMAL) float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS); float3 N = viewFacingNormalWS; #else float3 N = surfaceData.normalWS; #endif bentNormalWS = N; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData( decalSurfaceData, 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 #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif // debug #if defined(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 float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); 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 ); /*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;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*/; float2 uv = float2( 0.0, 0.0 ); if( unity_MetaVertexControl.x ) { uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if( unity_MetaVertexControl.y ) { uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } o.positionCS = float4( uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0 ); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 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 v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; 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 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:Albedo;Float3;0;-1;_Albedo*/float3( 0.7353569, 0.7353569, 0.7353569 )/*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.Smoothness = /*ase_frag_out:Smoothness;Float;3;-1;_Smoothness*/0.5/*end*/; surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;4;-1;_Occlusion*/1/*end*/; surfaceDescription.Transmittance = /*ase_frag_out:Transmittance;Float3;5;-1;_Transmittance*/float3(0.3,0.19,0.09)/*end*/; surfaceDescription.RimTransmissionIntensity = /*ase_frag_out:Rim Transmission Intensity;Float;6;-1;_RimTransmissionIntensity*/0.2/*end*/; surfaceDescription.HairStrandDirection = /*ase_frag_out:Hair Strand Direction;Float3;7;-1;_HairStrandDirection*/float3(0,-1,0)/*end*/; surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;8;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;9;-1;_AlphaClip*/_AlphaCutoff/*end*/; surfaceDescription.SpecularOcclusion = /*ase_frag_out:Specular Occlusion;Float;10;-1;_SpecularOcclusion*/1/*end*/; surfaceDescription.SpecularAAScreenSpaceVariance = /*ase_frag_out:Specular AA Screen Space Variance;Float;11;-1;_SpecularAAScreenSpaceVariance*/0.1/*end*/; surfaceDescription.SpecularAAThreshold = /*ase_frag_out:Specular AA Threshold;Float;12;-1;_SpecularAAThreshold*/0.2/*end*/; surfaceDescription.SpecularTint = /*ase_frag_out:Specular Tint;Float3;13;-1;_SpecularTint*/float3(1,1,1)/*end*/; surfaceDescription.SpecularShift = /*ase_frag_out:Specular Shift;Float;14;-1;_SpecularShift*/0.1/*end*/; surfaceDescription.SecondarySpecularTint = /*ase_frag_out:Secondary Specular Tint;Float3;15;-1;_SecondarySpecularTint*/float3(0.5,0.5,0.5)/*end*/; surfaceDescription.SecondarySmoothness = /*ase_frag_out:Secondary Smoothness;Float;16;-1;_SecondarySmoothness*/0.5/*end*/; surfaceDescription.SecondarySpecularShift = /*ase_frag_out:Secondary Specular Shift;Float;17;-1;_SecondarySpecularShift*/-0.1/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData( surfaceDescription,input, V, posInput, surfaceData, builtinData ); BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData ); LightTransportData lightTransportData = GetLightTransportData( surfaceData, builtinData, bsdfData ); float4 res = float4( 0.0, 0.0, 0.0, 1.0 ); if( unity_MetaFragmentControl.x ) { res.rgb = clamp( pow( abs( lightTransportData.diffuseColor ), saturate( unity_OneOverOutputBoost ) ), 0, unity_MaxOutputValue ); } if( unity_MetaFragmentControl.y ) { res.rgb = lightTransportData.emissiveColor; } return res; } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "TransparentBackface" Tags { "LightMode" = "TransparentBackface" } Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] Cull Front ZTest [_ZTestTransparent] ZWrite [_ZWrite] ColorMask [_ColorMaskTransparentVel] 1 HLSLPROGRAM #define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1 #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #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 _ SHADOWS_SHADOWMASK #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #if !defined(REMOVE_CLUSTERED_LIGHTLIST) #define USE_CLUSTERED_LIGHTLIST #endif #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH #if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON) #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #endif #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.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.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #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/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; #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.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.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 struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif #endif /*ase_vdata:p=p;n=n;t=t;uv1=tc1;uv2=tc2;uv4=tc4;uv5=tc5*/ 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; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 vpassPositionCS : TEXCOORD5; float3 vpassPreviousPositionCS : TEXCOORD6; #endif /*ase_interp(7,):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 HairStrandDirection; float3 Transmittance; float RimTransmissionIntensity; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; float AlphaClipThresholdShadow; float AlphaClipThresholdDepthPrepass; float AlphaClipThresholdDepthPostpass; float SpecularOcclusion; float SpecularAAScreenSpaceVariance; float SpecularAAThreshold; float3 SpecularTint; float SpecularShift; float3 SecondarySpecularTint; float SecondarySmoothness; float SecondarySpecularShift; float DepthOffset; }; void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData) { if (decalSurfaceData.baseColor.w < 1.0) { surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz; } if (decalSurfaceData.normalWS.w < 1.0) { surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w) { #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.diffuseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.transmittance = surfaceDescription.Transmittance; surfaceData.rimTransmissionIntensity = surfaceDescription.RimTransmissionIntensity; surfaceData.specularTint = surfaceDescription.SpecularTint; surfaceData.specularShift = surfaceDescription.SpecularShift; surfaceData.secondaryPerceptualSmoothness = surfaceDescription.SecondarySmoothness; surfaceData.secondarySpecularTint = surfaceDescription.SecondarySpecularTint; surfaceData.secondarySpecularShift = surfaceDescription.SecondarySpecularShift; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif // material features surfaceData.materialFeatures = 0; #ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY; #endif // others #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz; #ifdef _ASE_HAIRDIRECTION surfaceData.hairStrandDirectionWS = TransformTangentToWorld(surfaceDescription.HairStrandDirection, fragInputs.tangentToWorld); #endif surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); #if (_USE_LIGHT_FACING_NORMAL) float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS); float3 N = viewFacingNormalWS; #else float3 N = surfaceData.normalWS; #endif bentNormalWS = N; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData( decalSurfaceData, 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 #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif // debug #if defined(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 builtinData.depthOffset = surfaceDescription.DepthOffset; 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 ); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o/*ase_vert_input*/ ) { _TimeParameters.xyz = timeParameters; /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;22;-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;23;-1;_VertexNormal*/inputMesh.normalOS/*end*/; inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;24;-1;_VertexTangent*/inputMesh.tangentOS/*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); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float4 VPASSpreviousPositionCS; float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 1.0)); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= inputMesh.precomputedVelocity; #endif #if defined(HAVE_MESH_MODIFICATION) VertexInput previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; VertexOutput test = (VertexOutput)0; float3 curTime = _TimeParameters.xyz; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test); _TimeParameters.xyz = curTime; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS); #else float3 normalWS = float3(0.0, 0.0, 0.0); #endif #if defined(HAVE_VERTEX_MODIFICATION) //ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz); #endif VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif o.positionCS = TransformWorldToHClip(positionRWS); o.interp00.xyz = positionRWS; o.interp01.xyz = normalWS; o.interp02.xyzw = tangentWS; o.interp03.xyzw = inputMesh.uv1; o.interp04.xyzw = inputMesh.uv2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR o.vpassPositionCS = float3(VPASSpositionCS.xyw); o.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw); #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif #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.tangentOS = v.tangentOS; o.uv1 = v.uv1; o.uv2 = v.uv2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR o.previousPositionOS = v.previousPositionOS; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = v.precomputedVelocity; #endif #endif /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.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; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR 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 #endif /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag(VertexOutput packedInput, #ifdef OUTPUT_SPLIT_LIGHTING out float4 outColor : SV_Target0, out float4 outDiffuseLighting : SV_Target1, OUTPUT_SSSBUFFER(outSSSBuffer) #else out float4 outColor : SV_Target0 #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR , out float4 outMotionVec : SV_Target1 #endif #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #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 ? (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=VertexOutput*/ surfaceDescription.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3( 0.7353569, 0.7353569, 0.7353569 )/*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.Smoothness = /*ase_frag_out:Smoothness;Float;3;-1;_Smoothness*/0.5/*end*/; surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;4;-1;_Occlusion*/1/*end*/; surfaceDescription.Transmittance = /*ase_frag_out:Transmittance;Float3;5;-1;_Transmittance*/float3(0.3,0.19,0.09)/*end*/; surfaceDescription.RimTransmissionIntensity = /*ase_frag_out:Rim Transmission Intensity;Float;6;-1;_RimTransmissionIntensity*/0.2/*end*/; surfaceDescription.HairStrandDirection = /*ase_frag_out:Hair Strand Direction;Float3;7;-1;_HairStrandDirection*/float3(0,-1,0)/*end*/; surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;8;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;9;-1;_AlphaClip*/_AlphaCutoff/*end*/; surfaceDescription.AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;10;-1;_AlphaClipShadow*/0.5/*end*/; surfaceDescription.AlphaClipThresholdDepthPrepass = /*ase_frag_out:Alpha Clip Threshold Depth Prepass;Float;11;-1;_AlphaClipDepthPrepass*/0.5/*end*/; surfaceDescription.AlphaClipThresholdDepthPostpass = /*ase_frag_out:Alpha Clip Threshold Depth Postpass;Float;12;-1;_AlphaClipDepthPostpass*/0.5/*end*/; surfaceDescription.SpecularOcclusion = /*ase_frag_out:Specular Occlusion;Float;13;-1;_SpecularOcclusion*/1/*end*/; surfaceDescription.SpecularAAScreenSpaceVariance = /*ase_frag_out:Specular AA Screen Space Variance;Float;14;-1;_SpecularAAScreenSpaceVariance*/0.1/*end*/; surfaceDescription.SpecularAAThreshold = /*ase_frag_out:Specular AA Threshold;Float;15;-1;_SpecularAAThreshold*/0.2/*end*/; surfaceDescription.SpecularTint = /*ase_frag_out:Specular Tint;Float3;16;-1;_SpecularTint*/float3(1,1,1)/*end*/; surfaceDescription.SpecularShift = /*ase_frag_out:Specular Shift;Float;17;-1;_SpecularShift*/0.1/*end*/; surfaceDescription.SecondarySpecularTint = /*ase_frag_out:Secondary Specular Tint;Float3;18;-1;_SecondarySpecularTint*/float3(0.5,0.5,0.5)/*end*/; surfaceDescription.SecondarySmoothness = /*ase_frag_out:Secondary Smoothness;Float;19;-1;_SecondarySmoothness*/0.5/*end*/; surfaceDescription.SecondarySpecularShift = /*ase_frag_out:Secondary Specular Shift;Float;20;-1;_SecondarySpecularShift*/-0.1/*end*/; surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;21;-1;_DepthOffset*/0/*end*/; 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) 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); // Alias 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 float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z); float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z); bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0); if (!forceNoMotion) { float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS); EncodeMotionVector(motionVec * 0.5, outMotionVec); outMotionVec.zw = 1.0; } #endif } #ifdef DEBUG_DISPLAY } #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "TransparentDepthPrepass" Tags { "LightMode" = "TransparentDepthPrepass" } Blend One Zero Cull [_CullMode] ZWrite On ColorMask 0 HLSLPROGRAM #define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1 #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_DEPTH_ONLY #define CUTOFF_TRANSPARENT_DEPTH_PREPASS #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.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.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #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/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; #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/Material/Hair/Hair.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; /*ase_vdata:p=p;n=n;t=t*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; /*ase_interp(3,):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 AlphaClipThresholdDepthPrepass; float DepthOffset; }; void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData) { if (decalSurfaceData.baseColor.w < 1.0) { surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz; } if (decalSurfaceData.normalWS.w < 1.0) { surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w) { #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 // material features surfaceData.materialFeatures = 0; #ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY; #endif // others #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz; surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); #if (_USE_LIGHT_FACING_NORMAL) float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS); float3 N = viewFacingNormalWS; #else float3 N = surfaceData.normalWS; #endif bentNormalWS = N; // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif // debug #if defined(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.AlphaClipThresholdDepthPrepass ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; 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 ); 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;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*/; inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;5;-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 v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif /*ase_frag_input*/ ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( 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*/; surfaceDescription.AlphaClipThresholdDepthPrepass = /*ase_frag_out:Alpha Clip Threshold Depth Prepass;Float;1;-1;_AlphaClipDepthPrepass*/0.5/*end*/; surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;2;-1;_DepthOffset*/0/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); #endif } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "TransparentDepthPostpass" Tags { "LightMode" = "TransparentDepthPostpass" } Blend One Zero Cull [_CullMode] ZTest LEqual ZWrite On ColorMask 0 HLSLPROGRAM #define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1 #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_DEPTH_ONLY #define CUTOFF_TRANSPARENT_DEPTH_POSTPASS #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.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.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #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/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif CBUFFER_START( UnityPerMaterial ) float4 _EmissionColor; #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/Material/Hair/Hair.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; /*ase_vdata:p=p;n=n;t=t*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; /*ase_interp(3,):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 AlphaClipThresholdDepthPostpass; float DepthOffset; }; void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData) { if (decalSurfaceData.baseColor.w < 1.0) { surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz; } if (decalSurfaceData.normalWS.w < 1.0) { surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w) { #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 // material features surfaceData.materialFeatures = 0; #ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY; #endif // others #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz; surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); #if (_USE_LIGHT_FACING_NORMAL) float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS); float3 N = viewFacingNormalWS; #else float3 N = surfaceData.normalWS; #endif bentNormalWS = N; // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif // debug #if defined(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.AlphaClipThresholdDepthPostpass ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; 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 ); 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;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*/; inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;5;-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 v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif /*ase_frag_input*/ ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( 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*/; surfaceDescription.AlphaClipThresholdDepthPostpass = /*ase_frag_out:Alpha Clip Threshold Depth Postpass;Float;1;-1;_AlphaClipDepthPostpass*/0.5/*end*/; surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;2;-1;_DepthOffset*/0/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); #endif } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "MotionVectors" Tags { "LightMode" = "MotionVectors" } Stencil { WriteMask [_StencilWriteMaskMV] Ref [_StencilRefMV] Comp Always Pass Replace } HLSLPROGRAM #define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1 #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_MOTION_VECTORS #define WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.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.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #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/ShaderLibrary/ShaderVariables.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 #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.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*/ struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif /*ase_vdata:p=p;n=n;t=t;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, inout SurfaceData surfaceData) { if (decalSurfaceData.baseColor.w < 1.0) { surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz; } if (decalSurfaceData.normalWS.w < 1.0) { surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w) { #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; // material features surfaceData.materialFeatures = 0; #ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY; #endif // others #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz; surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); #if (_USE_LIGHT_FACING_NORMAL) float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS); float3 N = viewFacingNormalWS; #else float3 N = surfaceData.normalWS; #endif bentNormalWS = N; // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif // debug #if defined(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 builtinData.depthOffset = surfaceDescription.DepthOffset; 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 ); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o/*ase_vert_input*/ ) { _TimeParameters.xyz = timeParameters; /*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;5;-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;6;-1;_VertexNormal*/inputMesh.normalOS/*end*/; inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;7;-1;_VertexTangent*/inputMesh.tangentOS/*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); float4 VPASSpreviousPositionCS; float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0)); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= inputMesh.precomputedVelocity; #endif #if defined(HAVE_MESH_MODIFICATION) VertexInput previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; VertexOutput test = (VertexOutput)0; float3 curTime = _TimeParameters.xyz; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test); _TimeParameters.xyz = curTime; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS); #else float3 normalWS = float3(0.0, 0.0, 0.0); #endif #if defined(HAVE_VERTEX_MODIFICATION) //ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz); #endif VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } o.vmeshPositionCS = VMESHpositionCS; o.vmeshInterp00.xyz = VMESHpositionRWS; o.vpassInterpolators0 = float3(VPASSpositionCS.xyw); o.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; 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.tangentOS = v.tangentOS; o.previousPositionOS = v.previousPositionOS; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = v.precomputedVelocity; #endif /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z; #endif /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput , out float4 outMotionVector : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target2 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target1 , out float1 depthColor : SV_Target2 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #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;0;-1;_Normal*/float3( 0, 0, 1 )/*end*/; surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;1;-1;_Smoothness*/1/*end*/; surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/; surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;4;-1;_DepthOffset*/0/*end*/; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z); float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z); #ifdef _DEPTHOFFSET_ON VPASSpositionCS.w += builtinData.depthOffset; VPASSpreviousPositionCS.w += builtinData.depthOffset; #endif float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS ); EncodeMotionVector( motionVector * 0.5, outMotionVector ); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if( forceNoMotion ) outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 ); #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.vmeshPositionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.vmeshPositionCS.z; #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } /*ase_pass_end*/ } CustomEditor "Rendering.HighDefinition.LightingShaderGraphGUI" FallBack "Hidden/Shader Graph/FallbackError" }