5062 lines
194 KiB
GLSL
5062 lines
194 KiB
GLSL
Shader /*ase_name*/ "Hidden/HD/Hair" /*end*/
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{
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Properties
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{
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/*ase_props*/
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[HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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[HideInInspector] _StencilRef("Stencil Ref", Int) = 0
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[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6
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[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8
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[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8
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[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40
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[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40
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[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4
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[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4
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[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14
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[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10
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[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
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[HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
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[HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
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[HideInInspector] _SurfaceType("Surface Type", Float) = 0
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[HideInInspector] _BlendMode("Blend Mode", Float) = 0
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[HideInInspector] _SrcBlend("Src Blend", Float) = 1
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[HideInInspector] _DstBlend("Dst Blend", Float) = 0
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[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
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[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
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[HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1
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[HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0
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[HideInInspector] _CullMode("Cull Mode", Float) = 2
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[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0
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[HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1
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[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2
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[HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2
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[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4
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[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4
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[HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
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[HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0
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[HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
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[HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
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[HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
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[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = ( 1, 1, -1, 0 )
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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/*ase_subshader_options:Name=Additional Options
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Port:ForwardOnly:Bent Normal
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On:SetDefine:ASE_BENT_NORMAL 1
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Port:ForwardOnly:Occlusion
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On:SetDefine:_AMBIENT_OCCLUSION 1
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Port:ForwardOnly:Baked GI
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On:SetDefine:_ASE_BAKEDGI 1
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Port:ForwardOnly:Baked Back GI
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On:SetDefine:_ASE_BAKEDBACKGI 1
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Port:ForwardOnly:Hair Strand Direction
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On:SetDefine:_ASE_HAIRDIRECTION 1
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Port:ForwardOnly:Vertex Offset
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On:SetDefine:HAVE_MESH_MODIFICATION
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Option:Surface Type:Opaque,Transparent:Opaque
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Opaque:SetShaderProperty:_SurfaceType,0
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Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
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Opaque:SetPropertyOnSubShader:ZWrite,On
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Opaque:SetPropertyOnSubShader:BlendRGB,One,Zero
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Opaque:SetDefine:ForwardOnly:pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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Opaque:SetDefine:ForwardOnly:REMOVE_CLUSTERED_LIGHTLIST
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Opaque:HideOption: Preserve Specular Lighting
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Opaque:HideOption: Receive Fog
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Opaque:HideOption: Back Then Front Rendering
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Opaque:HideOption: Transparent Depth Prepass
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Opaque:HideOption: Transparent Depth Postpass
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Opaque:HideOption: Transparent Writes Motion Vector
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Opaque:HideOption: Depth Write
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Opaque:HideOption: Depth Test
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Transparent:SetShaderProperty:_SurfaceType,1
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Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
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Transparent:SetPropertyOnSubShader:ZWrite,Off
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Transparent:SetPropertyOnSubShader:BlendRGB,SrcAlpha,OneMinusSrcAlpha
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Transparent:RemoveDefine:ForwardOnly:pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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Transparent:RemoveDefine:ForwardOnly:REMOVE_CLUSTERED_LIGHTLIST
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Transparent:ShowOption: Preserve Specular Lighting
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Transparent:ShowOption: Receive Fog
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Transparent:ShowOption: Back Then Front Rendering
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Transparent:ShowOption: Transparent Depth Prepass
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Transparent:ShowOption: Transparent Depth Postpass
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Transparent:ShowOption: Transparent Writes Motion Vector
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Transparent:ShowOption: Depth Write
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Transparent:ShowOption: Depth Test
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Option: Preserve Specular Lighting:false,true:true
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true:SetDefine:_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
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false,disable:RemoveDefine:_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
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Option: Receive Fog:false,true:true
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false:SetShaderProperty:_EnableFogOnTransparent,0
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Option: Back Then Front Rendering:false,true:false
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true:IncludePass:TransparentBackface
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true:SetShaderProperty:_TransparentBackfaceEnable,1
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false,disable:ExcludePass:TransparentBackface
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Option: Transparent Depth Prepass:false,true:false
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true:IncludePass:TransparentDepthPrepass
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true:ShowPort:ForwardOnly:Alpha Clip Threshold Depth Prepass
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false,disable:ExcludePass:TransparentDepthPrepass
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false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Depth Prepass
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Option: Transparent Depth Postpass:false,true:false
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true:IncludePass:TransparentDepthPostpass
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true:ShowPort:ForwardOnly:Alpha Clip Threshold Depth Postpass
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false,disable:ExcludePass:TransparentDepthPostpass
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false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Depth Postpass
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Option: Transparent Writes Motion Vector:false,true:false
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true:SetDefine:_TRANSPARENT_WRITES_MOTION_VEC 1
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false,disable:RemoveDefine:_TRANSPARENT_WRITES_MOTION_VEC 1
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Option: Depth Write:false,true:false
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true:SetShaderProperty:_ZWrite,1
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true:SetShaderProperty:_TransparentZWrite,1
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false,disable:SetShaderProperty:_ZWrite,0
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false,disable:SetShaderProperty:_TransparentZWrite,0
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Option: Cull Mode:Back,Front:Back
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Back,disable:SetShaderProperty:_TransparentCullMode,2
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Front:SetShaderProperty:_TransparentCullMode,1
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Option: Depth Test:Disabled,Never,Less,Equal,Less Equal,Greater,Not Equal,Greater Equal,Always:Less Equal
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Never:SetShaderProperty:_ZTestTransparent,1
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Less:SetShaderProperty:_ZTestTransparent,2
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Equal:SetShaderProperty:_ZTestTransparent,3
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Less Equal:SetShaderProperty:_ZTestTransparent,4
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Greater:SetShaderProperty:_ZTestTransparent,5
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Not Equal:SetShaderProperty:_ZTestTransparent,6
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Greater Equal:SetShaderProperty:_ZTestTransparent,7
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Always:SetShaderProperty:_ZTestTransparent,8
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Option:Double-Sided:Disabled,Enabled,Flipped Normals,Mirrored Normals:Disabled
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Disabled,disable:RemoveDefine:ASE_NEED_CULLFACE 1
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Enabled,Flipped Normals,Mirrored Normals:SetDefine:ASE_NEED_CULLFACE 1
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Enabled,Flipped Normals,Mirrored Normals:SetShaderProperty:_DoubleSidedEnable,1
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Flipped Normals:SetShaderProperty:_DoubleSidedNormalMode,0
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Mirrored Normals:SetShaderProperty:_DoubleSidedNormalMode,1
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Option:Alpha Clipping:false,true:false
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true:SetShaderProperty:_AlphaCutoffEnable,1
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true:ShowOption: Use Shadow Threshold
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true:ShowPort:ForwardOnly:Alpha Clip Threshold
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false:HideOption: Use Shadow Threshold
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false:HidePort:ForwardOnly:Alpha Clip Threshold
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Option: Use Shadow Threshold:false,true:false
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true:SetDefine:_ALPHATEST_SHADOW_ON 1
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true:ShowPort:ForwardOnly:Alpha Clip Threshold Shadow
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true:SetShaderProperty:_UseShadowThreshold,1
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false,disable:RemoveDefine:_ALPHATEST_SHADOW_ON 1
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false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Shadow
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Option:Receive Decals:false,true:true
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true:RemoveDefine:_DISABLE_DECALS 1
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false:SetDefine:_DISABLE_DECALS 1
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Option:Receives SSR:false,true:true
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false:SetDefine:_DISABLE_SSR 1
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false:SetShaderProperty:_ReceivesSSR,0
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true:RemoveDefine:_DISABLE_SSR 1
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true:SetShaderProperty:_ReceivesSSR,1
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Option:Motion Vectors:false,true:true
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true:SetShaderProperty:_AddPrecomputedVelocity,[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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false:SetShaderProperty:_AddPrecomputedVelocity,//[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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true:ShowOption: Add Precomputed Velocity
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false:HideOption: Add Precomputed Velocity
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true:IncludePass:MotionVectors
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false:ExcludePass:MotionVectors
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Option: Add Precomputed Velocity:false,true:false
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false,disable:RemoveDefine:_ADD_PRECOMPUTED_VELOCITY 1
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true:SetDefine:_ADD_PRECOMPUTED_VELOCITY 1
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true:SetShaderProperty:_AddPrecomputedVelocity,1
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Option:Geometric Specular AA:false,true:false
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true:SetDefine:ForwardOnly:_ENABLE_GEOMETRIC_SPECULAR_AA 1
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true:SetDefine:META:_ENABLE_GEOMETRIC_SPECULAR_AA 1
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true:ShowPort:ForwardOnly:Specular AA Screen Space Variance
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true:ShowPort:ForwardOnly:Specular AA Threshold
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false:RemoveDefine:ForwardOnly:_ENABLE_GEOMETRIC_SPECULAR_AA 1
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false:RemoveDefine:META:_ENABLE_GEOMETRIC_SPECULAR_AA 1
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false:HidePort:ForwardOnly:Specular AA Screen Space Variance
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false:HidePort:ForwardOnly:Specular AA Threshold
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Option:Specular Occlusion Mode:Off,From AO,From AO And Bent Normal,Custom:From AO
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Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
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Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
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Off:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
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Off:HidePort:ForwardOnly:Specular Occlusion
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From AO:SetDefine:_SPECULAR_OCCLUSION_FROM_AO 1
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From AO:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
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From AO:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
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From AO:HidePort:ForwardOnly:Specular Occlusion
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From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
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From AO And Bent Normal:SetDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
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From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
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From AO And Bent Normal:HidePort:ForwardOnly:Specular Occlusion
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Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
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Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
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Custom:SetDefine:_SPECULAR_OCCLUSION_CUSTOM 1
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Custom:ShowPort:ForwardOnly:Specular Occlusion
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Option:Override Baked GI:false,true:false
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true:ShowPort:ForwardOnly:Baked GI
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true:ShowPort:ForwardOnly:Baked Back GI
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false:HidePort:ForwardOnly:Baked GI
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false:HidePort:ForwardOnly:Baked Back GI
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Option:Depth Offset:false,true:false
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true:SetDefine:_DEPTHOFFSET_ON 1
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true:ShowPort:ForwardOnly:DepthOffset
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false:RemoveDefine:_DEPTHOFFSET_ON 1
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false:HidePort:ForwardOnly:DepthOffset
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Option:Use Light Facing Normal:false,true:false
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true:SetDefine:_USE_LIGHT_FACING_NORMAL 1
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false:RemoveDefine:_USE_LIGHT_FACING_NORMAL 1
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Option:DOTS Instancing:false,true:false
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true:SetDefine:pragma multi_compile _ DOTS_INSTANCING_ON
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false:RemoveDefine:pragma multi_compile _ DOTS_INSTANCING_ON
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Option:Support LOD CrossFade:false,true:false
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true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
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false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
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Option:Tessellation:false,true:false
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true:SetDefine:TESSELLATION_ON 1
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true:SetDefine:pragma require tessellation tessHW
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true:SetDefine:pragma hull HullFunction
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true:SetDefine:pragma domain DomainFunction
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true:ShowOption: Phong
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true:ShowOption: Type
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false,disable:RemoveDefine:TESSELLATION_ON 1
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false,disable:RemoveDefine:pragma require tessellation tessHW
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false,disable:RemoveDefine:pragma hull HullFunction
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false,disable:RemoveDefine:pragma domain DomainFunction
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false,disable:HideOption: Phong
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false,disable:HideOption: Type
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Option: Phong:false,true:false
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true:SetDefine:ASE_PHONG_TESSELLATION
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false,disable:RemoveDefine:ASE_PHONG_TESSELLATION
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true:ShowOption: Strength
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false,disable:HideOption: Strength
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Field: Strength:Float:0.5:0:1:_TessPhongStrength
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Change:SetMaterialProperty:_TessPhongStrength
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Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
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Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
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Option: Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed
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Fixed:SetDefine:ASE_FIXED_TESSELLATION
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Fixed,Distance Based:ShowOption: Tess
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Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION
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Distance Based:ShowOption: Min
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Distance Based:ShowOption: Max
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Edge Length:SetDefine:ASE_LENGTH_TESSELLATION
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Edge Length,Edge Length Cull:ShowOption: Edge Length
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Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION
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Edge Length Cull:ShowOption: Max Displacement
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disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION
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disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION
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disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION
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disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION
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disable,Edge Length,Edge Length Cull:HideOption: Tess
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disable,Fixed,Edge Length,Edge Length Cull:HideOption: Min
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disable,Fixed,Edge Length,Edge Length Cull:HideOption: Max
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disable,Fixed,Distance Based:HideOption: Edge Length
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disable,Fixed,Distance Based,Edge Length:HideOption: Max Displacement
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Field: Tess:Float:16:1:32:_TessValue
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Change:SetMaterialProperty:_TessValue
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Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
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Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
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Field: Min:Float:10:_TessMin
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Change:SetMaterialProperty:_TessMin
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Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10
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Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10
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Field: Max:Float:25:_TessMax
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Change:SetMaterialProperty:_TessMax
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Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25
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Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25
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Field: Edge Length:Float:16:2:50:_TessEdgeLength
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Change:SetMaterialProperty:_TessEdgeLength
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Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
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Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
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Field: Max Displacement:Float:25:_TessMaxDisp
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Change:SetMaterialProperty:_TessMaxDisp
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Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25
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Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25
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Option:Vertex Position:Absolute,Relative:Relative
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Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
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Absolute:SetPortName:ForwardOnly:24,Vertex Position
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Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
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Relative:SetPortName:ForwardOnly:24,Vertex Offset
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*/
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Tags
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{
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"RenderPipeline"="HDRenderPipeline"
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"RenderType"="HDLitShader"
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"Queue"="Geometry+0"
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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
|
|
{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlaneASE (float3 pos, float4 plane)
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|
{
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return dot (float4(pos,1.0f), plane);
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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|
{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
|
|
(( 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<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
|
|
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
|
|
#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<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void Frag( VertexOutput packedInput
|
|
#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
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HLSLPROGRAM
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#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
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#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
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#pragma shader_feature_local _DOUBLESIDED_ON
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#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
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#pragma shader_feature_local _ALPHATEST_ON
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#define SCENESELECTIONPASS
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#pragma editor_sync_compilation
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#pragma vertex Vert
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#pragma fragment Frag
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
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#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
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#define _WRITE_TRANSPARENT_MOTION_VECTOR
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#ifdef DEBUG_DISPLAY
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
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#endif
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CBUFFER_START( UnityPerMaterial )
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float4 _EmissionColor;
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#ifdef _ADD_PRECOMPUTED_VELOCITY
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float _AddPrecomputedVelocity;
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#endif
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float _StencilRef;
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float _StencilWriteMask;
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float _StencilRefDepth;
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float _StencilWriteMaskDepth;
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float _StencilRefMV;
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float _StencilWriteMaskMV;
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float _StencilRefDistortionVec;
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float _StencilWriteMaskDistortionVec;
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float _StencilWriteMaskGBuffer;
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float _StencilRefGBuffer;
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float _ZTestGBuffer;
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float _RequireSplitLighting;
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float _ReceivesSSR;
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float _SurfaceType;
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float _BlendMode;
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float _SrcBlend;
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float _DstBlend;
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float _AlphaSrcBlend;
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float _AlphaDstBlend;
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float _ZWrite;
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float _TransparentZWrite;
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float _CullMode;
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float _TransparentSortPriority;
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float _EnableFogOnTransparent;
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float _CullModeForward;
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float _TransparentCullMode;
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float _ZTestDepthEqualForOpaque;
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float _ZTestTransparent;
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float _TransparentBackfaceEnable;
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float _AlphaCutoffEnable;
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float _AlphaCutoff;
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float _UseShadowThreshold;
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float _DoubleSidedEnable;
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float _DoubleSidedNormalMode;
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float4 _DoubleSidedConstants;
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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/*ase_globals*/
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
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/*ase_pragma*/
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#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
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#define ASE_NEED_CULLFACE 1
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#endif
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int _ObjectId;
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int _PassValue;
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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/*ase_vdata:p=p;n=n;t=t*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_Position;
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float3 interp00 : TEXCOORD0;
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/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
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FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
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#endif
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};
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/*ase_funcs*/
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struct SurfaceDescription
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{
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float Alpha;
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float AlphaClipThreshold;
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float DepthOffset;
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};
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void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
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|
{
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if (decalSurfaceData.baseColor.w < 1.0)
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{
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surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
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|
}
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if (decalSurfaceData.normalWS.w < 1.0)
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{
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surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
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}
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if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w)
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|
{
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|
#ifdef DECALS_4RT
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surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
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#endif
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surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
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}
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}
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void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
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{
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ZERO_INITIALIZE(SurfaceData, surfaceData);
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surfaceData.specularOcclusion = 1.0;
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// surface data
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// material features
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surfaceData.materialFeatures = 0;
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#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
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surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
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#endif
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// others
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#ifdef _DOUBLESIDED_ON
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float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
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#else
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float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
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#endif
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surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
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surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
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surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
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// normals
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float3 normalTS = float3(0.0f, 0.0f, 1.0f);
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GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
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#if (_USE_LIGHT_FACING_NORMAL)
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float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
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float3 N = viewFacingNormalWS;
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#else
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float3 N = surfaceData.normalWS;
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#endif
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bentNormalWS = N;
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// decals
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#if HAVE_DECALS
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if( _EnableDecals )
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{
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DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha);
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ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
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}
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#endif
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// debug
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#if defined(DEBUG_DISPLAY)
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ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
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#endif
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}
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void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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|
{
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|
#ifdef LOD_FADE_CROSSFADE
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LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
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#endif
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#ifdef _DOUBLESIDED_ON
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float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
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#else
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float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
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#endif
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ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
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#ifdef _ALPHATEST_ON
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DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
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#endif
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#ifdef _DEPTHOFFSET_ON
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builtinData.depthOffset = surfaceDescription.DepthOffset;
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ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
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#endif
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float3 bentNormalWS;
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BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
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InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
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PostInitBuiltinData(V, posInput, surfaceData, builtinData);
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}
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VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/)
|
|
{
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|
VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(inputMesh);
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UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = inputMesh.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3( 0, 0, 0 );
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#endif
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float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexOffset*/ defaultVertexValue /*end*/;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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inputMesh.positionOS.xyz = vertexValue;
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#else
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inputMesh.positionOS.xyz += vertexValue;
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#endif
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inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
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inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangent*/ inputMesh.tangentOS /*end*/;
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float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
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o.positionCS = TransformWorldToHClip(positionRWS);
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o.interp00.xyz = positionRWS;
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return o;
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}
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#if defined(TESSELLATION_ON)
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struct VertexControl
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|
{
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|
float3 positionOS : INTERNALTESSPOS;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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/*ase_vcontrol*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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|
struct TessellationFactors
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|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
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|
};
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|
VertexControl Vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
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|
UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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|
o.positionOS = v.positionOS;
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|
o.normalOS = v.normalOS;
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|
o.tangentOS = v.tangentOS;
|
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
|
return o;
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|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
|
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tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
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tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
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|
#endif
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o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
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return o;
|
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}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void Frag( VertexOutput packedInput
|
|
, out float4 outColor : SV_Target0
|
|
#ifdef _DEPTHOFFSET_ON
|
|
, out float outputDepth : SV_Depth
|
|
#endif
|
|
/*ase_frag_input*/
|
|
)
|
|
{
|
|
UNITY_SETUP_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<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void Frag( VertexOutput packedInput
|
|
#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<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
|
|
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
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<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
|
|
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
|
|
#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<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void Frag( VertexOutput packedInput
|
|
#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<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput Vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
void Frag( VertexOutput packedInput
|
|
#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<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
|
|
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
|
|
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
|
float3 cameraPos = 0;
|
|
#else
|
|
float3 cameraPos = _WorldSpaceCameraPos;
|
|
#endif
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
o.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"
|
|
}
|