ict.shenzhi/Assets/AmplifyShaderEditor/Plugins/EditorResources/Templates/HD/Hair.shader

5062 lines
194 KiB
GLSL

Shader /*ase_name*/ "Hidden/HD/Hair" /*end*/
{
Properties
{
/*ase_props*/
[HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
[HideInInspector] _StencilRef("Stencil Ref", Int) = 0
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6
[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8
[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8
[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40
[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40
[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4
[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4
[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14
[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10
[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
[HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
[HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
[HideInInspector] _SurfaceType("Surface Type", Float) = 0
[HideInInspector] _BlendMode("Blend Mode", Float) = 0
[HideInInspector] _SrcBlend("Src Blend", Float) = 1
[HideInInspector] _DstBlend("Dst Blend", Float) = 0
[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
[HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1
[HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0
[HideInInspector] _CullMode("Cull Mode", Float) = 2
[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0
[HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1
[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2
[HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2
[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4
[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4
[HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
[HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0
[HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
[HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
[HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = ( 1, 1, -1, 0 )
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
}
SubShader
{
/*ase_subshader_options:Name=Additional Options
Port:ForwardOnly:Bent Normal
On:SetDefine:ASE_BENT_NORMAL 1
Port:ForwardOnly:Occlusion
On:SetDefine:_AMBIENT_OCCLUSION 1
Port:ForwardOnly:Baked GI
On:SetDefine:_ASE_BAKEDGI 1
Port:ForwardOnly:Baked Back GI
On:SetDefine:_ASE_BAKEDBACKGI 1
Port:ForwardOnly:Hair Strand Direction
On:SetDefine:_ASE_HAIRDIRECTION 1
Port:ForwardOnly:Vertex Offset
On:SetDefine:HAVE_MESH_MODIFICATION
Option:Surface Type:Opaque,Transparent:Opaque
Opaque:SetShaderProperty:_SurfaceType,0
Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
Opaque:SetPropertyOnSubShader:ZWrite,On
Opaque:SetPropertyOnSubShader:BlendRGB,One,Zero
Opaque:SetDefine:ForwardOnly:pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
Opaque:SetDefine:ForwardOnly:REMOVE_CLUSTERED_LIGHTLIST
Opaque:HideOption: Preserve Specular Lighting
Opaque:HideOption: Receive Fog
Opaque:HideOption: Back Then Front Rendering
Opaque:HideOption: Transparent Depth Prepass
Opaque:HideOption: Transparent Depth Postpass
Opaque:HideOption: Transparent Writes Motion Vector
Opaque:HideOption: Depth Write
Opaque:HideOption: Depth Test
Transparent:SetShaderProperty:_SurfaceType,1
Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
Transparent:SetPropertyOnSubShader:ZWrite,Off
Transparent:SetPropertyOnSubShader:BlendRGB,SrcAlpha,OneMinusSrcAlpha
Transparent:RemoveDefine:ForwardOnly:pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
Transparent:RemoveDefine:ForwardOnly:REMOVE_CLUSTERED_LIGHTLIST
Transparent:ShowOption: Preserve Specular Lighting
Transparent:ShowOption: Receive Fog
Transparent:ShowOption: Back Then Front Rendering
Transparent:ShowOption: Transparent Depth Prepass
Transparent:ShowOption: Transparent Depth Postpass
Transparent:ShowOption: Transparent Writes Motion Vector
Transparent:ShowOption: Depth Write
Transparent:ShowOption: Depth Test
Option: Preserve Specular Lighting:false,true:true
true:SetDefine:_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
false,disable:RemoveDefine:_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
Option: Receive Fog:false,true:true
false:SetShaderProperty:_EnableFogOnTransparent,0
Option: Back Then Front Rendering:false,true:false
true:IncludePass:TransparentBackface
true:SetShaderProperty:_TransparentBackfaceEnable,1
false,disable:ExcludePass:TransparentBackface
Option: Transparent Depth Prepass:false,true:false
true:IncludePass:TransparentDepthPrepass
true:ShowPort:ForwardOnly:Alpha Clip Threshold Depth Prepass
false,disable:ExcludePass:TransparentDepthPrepass
false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Depth Prepass
Option: Transparent Depth Postpass:false,true:false
true:IncludePass:TransparentDepthPostpass
true:ShowPort:ForwardOnly:Alpha Clip Threshold Depth Postpass
false,disable:ExcludePass:TransparentDepthPostpass
false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Depth Postpass
Option: Transparent Writes Motion Vector:false,true:false
true:SetDefine:_TRANSPARENT_WRITES_MOTION_VEC 1
false,disable:RemoveDefine:_TRANSPARENT_WRITES_MOTION_VEC 1
Option: Depth Write:false,true:false
true:SetShaderProperty:_ZWrite,1
true:SetShaderProperty:_TransparentZWrite,1
false,disable:SetShaderProperty:_ZWrite,0
false,disable:SetShaderProperty:_TransparentZWrite,0
Option: Cull Mode:Back,Front:Back
Back,disable:SetShaderProperty:_TransparentCullMode,2
Front:SetShaderProperty:_TransparentCullMode,1
Option: Depth Test:Disabled,Never,Less,Equal,Less Equal,Greater,Not Equal,Greater Equal,Always:Less Equal
Never:SetShaderProperty:_ZTestTransparent,1
Less:SetShaderProperty:_ZTestTransparent,2
Equal:SetShaderProperty:_ZTestTransparent,3
Less Equal:SetShaderProperty:_ZTestTransparent,4
Greater:SetShaderProperty:_ZTestTransparent,5
Not Equal:SetShaderProperty:_ZTestTransparent,6
Greater Equal:SetShaderProperty:_ZTestTransparent,7
Always:SetShaderProperty:_ZTestTransparent,8
Option:Double-Sided:Disabled,Enabled,Flipped Normals,Mirrored Normals:Disabled
Disabled,disable:RemoveDefine:ASE_NEED_CULLFACE 1
Enabled,Flipped Normals,Mirrored Normals:SetDefine:ASE_NEED_CULLFACE 1
Enabled,Flipped Normals,Mirrored Normals:SetShaderProperty:_DoubleSidedEnable,1
Flipped Normals:SetShaderProperty:_DoubleSidedNormalMode,0
Mirrored Normals:SetShaderProperty:_DoubleSidedNormalMode,1
Option:Alpha Clipping:false,true:false
true:SetShaderProperty:_AlphaCutoffEnable,1
true:ShowOption: Use Shadow Threshold
true:ShowPort:ForwardOnly:Alpha Clip Threshold
false:HideOption: Use Shadow Threshold
false:HidePort:ForwardOnly:Alpha Clip Threshold
Option: Use Shadow Threshold:false,true:false
true:SetDefine:_ALPHATEST_SHADOW_ON 1
true:ShowPort:ForwardOnly:Alpha Clip Threshold Shadow
true:SetShaderProperty:_UseShadowThreshold,1
false,disable:RemoveDefine:_ALPHATEST_SHADOW_ON 1
false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Shadow
Option:Receive Decals:false,true:true
true:RemoveDefine:_DISABLE_DECALS 1
false:SetDefine:_DISABLE_DECALS 1
Option:Receives SSR:false,true:true
false:SetDefine:_DISABLE_SSR 1
false:SetShaderProperty:_ReceivesSSR,0
true:RemoveDefine:_DISABLE_SSR 1
true:SetShaderProperty:_ReceivesSSR,1
Option:Motion Vectors:false,true:true
true:SetShaderProperty:_AddPrecomputedVelocity,[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
false:SetShaderProperty:_AddPrecomputedVelocity,//[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
true:ShowOption: Add Precomputed Velocity
false:HideOption: Add Precomputed Velocity
true:IncludePass:MotionVectors
false:ExcludePass:MotionVectors
Option: Add Precomputed Velocity:false,true:false
false,disable:RemoveDefine:_ADD_PRECOMPUTED_VELOCITY 1
true:SetDefine:_ADD_PRECOMPUTED_VELOCITY 1
true:SetShaderProperty:_AddPrecomputedVelocity,1
Option:Geometric Specular AA:false,true:false
true:SetDefine:ForwardOnly:_ENABLE_GEOMETRIC_SPECULAR_AA 1
true:SetDefine:META:_ENABLE_GEOMETRIC_SPECULAR_AA 1
true:ShowPort:ForwardOnly:Specular AA Screen Space Variance
true:ShowPort:ForwardOnly:Specular AA Threshold
false:RemoveDefine:ForwardOnly:_ENABLE_GEOMETRIC_SPECULAR_AA 1
false:RemoveDefine:META:_ENABLE_GEOMETRIC_SPECULAR_AA 1
false:HidePort:ForwardOnly:Specular AA Screen Space Variance
false:HidePort:ForwardOnly:Specular AA Threshold
Option:Specular Occlusion Mode:Off,From AO,From AO And Bent Normal,Custom:From AO
Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
Off:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
Off:HidePort:ForwardOnly:Specular Occlusion
From AO:SetDefine:_SPECULAR_OCCLUSION_FROM_AO 1
From AO:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
From AO:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
From AO:HidePort:ForwardOnly:Specular Occlusion
From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
From AO And Bent Normal:SetDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
From AO And Bent Normal:HidePort:ForwardOnly:Specular Occlusion
Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
Custom:SetDefine:_SPECULAR_OCCLUSION_CUSTOM 1
Custom:ShowPort:ForwardOnly:Specular Occlusion
Option:Override Baked GI:false,true:false
true:ShowPort:ForwardOnly:Baked GI
true:ShowPort:ForwardOnly:Baked Back GI
false:HidePort:ForwardOnly:Baked GI
false:HidePort:ForwardOnly:Baked Back GI
Option:Depth Offset:false,true:false
true:SetDefine:_DEPTHOFFSET_ON 1
true:ShowPort:ForwardOnly:DepthOffset
false:RemoveDefine:_DEPTHOFFSET_ON 1
false:HidePort:ForwardOnly:DepthOffset
Option:Use Light Facing Normal:false,true:false
true:SetDefine:_USE_LIGHT_FACING_NORMAL 1
false:RemoveDefine:_USE_LIGHT_FACING_NORMAL 1
Option:DOTS Instancing:false,true:false
true:SetDefine:pragma multi_compile _ DOTS_INSTANCING_ON
false:RemoveDefine:pragma multi_compile _ DOTS_INSTANCING_ON
Option:Support LOD CrossFade:false,true:false
true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
Option:Tessellation:false,true:false
true:SetDefine:TESSELLATION_ON 1
true:SetDefine:pragma require tessellation tessHW
true:SetDefine:pragma hull HullFunction
true:SetDefine:pragma domain DomainFunction
true:ShowOption: Phong
true:ShowOption: Type
false,disable:RemoveDefine:TESSELLATION_ON 1
false,disable:RemoveDefine:pragma require tessellation tessHW
false,disable:RemoveDefine:pragma hull HullFunction
false,disable:RemoveDefine:pragma domain DomainFunction
false,disable:HideOption: Phong
false,disable:HideOption: Type
Option: Phong:false,true:false
true:SetDefine:ASE_PHONG_TESSELLATION
false,disable:RemoveDefine:ASE_PHONG_TESSELLATION
true:ShowOption: Strength
false,disable:HideOption: Strength
Field: Strength:Float:0.5:0:1:_TessPhongStrength
Change:SetMaterialProperty:_TessPhongStrength
Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
Option: Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed
Fixed:SetDefine:ASE_FIXED_TESSELLATION
Fixed,Distance Based:ShowOption: Tess
Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION
Distance Based:ShowOption: Min
Distance Based:ShowOption: Max
Edge Length:SetDefine:ASE_LENGTH_TESSELLATION
Edge Length,Edge Length Cull:ShowOption: Edge Length
Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION
Edge Length Cull:ShowOption: Max Displacement
disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION
disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION
disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION
disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION
disable,Edge Length,Edge Length Cull:HideOption: Tess
disable,Fixed,Edge Length,Edge Length Cull:HideOption: Min
disable,Fixed,Edge Length,Edge Length Cull:HideOption: Max
disable,Fixed,Distance Based:HideOption: Edge Length
disable,Fixed,Distance Based,Edge Length:HideOption: Max Displacement
Field: Tess:Float:16:1:32:_TessValue
Change:SetMaterialProperty:_TessValue
Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
Field: Min:Float:10:_TessMin
Change:SetMaterialProperty:_TessMin
Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10
Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10
Field: Max:Float:25:_TessMax
Change:SetMaterialProperty:_TessMax
Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25
Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25
Field: Edge Length:Float:16:2:50:_TessEdgeLength
Change:SetMaterialProperty:_TessEdgeLength
Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
Field: Max Displacement:Float:25:_TessMaxDisp
Change:SetMaterialProperty:_TessMaxDisp
Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25
Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25
Option:Vertex Position:Absolute,Relative:Relative
Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
Absolute:SetPortName:ForwardOnly:24,Vertex Position
Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
Relative:SetPortName:ForwardOnly:24,Vertex Offset
*/
Tags
{
"RenderPipeline"="HDRenderPipeline"
"RenderType"="HDLitShader"
"Queue"="Geometry+0"
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlaneASE (float3 pos, float4 plane)
{
return dot (float4(pos,1.0f), plane);
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
/*ase_pass*/
Pass
{
/*ase_main_pass*/
Name "ForwardOnly"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
Cull [_CullModeForward]
ZTest [_ZTestDepthEqualForOpaque]
ZWrite [_ZWrite]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
ColorMask [_ColorMaskTransparentVel] 1
HLSLPROGRAM
#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_FORWARD
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#if !defined(REMOVE_CLUSTERED_LIGHTLIST)
#define USE_CLUSTERED_LIGHTLIST
#endif
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#endif
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
CBUFFER_START( UnityPerMaterial )
float4 _EmissionColor;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
/*ase_globals*/
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
/*ase_pragma*/
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
#endif
/*ase_vdata:p=p;n=n;t=t;uv1=tc1;uv2=tc2;uv4=tc4;uv5=tc5*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float3 interp01 : TEXCOORD1;
float4 interp02 : TEXCOORD2;
float4 interp03 : TEXCOORD3;
float4 interp04 : TEXCOORD4;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float3 vpassPositionCS : TEXCOORD5;
float3 vpassPreviousPositionCS : TEXCOORD6;
#endif
/*ase_interp(7,):sp=sp.xyzw;rwp=tc0;wn=tc1;wt=tc2;uv1=tc3;uv2=tc4*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
/*ase_funcs*/
struct SurfaceDescription
{
float3 Albedo;
float3 Normal;
float3 BentNormal;
float3 HairStrandDirection;
float3 Transmittance;
float RimTransmissionIntensity;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
float AlphaClipThresholdShadow;
float AlphaClipThresholdDepthPrepass;
float AlphaClipThresholdDepthPostpass;
float SpecularOcclusion;
float SpecularAAScreenSpaceVariance;
float SpecularAAThreshold;
float3 SpecularTint;
float SpecularShift;
float3 SecondarySpecularTint;
float SecondarySmoothness;
float SecondarySpecularShift;
float3 BakedGI;
float3 BakedBackGI;
float DepthOffset;
};
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
if (decalSurfaceData.baseColor.w < 1.0)
{
surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
}
if (decalSurfaceData.normalWS.w < 1.0)
{
surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
}
if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w)
{
#ifdef DECALS_4RT
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
#endif
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
}
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.diffuseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.transmittance = surfaceDescription.Transmittance;
surfaceData.rimTransmissionIntensity = surfaceDescription.RimTransmissionIntensity;
surfaceData.specularTint = surfaceDescription.SpecularTint;
surfaceData.specularShift = surfaceDescription.SpecularShift;
surfaceData.secondaryPerceptualSmoothness = surfaceDescription.SecondarySmoothness;
surfaceData.secondarySpecularTint = surfaceDescription.SecondarySpecularTint;
surfaceData.secondarySpecularShift = surfaceDescription.SecondarySpecularShift;
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
#endif
// material features
surfaceData.materialFeatures = 0;
#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
#endif
// others
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
#ifdef _ASE_HAIRDIRECTION
surfaceData.hairStrandDirectionWS = TransformTangentToWorld(surfaceDescription.HairStrandDirection, fragInputs.tangentToWorld);
#endif
surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
#if (_USE_LIGHT_FACING_NORMAL)
float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
float3 N = viewFacingNormalWS;
#else
float3 N = surfaceData.normalWS;
#endif
bentNormalWS = N;
#ifdef ASE_BENT_NORMAL
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
#endif
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, fragInputs.tangentToWorld[2],surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
// debug
#if defined(DEBUG_DISPLAY)
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
#ifdef _ASE_BAKEDGI
builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
#endif
#ifdef _ASE_BAKEDBACKGI
builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
#endif
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o/*ase_vert_input*/ )
{
_TimeParameters.xyz = timeParameters;
/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;24;-1;_VertexOffset*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;25;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;26;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;
return inputMesh;
}
VertexOutput VertexFunction(VertexInput inputMesh)
{
VertexOutput o = (VertexOutput)0;
VertexInput defaultMesh = inputMesh;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, o);
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float4 VPASSpreviousPositionCS;
float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 1.0));
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= inputMesh.precomputedVelocity;
#endif
#if defined(HAVE_MESH_MODIFICATION)
VertexInput previousMesh = defaultMesh;
previousMesh.positionOS = effectivePositionOS ;
VertexOutput test = (VertexOutput)0;
float3 curTime = _TimeParameters.xyz;
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
_TimeParameters.xyz = curTime;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
#else
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
#endif
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
#else
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#if defined(HAVE_VERTEX_MODIFICATION)
//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
#endif
VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif
o.positionCS = TransformWorldToHClip(positionRWS);
o.interp00.xyz = positionRWS;
o.interp01.xyz = normalWS;
o.interp02.xyzw = tangentWS;
o.interp03.xyzw = inputMesh.uv1;
o.interp04.xyzw = inputMesh.uv2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
o.vpassPositionCS = float3(VPASSpositionCS.xyw);
o.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw);
#endif
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
#endif
/*ase_vcontrol*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
o.previousPositionOS = v.previousPositionOS;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = v.precomputedVelocity;
#endif
#endif
/*ase_control_code:v=VertexInput;o=VertexControl*/
return o;
}
TessellationFactors TessellationFunction (InputPatch<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
HLSLPROGRAM
#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS
#pragma editor_sync_compilation
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
CBUFFER_START( UnityPerMaterial )
float4 _EmissionColor;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
/*ase_globals*/
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
/*ase_pragma*/
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
int _ObjectId;
int _PassValue;
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
/*ase_vdata:p=p;n=n;t=t*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
/*ase_funcs*/
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
float DepthOffset;
};
void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
if (decalSurfaceData.baseColor.w < 1.0)
{
surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
}
if (decalSurfaceData.normalWS.w < 1.0)
{
surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
}
if (decalSurfaceData.MAOSBlend.x < 1.0 || decalSurfaceData.MAOSBlend.y < 1.0 || decalSurfaceData.mask.w)
{
#ifdef DECALS_4RT
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
#endif
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
}
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
// material features
surfaceData.materialFeatures = 0;
#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
#endif
// others
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
#if (_USE_LIGHT_FACING_NORMAL)
float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
float3 N = viewFacingNormalWS;
#else
float3 N = surfaceData.normalWS;
#endif
bentNormalWS = N;
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha);
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
// debug
#if defined(DEBUG_DISPLAY)
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexOffset*/ defaultVertexValue /*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangent*/ inputMesh.tangentOS /*end*/;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
o.positionCS = TransformWorldToHClip(positionRWS);
o.interp00.xyz = positionRWS;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
/*ase_vcontrol*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
/*ase_control_code:v=VertexInput;o=VertexControl*/
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput Vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void Frag( VertexOutput packedInput
, out float4 outColor : SV_Target0
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
/*ase_frag_input*/
)
{
UNITY_SETUP_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"
}