ict.xunfei/Assets/AmplifyShaderEditor/Examples/HDRP/Decals Muddy Ground/GroundDecals.shader

1564 lines
68 KiB
GLSL

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/Decals Muddy Ground/GroundDecals"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[ASEBegin]_dirt_decal_BaseColor("dirt_decal_BaseColor", 2D) = "white" {}
_dirt_decal_mask("dirt_decal_mask", 2D) = "white" {}
_Dirt_Decal_Normal("Dirt_Decal_Normal", 2D) = "bump" {}
_SmoothnessMultiplier("Smoothness Multiplier", Range( 0 , 1)) = 0
_NormalIntensity("Normal Intensity", Float) = 0
_DecalQuantity("Decal Quantity", Float) = 0
[ASEEnd]_DecalType("Decal Type", Float) = 0
[HideInInspector]_DrawOrder("Draw Order", Int) = 0
[HideInInspector][Enum(Depth Bias, 0, View Bias, 1)]_DecalMeshBiasType("Float", Float) = 0
[HideInInspector]_DecalMeshDepthBias("DecalMesh DepthBias", Float) = 0
[HideInInspector]_DecalMeshViewBias("DecalMesh ViewBias", Float) = 0
[HideInInspector]_DecalStencilWriteMask("Float", Int) = 0
[HideInInspector]_DecalStencilRef("Float", Int) = 0
[HideInInspector][ToggleUI]_AffectAlbedo("Boolean", Float) = 1
[HideInInspector][ToggleUI]_AffectNormal("Boolean", Float) = 1
[HideInInspector][ToggleUI]_AffectAO("Boolean", Float) = 1
[HideInInspector][ToggleUI]_AffectMetal("Boolean", Float) = 1
[HideInInspector][ToggleUI]_AffectSmoothness("Boolean", Float) = 1
[HideInInspector][ToggleUI]_AffectEmission("Boolean", Float) = 1
[HideInInspector]_DecalColorMask0("Float", Int) = 0
[HideInInspector]_DecalColorMask1("Float", Int) = 0
[HideInInspector]_DecalColorMask2("Float", Int) = 0
[HideInInspector]_DecalColorMask3("Float", Int) = 0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 metal vulkan xboxone xboxseries playstation switch
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
float3 Emission;
};
ENDHLSL
Pass
{
Name "DBufferProjector"
Tags { "LightMode"="DBufferProjector" }
Cull Front
Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha Blend 3 Zero OneMinusSrcColor
ZTest Greater
ZWrite Off
ColorMask [_DecalColorMask0] ColorMask [_DecalColorMask1] 1 ColorMask [_DecalColorMask2] 2 ColorMask [_DecalColorMask3] 3
Stencil
{
Ref [_DecalStencilRef]
WriteMask [_DecalStencilWriteMask]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#pragma shader_feature _ _MATERIAL_AFFECTS_ALBEDO
#pragma shader_feature _ _MATERIAL_AFFECTS_NORMAL
#pragma shader_feature _ _MATERIAL_AFFECTS_MASKMAP
#define _MATERIAL_AFFECTS_EMISSION
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_SRP_VERSION 100600
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma multi_compile DECALS_3RT DECALS_4RT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.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/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsToPS
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS)
float3 positionRWS : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float _DecalQuantity;
float _DecalType;
float _NormalIntensity;
float _SmoothnessMultiplier;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
float _DecalStencilWriteMask;
float _DecalStencilRef;
#ifdef _MATERIAL_AFFECTS_ALBEDO
float _AffectAlbedo;
#endif
#ifdef _MATERIAL_AFFECTS_NORMAL
float _AffectNormal;
#endif
#ifdef _MATERIAL_AFFECTS_MASKMAP
float _AffectAO;
float _AffectMetal;
float _AffectSmoothness;
#endif
#ifdef _MATERIAL_AFFECTS_EMISSION
float _AffectEmission;
#endif
float _DecalColorMask0;
float _DecalColorMask1;
float _DecalColorMask2;
float _DecalColorMask3;
CBUFFER_END
sampler2D _dirt_decal_BaseColor;
sampler2D _Dirt_Decal_Normal;
sampler2D _dirt_decal_mask;
void GetSurfaceData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, PositionInputs posInput, float angleFadeFactor, out DecalSurfaceData surfaceData)
{
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
fragInputs.texCoord0.xy = fragInputs.texCoord0.xy * scale + offset;
fragInputs.texCoord1.xy = fragInputs.texCoord1.xy * scale + offset;
fragInputs.texCoord2.xy = fragInputs.texCoord2.xy * scale + offset;
fragInputs.texCoord3.xy = fragInputs.texCoord3.xy * scale + offset;
fragInputs.positionRWS = posInput.positionWS;
fragInputs.tangentToWorld[2].xyz = TransformObjectToWorldDir(float3(0, 1, 0));
fragInputs.tangentToWorld[1].xyz = TransformObjectToWorldDir(float3(0, 0, 1));
#else
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
float fadeFactor = 1.0;
#endif
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
#ifdef _MATERIAL_AFFECTS_EMISSION
#endif
#ifdef _MATERIAL_AFFECTS_ALBEDO
surfaceData.baseColor.xyz = surfaceDescription.BaseColor;
surfaceData.baseColor.w = surfaceDescription.Alpha * fadeFactor;
#endif
#ifdef _MATERIAL_AFFECTS_NORMAL
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
surfaceData.normalWS.xyz = mul((float3x3)normalToWorld, surfaceDescription.NormalTS);
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_PREVIEW)
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, fragInputs.tangentToWorld));
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#else
#if (SHADERPASS == SHADERPASS_FORWARD_PREVIEW)
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(float3(0.0, 0.0, 0.1), fragInputs.tangentToWorld));
#endif
#endif
#ifdef _MATERIAL_AFFECTS_MASKMAP
surfaceData.mask.z = surfaceDescription.Smoothness;
surfaceData.mask.w = surfaceDescription.MAOSAlpha * fadeFactor;
#ifdef DECALS_4RT
surfaceData.mask.x = surfaceDescription.Metallic;
surfaceData.mask.y = surfaceDescription.Occlusion;
surfaceData.MAOSBlend.x = surfaceDescription.MAOSAlpha * fadeFactor;
surfaceData.MAOSBlend.y = surfaceDescription.MAOSAlpha * fadeFactor;
#endif
#endif
}
PackedVaryingsToPS Vert(AttributesMesh inputMesh )
{
PackedVaryingsToPS output;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS;
inputMesh.tangentOS = inputMesh.tangentOS;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
output.positionCS = TransformWorldToHClip(positionRWS);
#if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS)
output.positionRWS = positionRWS;
#endif
return output;
}
void Frag( PackedVaryingsToPS packedInput,
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
OUTPUT_DBUFFER(outDBuffer)
#else
out float4 outEmissive : SV_Target0
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
#if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS)
float3 positionRWS = packedInput.positionRWS;
input.positionRWS = positionRWS;
#endif
input.positionSS = packedInput.positionCS;
DecalSurfaceData surfaceData;
float clipValue = 1.0;
float angleFadeFactor = 1.0;
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
float depth = LoadCameraDepth(input.positionSS.xy);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
DecalPrepassData material;
ZERO_INITIALIZE(DecalPrepassData, material);
if (_EnableDecalLayers)
{
uint decalLayerMask = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal).x);
DecodeFromDecalPrepass(posInput.positionSS, material);
if ((decalLayerMask & material.decalLayerMask) == 0)
clipValue -= 2.0;
}
float3 positionDS = TransformWorldToObject(posInput.positionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5, 0.5);
if (!(all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
{
clipValue -= 2.0;
}
#ifndef SHADER_API_METAL
clip(clipValue);
#else
if (clipValue > 0.0)
{
#endif
input.texCoord0.xy = positionDS.xz;
input.texCoord1.xy = positionDS.xz;
input.texCoord2.xy = positionDS.xz;
input.texCoord3.xy = positionDS.xz;
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
if (_EnableDecalLayers)
{
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float2 angleFade = float2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.x > 0.0f)
{
float dotAngle = 1.0 - dot(material.geomNormalWS, normalToWorld[2].xyz);
angleFadeFactor = 1.0 - saturate(dotAngle * angleFade.x + angleFade.y);
}
}
#else
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, uint2(0, 0));
#if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS)
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
float3 V = float3(1.0, 1.0, 1.0);
#endif
#endif
float4 texCoord0 = input.texCoord0;
float4 texCoord1 = input.texCoord1;
float4 texCoord2 = input.texCoord2;
float4 texCoord3 = input.texCoord3;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 texCoord25 = texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles27 = _DecalQuantity * _DecalQuantity;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset27 = 1.0f / _DecalQuantity;
float fbrowsoffset27 = 1.0f / _DecalQuantity;
// Speed of animation
float fbspeed27 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling27 = float2(fbcolsoffset27, fbrowsoffset27);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex27 = round( fmod( fbspeed27 + _DecalType, fbtotaltiles27) );
fbcurrenttileindex27 += ( fbcurrenttileindex27 < 0) ? fbtotaltiles27 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox27 = round ( fmod ( fbcurrenttileindex27, _DecalQuantity ) );
// Multiply Offset X by coloffset
float fboffsetx27 = fblinearindextox27 * fbcolsoffset27;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy27 = round( fmod( ( fbcurrenttileindex27 - fblinearindextox27 ) / _DecalQuantity, _DecalQuantity ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy27 = (int)(_DecalQuantity-1) - fblinearindextoy27;
// Multiply Offset Y by rowoffset
float fboffsety27 = fblinearindextoy27 * fbrowsoffset27;
// UV Offset
float2 fboffset27 = float2(fboffsetx27, fboffsety27);
// Flipbook UV
half2 fbuv27 = texCoord25 * fbtiling27 + fboffset27;
// *** END Flipbook UV Animation vars ***
float4 tex2DNode17 = tex2D( _dirt_decal_BaseColor, fbuv27 );
float3 unpack19 = UnpackNormalScale( tex2D( _Dirt_Decal_Normal, fbuv27 ), _NormalIntensity );
unpack19.z = lerp( 1, unpack19.z, saturate(_NormalIntensity) );
float4 tex2DNode18 = tex2D( _dirt_decal_mask, fbuv27 );
surfaceDescription.BaseColor = tex2DNode17.rgb;
surfaceDescription.Alpha = tex2DNode17.a;
surfaceDescription.NormalTS = unpack19;
surfaceDescription.NormalAlpha = tex2DNode17.a;
surfaceDescription.Metallic = tex2DNode18.r;
surfaceDescription.Occlusion = tex2DNode18.g;
surfaceDescription.Smoothness = ( tex2DNode18.a * _SmoothnessMultiplier );
surfaceDescription.MAOSAlpha = tex2DNode17.a;
surfaceDescription.Emission = float3( 0, 0, 0 );
GetSurfaceData(surfaceDescription, input, V, posInput, angleFadeFactor, surfaceData);
#if ((SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)) && defined(SHADER_API_METAL)
} // if (clipValue > 0.0)
clip(clipValue);
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
#else
// Emissive need to be pre-exposed
outEmissive.rgb = surfaceData.emissive * GetCurrentExposureMultiplier();
outEmissive.a = 1.0;
#endif
}
ENDHLSL
}
Pass
{
Name "DecalProjectorForwardEmissive"
Tags { "LightMode"="DecalProjectorForwardEmissive" }
Cull Front
Blend 0 SrcAlpha One
ZTest Greater
ZWrite Off
HLSLPROGRAM
#pragma shader_feature _ _MATERIAL_AFFECTS_ALBEDO
#pragma shader_feature _ _MATERIAL_AFFECTS_NORMAL
#pragma shader_feature _ _MATERIAL_AFFECTS_MASKMAP
#define _MATERIAL_AFFECTS_EMISSION
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_SRP_VERSION 100600
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_PROJECTOR
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.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/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsToPS
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS)
float3 positionRWS : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float _DecalQuantity;
float _DecalType;
float _NormalIntensity;
float _SmoothnessMultiplier;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
float _DecalStencilWriteMask;
float _DecalStencilRef;
#ifdef _MATERIAL_AFFECTS_ALBEDO
float _AffectAlbedo;
#endif
#ifdef _MATERIAL_AFFECTS_NORMAL
float _AffectNormal;
#endif
#ifdef _MATERIAL_AFFECTS_MASKMAP
float _AffectAO;
float _AffectMetal;
float _AffectSmoothness;
#endif
#ifdef _MATERIAL_AFFECTS_EMISSION
float _AffectEmission;
#endif
float _DecalColorMask0;
float _DecalColorMask1;
float _DecalColorMask2;
float _DecalColorMask3;
CBUFFER_END
sampler2D _dirt_decal_BaseColor;
sampler2D _Dirt_Decal_Normal;
sampler2D _dirt_decal_mask;
void GetSurfaceData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, PositionInputs posInput, float angleFadeFactor, out DecalSurfaceData surfaceData)
{
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
fragInputs.texCoord0.xy = fragInputs.texCoord0.xy * scale + offset;
fragInputs.texCoord1.xy = fragInputs.texCoord1.xy * scale + offset;
fragInputs.texCoord2.xy = fragInputs.texCoord2.xy * scale + offset;
fragInputs.texCoord3.xy = fragInputs.texCoord3.xy * scale + offset;
fragInputs.positionRWS = posInput.positionWS;
fragInputs.tangentToWorld[2].xyz = TransformObjectToWorldDir(float3(0, 1, 0));
fragInputs.tangentToWorld[1].xyz = TransformObjectToWorldDir(float3(0, 0, 1));
#else
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
float fadeFactor = 1.0;
#endif
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
#ifdef _MATERIAL_AFFECTS_EMISSION
surfaceData.emissive.rgb = surfaceDescription.Emission.rgb * fadeFactor;
#endif
#ifdef _MATERIAL_AFFECTS_ALBEDO
#endif
#ifdef _MATERIAL_AFFECTS_NORMAL
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_PREVIEW)
#endif
#else
#if (SHADERPASS == SHADERPASS_FORWARD_PREVIEW)
#endif
#endif
#ifdef _MATERIAL_AFFECTS_MASKMAP
#ifdef DECALS_4RT
#endif
#endif
}
PackedVaryingsToPS Vert(AttributesMesh inputMesh )
{
PackedVaryingsToPS output;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS;
inputMesh.tangentOS = inputMesh.tangentOS;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
output.positionCS = TransformWorldToHClip(positionRWS);
#if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS)
output.positionRWS = positionRWS;
#endif
return output;
}
void Frag( PackedVaryingsToPS packedInput,
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
OUTPUT_DBUFFER(outDBuffer)
#else
out float4 outEmissive : SV_Target0
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
#if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS)
float3 positionRWS = packedInput.positionRWS;
input.positionRWS = positionRWS;
#endif
input.positionSS = packedInput.positionCS;
DecalSurfaceData surfaceData;
float clipValue = 1.0;
float angleFadeFactor = 1.0;
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
float depth = LoadCameraDepth(input.positionSS.xy);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
DecalPrepassData material;
ZERO_INITIALIZE(DecalPrepassData, material);
if (_EnableDecalLayers)
{
uint decalLayerMask = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal).x);
DecodeFromDecalPrepass(posInput.positionSS, material);
if ((decalLayerMask & material.decalLayerMask) == 0)
clipValue -= 2.0;
}
float3 positionDS = TransformWorldToObject(posInput.positionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5, 0.5);
if (!(all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
{
clipValue -= 2.0;
}
#ifndef SHADER_API_METAL
clip(clipValue);
#else
if (clipValue > 0.0)
{
#endif
input.texCoord0.xy = positionDS.xz;
input.texCoord1.xy = positionDS.xz;
input.texCoord2.xy = positionDS.xz;
input.texCoord3.xy = positionDS.xz;
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
if (_EnableDecalLayers)
{
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float2 angleFade = float2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.x > 0.0f)
{
float dotAngle = 1.0 - dot(material.geomNormalWS, normalToWorld[2].xyz);
angleFadeFactor = 1.0 - saturate(dotAngle * angleFade.x + angleFade.y);
}
}
#else
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, uint2(0, 0));
#if defined(ASE_NEEDS_FRAG_RELATIVE_WORLD_POS)
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
float3 V = float3(1.0, 1.0, 1.0);
#endif
#endif
float4 texCoord0 = input.texCoord0;
float4 texCoord1 = input.texCoord1;
float4 texCoord2 = input.texCoord2;
float4 texCoord3 = input.texCoord3;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 texCoord25 = texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles27 = _DecalQuantity * _DecalQuantity;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset27 = 1.0f / _DecalQuantity;
float fbrowsoffset27 = 1.0f / _DecalQuantity;
// Speed of animation
float fbspeed27 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling27 = float2(fbcolsoffset27, fbrowsoffset27);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex27 = round( fmod( fbspeed27 + _DecalType, fbtotaltiles27) );
fbcurrenttileindex27 += ( fbcurrenttileindex27 < 0) ? fbtotaltiles27 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox27 = round ( fmod ( fbcurrenttileindex27, _DecalQuantity ) );
// Multiply Offset X by coloffset
float fboffsetx27 = fblinearindextox27 * fbcolsoffset27;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy27 = round( fmod( ( fbcurrenttileindex27 - fblinearindextox27 ) / _DecalQuantity, _DecalQuantity ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy27 = (int)(_DecalQuantity-1) - fblinearindextoy27;
// Multiply Offset Y by rowoffset
float fboffsety27 = fblinearindextoy27 * fbrowsoffset27;
// UV Offset
float2 fboffset27 = float2(fboffsetx27, fboffsety27);
// Flipbook UV
half2 fbuv27 = texCoord25 * fbtiling27 + fboffset27;
// *** END Flipbook UV Animation vars ***
float4 tex2DNode17 = tex2D( _dirt_decal_BaseColor, fbuv27 );
float3 unpack19 = UnpackNormalScale( tex2D( _Dirt_Decal_Normal, fbuv27 ), _NormalIntensity );
unpack19.z = lerp( 1, unpack19.z, saturate(_NormalIntensity) );
float4 tex2DNode18 = tex2D( _dirt_decal_mask, fbuv27 );
surfaceDescription.BaseColor = tex2DNode17.rgb;
surfaceDescription.Alpha = tex2DNode17.a;
surfaceDescription.NormalTS = unpack19;
surfaceDescription.NormalAlpha = tex2DNode17.a;
surfaceDescription.Metallic = tex2DNode18.r;
surfaceDescription.Occlusion = tex2DNode18.g;
surfaceDescription.Smoothness = ( tex2DNode18.a * _SmoothnessMultiplier );
surfaceDescription.MAOSAlpha = tex2DNode17.a;
surfaceDescription.Emission = float3( 0, 0, 0 );
GetSurfaceData(surfaceDescription, input, V, posInput, angleFadeFactor, surfaceData);
#if ((SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)) && defined(SHADER_API_METAL)
}
clip(clipValue);
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
#else
// Emissive need to be pre-exposed
outEmissive.rgb = surfaceData.emissive * GetCurrentExposureMultiplier();
outEmissive.a = 1.0;
#endif
}
ENDHLSL
}
Pass
{
Name "DBufferMesh"
Tags { "LightMode"="DBufferMesh" }
Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha Blend 3 Zero OneMinusSrcColor
ZTest LEqual
ZWrite Off
ColorMask [_DecalColorMask0] ColorMask [_DecalColorMask1] 1 ColorMask [_DecalColorMask2] 2 ColorMask [_DecalColorMask3] 3
Stencil
{
Ref [_DecalStencilRef]
WriteMask [_DecalStencilWriteMask]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#pragma shader_feature _ _MATERIAL_AFFECTS_ALBEDO
#pragma shader_feature _ _MATERIAL_AFFECTS_NORMAL
#pragma shader_feature _ _MATERIAL_AFFECTS_MASKMAP
#define _MATERIAL_AFFECTS_EMISSION
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_SRP_VERSION 100600
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma multi_compile DECALS_3RT DECALS_4RT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_DBUFFER_MESH
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.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/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#if ASE_SRP_VERSION >= 100301
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsToPS
{
float4 positionCS : SV_POSITION;
float3 interp0 : TEXCOORD0;
float3 interp1 : TEXCOORD1;
float4 interp2 : TEXCOORD2;
float4 interp3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float _DecalQuantity;
float _DecalType;
float _NormalIntensity;
float _SmoothnessMultiplier;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
float _DecalStencilWriteMask;
float _DecalStencilRef;
#ifdef _MATERIAL_AFFECTS_ALBEDO
float _AffectAlbedo;
#endif
#ifdef _MATERIAL_AFFECTS_NORMAL
float _AffectNormal;
#endif
#ifdef _MATERIAL_AFFECTS_MASKMAP
float _AffectAO;
float _AffectMetal;
float _AffectSmoothness;
#endif
#ifdef _MATERIAL_AFFECTS_EMISSION
float _AffectEmission;
#endif
float _DecalColorMask0;
float _DecalColorMask1;
float _DecalColorMask2;
float _DecalColorMask3;
CBUFFER_END
sampler2D _dirt_decal_BaseColor;
sampler2D _Dirt_Decal_Normal;
sampler2D _dirt_decal_mask;
void GetSurfaceData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, PositionInputs posInput, float angleFadeFactor, out DecalSurfaceData surfaceData)
{
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
fragInputs.texCoord0.xy = fragInputs.texCoord0.xy * scale + offset;
fragInputs.texCoord1.xy = fragInputs.texCoord1.xy * scale + offset;
fragInputs.texCoord2.xy = fragInputs.texCoord2.xy * scale + offset;
fragInputs.texCoord3.xy = fragInputs.texCoord3.xy * scale + offset;
fragInputs.positionRWS = posInput.positionWS;
fragInputs.tangentToWorld[2].xyz = TransformObjectToWorldDir(float3(0, 1, 0));
fragInputs.tangentToWorld[1].xyz = TransformObjectToWorldDir(float3(0, 0, 1));
#else
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
float fadeFactor = 1.0;
#endif
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
#ifdef _MATERIAL_AFFECTS_EMISSION
#endif
#ifdef _MATERIAL_AFFECTS_ALBEDO
surfaceData.baseColor.xyz = surfaceDescription.BaseColor;
surfaceData.baseColor.w = surfaceDescription.Alpha * fadeFactor;
#endif
#ifdef _MATERIAL_AFFECTS_NORMAL
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
surfaceData.normalWS.xyz = mul((float3x3)normalToWorld, surfaceDescription.NormalTS);
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_PREVIEW)
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, fragInputs.tangentToWorld));
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#else
#if (SHADERPASS == SHADERPASS_FORWARD_PREVIEW)
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(float3(0.0, 0.0, 0.1), fragInputs.tangentToWorld));
#endif
#endif
#ifdef _MATERIAL_AFFECTS_MASKMAP
surfaceData.mask.z = surfaceDescription.Smoothness;
surfaceData.mask.w = surfaceDescription.MAOSAlpha * fadeFactor;
#ifdef DECALS_4RT
surfaceData.mask.x = surfaceDescription.Metallic;
surfaceData.mask.y = surfaceDescription.Occlusion;
surfaceData.MAOSBlend.x = surfaceDescription.MAOSAlpha * fadeFactor;
surfaceData.MAOSBlend.y = surfaceDescription.MAOSAlpha * fadeFactor;
#endif
#endif
}
PackedVaryingsToPS Vert(AttributesMesh inputMesh )
{
PackedVaryingsToPS output;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS;
inputMesh.tangentOS = inputMesh.tangentOS;
float3 worldSpaceBias = 0.0f;
#if ASE_SRP_VERSION >= 100301
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
{
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 V = GetWorldSpaceNormalizeViewDir(positionRWS);
worldSpaceBias = V * (_DecalMeshViewBias);
}
#endif
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS) + worldSpaceBias;
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
output.interp0.xyz = positionRWS;
output.positionCS = TransformWorldToHClip(positionRWS);
output.interp1.xyz = normalWS;
output.interp2.xyzw = tangentWS;
output.interp3.xyzw = inputMesh.uv0;
#if ASE_SRP_VERSION >= 100301
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
{
#if UNITY_REVERSED_Z
output.positionCS.z -= _DecalMeshDepthBias;
#else
output.positionCS.z += _DecalMeshDepthBias;
#endif
}
#else
#if UNITY_REVERSED_Z
output.positionCS.z -= _DecalMeshDepthBias;
#else
output.positionCS.z += _DecalMeshDepthBias;
#endif
#endif
return output;
}
void Frag( PackedVaryingsToPS packedInput,
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
OUTPUT_DBUFFER(outDBuffer)
#else
out float4 outEmissive : SV_Target0
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = packedInput.interp0.xyz;
float3 positionRWS = input.positionRWS;
input.tangentToWorld = BuildTangentToWorld(packedInput.interp2.xyzw, packedInput.interp1.xyz);
input.texCoord0 = packedInput.interp3.xyzw;
DecalSurfaceData surfaceData;
float clipValue = 1.0;
float angleFadeFactor = 1.0;
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
float depth = LoadCameraDepth(input.positionSS.xy);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
DecalPrepassData material;
ZERO_INITIALIZE(DecalPrepassData, material);
if (_EnableDecalLayers)
{
uint decalLayerMask = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal).x);
DecodeFromDecalPrepass(posInput.positionSS, material);
if ((decalLayerMask & material.decalLayerMask) == 0)
clipValue -= 2.0;
}
float3 positionDS = TransformWorldToObject(posInput.positionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5, 0.5);
if (!(all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
{
clipValue -= 2.0;
}
#ifndef SHADER_API_METAL
clip(clipValue);
#else
if (clipValue > 0.0)
{
#endif
input.texCoord0.xy = positionDS.xz;
input.texCoord1.xy = positionDS.xz;
input.texCoord2.xy = positionDS.xz;
input.texCoord3.xy = positionDS.xz;
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
if (_EnableDecalLayers)
{
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float2 angleFade = float2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.x > 0.0f)
{
float dotAngle = 1.0 - dot(material.geomNormalWS, normalToWorld[2].xyz);
angleFadeFactor = 1.0 - saturate(dotAngle * angleFade.x + angleFade.y);
}
}
#else
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, uint2(0, 0));
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#endif
float4 texCoord0 = input.texCoord0;
float4 texCoord1 = input.texCoord1;
float4 texCoord2 = input.texCoord2;
float4 texCoord3 = input.texCoord3;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 texCoord25 = texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles27 = _DecalQuantity * _DecalQuantity;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset27 = 1.0f / _DecalQuantity;
float fbrowsoffset27 = 1.0f / _DecalQuantity;
// Speed of animation
float fbspeed27 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling27 = float2(fbcolsoffset27, fbrowsoffset27);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex27 = round( fmod( fbspeed27 + _DecalType, fbtotaltiles27) );
fbcurrenttileindex27 += ( fbcurrenttileindex27 < 0) ? fbtotaltiles27 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox27 = round ( fmod ( fbcurrenttileindex27, _DecalQuantity ) );
// Multiply Offset X by coloffset
float fboffsetx27 = fblinearindextox27 * fbcolsoffset27;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy27 = round( fmod( ( fbcurrenttileindex27 - fblinearindextox27 ) / _DecalQuantity, _DecalQuantity ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy27 = (int)(_DecalQuantity-1) - fblinearindextoy27;
// Multiply Offset Y by rowoffset
float fboffsety27 = fblinearindextoy27 * fbrowsoffset27;
// UV Offset
float2 fboffset27 = float2(fboffsetx27, fboffsety27);
// Flipbook UV
half2 fbuv27 = texCoord25 * fbtiling27 + fboffset27;
// *** END Flipbook UV Animation vars ***
float4 tex2DNode17 = tex2D( _dirt_decal_BaseColor, fbuv27 );
float3 unpack19 = UnpackNormalScale( tex2D( _Dirt_Decal_Normal, fbuv27 ), _NormalIntensity );
unpack19.z = lerp( 1, unpack19.z, saturate(_NormalIntensity) );
float4 tex2DNode18 = tex2D( _dirt_decal_mask, fbuv27 );
surfaceDescription.BaseColor = tex2DNode17.rgb;
surfaceDescription.Alpha = tex2DNode17.a;
surfaceDescription.NormalTS = unpack19;
surfaceDescription.NormalAlpha = tex2DNode17.a;
surfaceDescription.Metallic = tex2DNode18.r;
surfaceDescription.Occlusion = tex2DNode18.g;
surfaceDescription.Smoothness = ( tex2DNode18.a * _SmoothnessMultiplier );
surfaceDescription.MAOSAlpha = tex2DNode17.a;
surfaceDescription.Emission = float3( 0, 0, 0 );
GetSurfaceData(surfaceDescription, input, V, posInput, angleFadeFactor, surfaceData);
#if ((SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)) && defined(SHADER_API_METAL)
}
clip(clipValue);
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
#else
outEmissive.rgb = surfaceData.emissive * GetCurrentExposureMultiplier();
outEmissive.a = 1.0;
#endif
}
ENDHLSL
}
Pass
{
Name "DecalMeshForwardEmissive"
Tags { "LightMode"="DecalMeshForwardEmissive" }
// Render State
Blend 0 SrcAlpha One
ZTest LEqual
ZWrite Off
HLSLPROGRAM
#pragma shader_feature _ _MATERIAL_AFFECTS_ALBEDO
#pragma shader_feature _ _MATERIAL_AFFECTS_NORMAL
#pragma shader_feature _ _MATERIAL_AFFECTS_MASKMAP
#define _MATERIAL_AFFECTS_EMISSION
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_SRP_VERSION 100600
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_MESH
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.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/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsToPS
{
float4 positionCS : SV_POSITION;
float3 interp0 : TEXCOORD0;
float3 interp1 : TEXCOORD1;
float4 interp2 : TEXCOORD2;
float4 interp3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float _DecalQuantity;
float _DecalType;
float _NormalIntensity;
float _SmoothnessMultiplier;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
float _DecalStencilWriteMask;
float _DecalStencilRef;
#ifdef _MATERIAL_AFFECTS_ALBEDO
float _AffectAlbedo;
#endif
#ifdef _MATERIAL_AFFECTS_NORMAL
float _AffectNormal;
#endif
#ifdef _MATERIAL_AFFECTS_MASKMAP
float _AffectAO;
float _AffectMetal;
float _AffectSmoothness;
#endif
#ifdef _MATERIAL_AFFECTS_EMISSION
float _AffectEmission;
#endif
float _DecalColorMask0;
float _DecalColorMask1;
float _DecalColorMask2;
float _DecalColorMask3;
CBUFFER_END
sampler2D _dirt_decal_BaseColor;
sampler2D _Dirt_Decal_Normal;
sampler2D _dirt_decal_mask;
void GetSurfaceData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, PositionInputs posInput, float angleFadeFactor, out DecalSurfaceData surfaceData)
{
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
fragInputs.texCoord0.xy = fragInputs.texCoord0.xy * scale + offset;
fragInputs.texCoord1.xy = fragInputs.texCoord1.xy * scale + offset;
fragInputs.texCoord2.xy = fragInputs.texCoord2.xy * scale + offset;
fragInputs.texCoord3.xy = fragInputs.texCoord3.xy * scale + offset;
fragInputs.positionRWS = posInput.positionWS;
fragInputs.tangentToWorld[2].xyz = TransformObjectToWorldDir(float3(0, 1, 0));
fragInputs.tangentToWorld[1].xyz = TransformObjectToWorldDir(float3(0, 0, 1));
#else
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
float fadeFactor = 1.0;
#endif
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
#ifdef _MATERIAL_AFFECTS_EMISSION
surfaceData.emissive.rgb = surfaceDescription.Emission.rgb * fadeFactor;
#endif
#ifdef _MATERIAL_AFFECTS_ALBEDO
surfaceData.baseColor.xyz = surfaceDescription.BaseColor;
surfaceData.baseColor.w = surfaceDescription.Alpha * fadeFactor;
#endif
#ifdef _MATERIAL_AFFECTS_NORMAL
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
surfaceData.normalWS.xyz = mul((float3x3)normalToWorld, surfaceDescription.NormalTS);
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_PREVIEW)
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, fragInputs.tangentToWorld));
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#else
#if (SHADERPASS == SHADERPASS_FORWARD_PREVIEW)
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(float3(0.0, 0.0, 0.1), fragInputs.tangentToWorld));
#endif
#endif
#ifdef _MATERIAL_AFFECTS_MASKMAP
surfaceData.mask.z = surfaceDescription.Smoothness;
surfaceData.mask.w = surfaceDescription.MAOSAlpha * fadeFactor;
#ifdef DECALS_4RT
surfaceData.mask.x = surfaceDescription.Metallic;
surfaceData.mask.y = surfaceDescription.Occlusion;
surfaceData.MAOSBlend.x = surfaceDescription.MAOSAlpha * fadeFactor;
surfaceData.MAOSBlend.y = surfaceDescription.MAOSAlpha * fadeFactor;
#endif
#endif
}
PackedVaryingsToPS Vert(AttributesMesh inputMesh )
{
PackedVaryingsToPS output;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS;
inputMesh.tangentOS = inputMesh.tangentOS;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
output.interp0.xyz = positionRWS;
output.positionCS = TransformWorldToHClip(positionRWS);
output.interp1.xyz = normalWS;
output.interp2.xyzw = tangentWS;
output.interp3.xyzw = inputMesh.uv0;
return output;
}
void Frag( PackedVaryingsToPS packedInput,
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
OUTPUT_DBUFFER(outDBuffer)
#else
out float4 outEmissive : SV_Target0
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = packedInput.interp0.xyz;
float3 positionRWS = input.positionRWS;
input.tangentToWorld = BuildTangentToWorld(packedInput.interp2.xyzw, packedInput.interp1.xyz);
input.texCoord0 = packedInput.interp3.xyzw;
DecalSurfaceData surfaceData;
float clipValue = 1.0;
float angleFadeFactor = 1.0;
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
float depth = LoadCameraDepth(input.positionSS.xy);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
DecalPrepassData material;
ZERO_INITIALIZE(DecalPrepassData, material);
if (_EnableDecalLayers)
{
uint decalLayerMask = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal).x);
DecodeFromDecalPrepass(posInput.positionSS, material);
if ((decalLayerMask & material.decalLayerMask) == 0)
clipValue -= 2.0;
}
float3 positionDS = TransformWorldToObject(posInput.positionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5, 0.5);
if (!(all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
{
clipValue -= 2.0;
}
#ifndef SHADER_API_METAL
clip(clipValue);
#else
if (clipValue > 0.0)
{
#endif
input.texCoord0.xy = positionDS.xz;
input.texCoord1.xy = positionDS.xz;
input.texCoord2.xy = positionDS.xz;
input.texCoord3.xy = positionDS.xz;
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
if (_EnableDecalLayers)
{
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float2 angleFade = float2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.x > 0.0f)
{
float dotAngle = 1.0 - dot(material.geomNormalWS, normalToWorld[2].xyz);
angleFadeFactor = 1.0 - saturate(dotAngle * angleFade.x + angleFade.y);
}
}
#else
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, uint2(0, 0));
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#endif
float4 texCoord0 = input.texCoord0;
float4 texCoord1 = input.texCoord1;
float4 texCoord2 = input.texCoord2;
float4 texCoord3 = input.texCoord3;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 texCoord25 = texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles27 = _DecalQuantity * _DecalQuantity;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset27 = 1.0f / _DecalQuantity;
float fbrowsoffset27 = 1.0f / _DecalQuantity;
// Speed of animation
float fbspeed27 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling27 = float2(fbcolsoffset27, fbrowsoffset27);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex27 = round( fmod( fbspeed27 + _DecalType, fbtotaltiles27) );
fbcurrenttileindex27 += ( fbcurrenttileindex27 < 0) ? fbtotaltiles27 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox27 = round ( fmod ( fbcurrenttileindex27, _DecalQuantity ) );
// Multiply Offset X by coloffset
float fboffsetx27 = fblinearindextox27 * fbcolsoffset27;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy27 = round( fmod( ( fbcurrenttileindex27 - fblinearindextox27 ) / _DecalQuantity, _DecalQuantity ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy27 = (int)(_DecalQuantity-1) - fblinearindextoy27;
// Multiply Offset Y by rowoffset
float fboffsety27 = fblinearindextoy27 * fbrowsoffset27;
// UV Offset
float2 fboffset27 = float2(fboffsetx27, fboffsety27);
// Flipbook UV
half2 fbuv27 = texCoord25 * fbtiling27 + fboffset27;
// *** END Flipbook UV Animation vars ***
float4 tex2DNode17 = tex2D( _dirt_decal_BaseColor, fbuv27 );
float3 unpack19 = UnpackNormalScale( tex2D( _Dirt_Decal_Normal, fbuv27 ), _NormalIntensity );
unpack19.z = lerp( 1, unpack19.z, saturate(_NormalIntensity) );
float4 tex2DNode18 = tex2D( _dirt_decal_mask, fbuv27 );
surfaceDescription.BaseColor = tex2DNode17.rgb;
surfaceDescription.Alpha = tex2DNode17.a;
surfaceDescription.NormalTS = unpack19;
surfaceDescription.NormalAlpha = tex2DNode17.a;
surfaceDescription.Metallic = tex2DNode18.r;
surfaceDescription.Occlusion = tex2DNode18.g;
surfaceDescription.Smoothness = ( tex2DNode18.a * _SmoothnessMultiplier );
surfaceDescription.MAOSAlpha = tex2DNode17.a;
surfaceDescription.Emission = float3( 0, 0, 0 );
GetSurfaceData(surfaceDescription, input, V, posInput, angleFadeFactor, surfaceData);
#if ((SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)) && defined(SHADER_API_METAL)
}
clip(clipValue);
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
#else
outEmissive.rgb = surfaceData.emissive * GetCurrentExposureMultiplier();
outEmissive.a = 1.0;
#endif
}
ENDHLSL
}
}
CustomEditor "Rendering.HighDefinition.DecalGUI"
FallBack "Hidden/Shader Graph/FallbackError"
}
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