// © 2022 EasyRoads3D // This is a standard road shader // Standard 3D Project Usage: Set Material Render Queue to AlphaTest 2450 Shader "EasyRoads3D/ER Road" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [Space] [Header(Main Maps)] [Space] _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Metallic("Metallic (R) AO (G) Smoothness (A)", 2D) = "gray" {} _MainMetallicPower("Metallic Power", Range(0 , 2)) = 0 _MainSmoothnessPower("Smoothness Power", Range(0 , 2)) = 1 _OcclusionStrength("Ambient Occlusion Power", Range(0 , 2)) = 1 _BumpMap("Normal Map", 2D) = "bump" {} _BumpScale("Normal Map Scale", Range(0 , 4)) = 1 [Space] [Header(Terrain Z Fighting Offset)] [Space] _OffsetFactor("Offset Factor", Range(-10.0,0.0)) = -1 _OffsetUnit("Offset Unit", Range(-10.0,0.0)) = -1 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] _RenderQueueType("Render Queue Type", Float) = 5 [HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 [HideInInspector][ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 [HideInInspector] _StencilRef("Stencil Ref", Int) = 0 // StencilUsage.Clear [HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering [HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 0 // Nothing [HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8 // StencilUsage.TraceReflectionRay [HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 32 // StencilUsage.ObjectMotionVector [HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 32 // StencilUsage.ObjectMotionVector [HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4 // DEPRECATED [HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4 // DEPRECATED [HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering [HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting [HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4 [HideInInspector][ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0 [HideInInspector][ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1 [HideInInspector][ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0 [HideInInspector] _SurfaceType("Surface Type", Float) = 1 [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) = 0 [HideInInspector][ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0 [HideInInspector] _CullMode("Cull Mode", Float) = 2 [HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Float) = 0 [HideInInspector][ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1 [HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent [HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("Transparent Cull Mode", Int) = 2 // Back culling by default [HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4 // Less equal [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Int) = 4// Less equal [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 [HideInInspector][ToggleUI] _TransparentWritingMotionVec("Transparent Writing MotionVec", Float) = 0 [HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode("Opaque Cull Mode", Int) = 2 // Back culling by default [HideInInspector][ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1 [HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1) [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} [HideInInspector][Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode("Double sided GI mode", Float) = 0 //DoubleSidedGIMode added in api 12x and higher [HideInInspector][ToggleUI] _AlphaToMaskInspectorValue("_AlphaToMaskInspectorValue", Float) = 0 // Property used to save the alpha to mask state in the inspector [HideInInspector][ToggleUI] _AlphaToMask("__alphaToMask", Float) = 0 } SubShader { LOD 0 Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Transparent" "Queue"="Transparent" } Offset[_OffsetFactor] ,[_OffsetUnit] HLSLINCLUDE #pragma target 4.5 #pragma exclude_renderers glcore gles gles3 ps4 ps5 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" struct GlobalSurfaceDescription // GBuffer Forward META TransparentBackface { float3 BaseColor; float3 Normal; float3 BentNormal; float3 Specular; float CoatMask; float Metallic; float3 Emission; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; float AlphaClipThresholdShadow; float AlphaClipThresholdDepthPrepass; float AlphaClipThresholdDepthPostpass; float SpecularAAScreenSpaceVariance; float SpecularAAThreshold; float SpecularOcclusion; float DepthOffset; //Refraction float RefractionIndex; float3 RefractionColor; float RefractionDistance; //SSS/Translucent float DiffusionProfile; float TransmissionMask; // Transmission + Diffusion Profile float Thickness; float SubsurfaceMask; //Anisotropy float Anisotropy; float3 Tangent; //Iridescent float IridescenceMask; float IridescenceThickness; //BakedGI float3 BakedGI; float3 BakedBackGI; //Virtual Texturing float4 VTPackedFeedback; }; struct AlphaSurfaceDescription // ShadowCaster { float Alpha; float AlphaClipThreshold; float AlphaClipThresholdShadow; float DepthOffset; }; struct SceneSurfaceDescription // SceneSelection { float Alpha; float AlphaClipThreshold; float DepthOffset; }; struct PrePassSurfaceDescription // DepthPrePass { float3 Normal; float Smoothness; float Alpha; float AlphaClipThresholdDepthPrepass; float DepthOffset; }; struct PostPassSurfaceDescription //DepthPostPass { float Alpha; float AlphaClipThresholdDepthPostpass; float DepthOffset; }; struct SmoothSurfaceDescription // MotionVectors DepthOnly { float3 Normal; float Smoothness; float Alpha; float AlphaClipThreshold; float DepthOffset; }; #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 Pass { Name "GBuffer" Tags { "LightMode"="GBuffer" } Offset[_OffsetFactor] ,[_OffsetUnit] Cull [_ZWrite] ZTest [_StencilRefGBuffer] Stencil { Ref [_StencilWriteMaskGBuffer] WriteMask [_StencilWriteMaskDistortionVec] Comp Always Pass Replace Fail Keep ZFail Keep } ColorMask [_LightLayersMaskBuffer4] 4 ColorMask [_LightLayersMaskBuffer5] 5 HLSLPROGRAM #define _DISABLE_SSR_TRANSPARENT 1 #define _SPECULAR_OCCLUSION_FROM_AO 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _AMBIENT_OCCLUSION 1 #define ASE_SRP_VERSION 140004 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ LIGHT_LAYERS #pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #define SHADERPASS SHADERPASS_GBUFFER #ifndef SHADER_UNLIT #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) #define VARYINGS_NEED_CULLFACE #endif #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE)) #undef _REFRACTION_PLANE #undef _REFRACTION_SPHERE #define _REFRACTION_THIN #endif #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY #if !defined(_SURFACE_TYPE_TRANSPARENT) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float4 _Color; float4 _Metallic_ST; half _BumpScale; half _MainMetallicPower; half _MainSmoothnessPower; half _OcclusionStrength; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING float _EnableBlendModePreserveSpecularLighting; #endif float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_Metallic); SAMPLER(sampler_Metallic); #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // Setup DECALS_OFF so the shader stripper can remove variants #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) ) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 positionRWS : TEXCOORD0; float3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; float4 uv1 : TEXCOORD3; float4 uv2 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; 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 }; void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.baseColor = surfaceDescription.BaseColor; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.coatMask = surfaceDescription.CoatMask; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.thickness = surfaceDescription.Thickness; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); surfaceData.transmissionMask = surfaceDescription.TransmissionMask; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.specularColor = surfaceDescription.Specular; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.anisotropy = surfaceDescription.Anisotropy; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #endif // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.ior = surfaceDescription.RefractionIndex; surfaceData.transmittanceColor = surfaceDescription.RefractionColor; surfaceData.atDistance = surfaceDescription.RefractionDistance; surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld ); #endif surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #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) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif #ifdef UNITY_VIRTUAL_TEXTURING builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback; #endif #ifdef ASE_BAKEDGI builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI; #endif #ifdef ASE_BAKEDBACKGI builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI; #endif builtinData.emissiveColor = surfaceDescription.Emission; PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); outputPackedVaryingsMeshToPS.ase_texcoord5.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord5.zw = 0; #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); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS; outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS; outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS; outputPackedVaryingsMeshToPS.uv1.xyzw = inputMesh.uv1; outputPackedVaryingsMeshToPS.uv2.xyzw = inputMesh.uv2; return outputPackedVaryingsMeshToPS; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; o.uv1 = v.uv1; o.uv2 = v.uv2; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z; o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #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 = _TessPhongStrength; 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 PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag( PackedVaryingsMeshToPS packedInput, OUTPUT_GBUFFER(outGBuffer) #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; float3 positionRWS = packedInput.positionRWS.xyz; float3 normalWS = packedInput.normalWS.xyz; float4 tangentWS = packedInput.tangentWS.xyzw; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS); input.texCoord1 = packedInput.uv1.xyzw; input.texCoord2 = packedInput.uv2.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 half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0; float2 uv_MainTex = packedInput.ase_texcoord5.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex ); float2 texCoord26 = packedInput.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); float3 unpack5 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, texCoord26 ), _BumpScale ); unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) ); float2 uv_Metallic = packedInput.ase_texcoord5.xy * _Metallic_ST.xy + _Metallic_ST.zw; float4 tex2DNode23 = SAMPLE_TEXTURE2D( _Metallic, sampler_Metallic, uv_Metallic ); surfaceDescription.BaseColor = ( tex2DNode1 * _Color ).rgb; surfaceDescription.Normal = unpack5; surfaceDescription.BentNormal = float3( 0, 0, 1 ); surfaceDescription.CoatMask = 0; surfaceDescription.Metallic = ( tex2DNode23.r * _MainMetallicPower ); #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceDescription.Specular = 0; #endif surfaceDescription.Emission = 0; surfaceDescription.Smoothness = ( tex2DNode23.a * _MainSmoothnessPower ); surfaceDescription.Occlusion = ( tex2DNode23.g * _OcclusionStrength ); surfaceDescription.Alpha = tex2DNode1.a; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ALPHATEST_SHADOW_ON surfaceDescription.AlphaClipThresholdShadow = 0.5; #endif surfaceDescription.AlphaClipThresholdDepthPrepass = 0.5; surfaceDescription.AlphaClipThresholdDepthPostpass = 0.5; #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceDescription.SpecularAAScreenSpaceVariance = 0; surfaceDescription.SpecularAAThreshold = 0; #endif #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceDescription.SpecularOcclusion = 0; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.Thickness = 0; #endif #ifdef _HAS_REFRACTION surfaceDescription.RefractionIndex = 1; surfaceDescription.RefractionColor = float3( 1, 1, 1 ); surfaceDescription.RefractionDistance = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceDescription.TransmissionMask = 1; surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 1; surfaceDescription.Tangent = float3( 1, 0, 0 ); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceMask = 0; surfaceDescription.IridescenceThickness = 0; #endif #ifdef ASE_BAKEDGI surfaceDescription.BakedGI = 0; #endif #ifdef ASE_BAKEDBACKGI surfaceDescription.BakedBackGI = 0; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif #ifdef UNITY_VIRTUAL_TEXTURING surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f); #endif GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData ); ENCODE_INTO_GBUFFER( surfaceData, builtinData, posInput.positionSS, outGBuffer ); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } Pass { Name "META" Tags { "LightMode"="Meta" } Offset[_OffsetFactor] ,[_OffsetUnit] Cull Off HLSLPROGRAM #define _DISABLE_SSR_TRANSPARENT 1 #define _SPECULAR_OCCLUSION_FROM_AO 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _AMBIENT_OCCLUSION 1 #define ASE_SRP_VERSION 140004 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature _ EDITOR_VISUALIZATION #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #ifndef SHADER_UNLIT #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) #define VARYINGS_NEED_CULLFACE #endif #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY #if !defined(_SURFACE_TYPE_TRANSPARENT) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float4 _Color; float4 _Metallic_ST; half _BumpScale; half _MainMetallicPower; half _MainSmoothnessPower; half _OcclusionStrength; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING float _EnableBlendModePreserveSpecularLighting; #endif float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_Metallic); SAMPLER(sampler_Metallic); #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // Setup DECALS_OFF so the shader stripper can remove variants #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) ) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 uv3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; #ifdef EDITOR_VISUALIZATION float2 VizUV : TEXCOORD0; float4 LightCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.baseColor = surfaceDescription.BaseColor; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.coatMask = surfaceDescription.CoatMask; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.thickness = surfaceDescription.Thickness; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); surfaceData.transmissionMask = surfaceDescription.TransmissionMask; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.specularColor = surfaceDescription.Specular; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.anisotropy = surfaceDescription.Anisotropy; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #endif // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.ior = surfaceDescription.RefractionIndex; surfaceData.transmittanceColor = surfaceDescription.RefractionColor; surfaceData.atDistance = surfaceDescription.RefractionDistance; surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld ); #endif surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #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) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(GlobalSurfaceDescription 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 ); builtinData.emissiveColor = surfaceDescription.Emission; PostInitBuiltinData(V, posInput, surfaceData, builtinData); } #if SHADERPASS == SHADERPASS_LIGHT_TRANSPORT #define SCENEPICKINGPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/MetaPass.hlsl" PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); outputPackedVaryingsMeshToPS.ase_texcoord2.xy = inputMesh.uv0.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord2.zw = 0; #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 ; outputPackedVaryingsMeshToPS.positionCS = UnityMetaVertexPosition(inputMesh.positionOS, inputMesh.uv1.xy, inputMesh.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); #ifdef EDITOR_VISUALIZATION float2 vizUV = 0; float4 lightCoord = 0; UnityEditorVizData(inputMesh.positionOS.xyz, inputMesh.uv0.xy, inputMesh.uv1.xy, inputMesh.uv2.xy, vizUV, lightCoord); outputPackedVaryingsMeshToPS.VizUV.xy = vizUV; outputPackedVaryingsMeshToPS.LightCoord = lightCoord; #endif return outputPackedVaryingsMeshToPS; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 uv3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; o.uv0 = v.uv0; o.uv1 = v.uv1; o.uv2 = v.uv2; o.uv3 = v.uv3; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z; o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z; o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z; o.uv3 = patch[0].uv3 * bary.x + patch[1].uv3 * bary.y + patch[2].uv3 * bary.z; #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 = _TessPhongStrength; 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 PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif float4 Frag(PackedVaryingsMeshToPS packedInput ) : 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 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); SurfaceData surfaceData; BuiltinData builtinData; GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0; float2 uv_MainTex = packedInput.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex ); float2 texCoord26 = packedInput.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float3 unpack5 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, texCoord26 ), _BumpScale ); unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) ); float2 uv_Metallic = packedInput.ase_texcoord2.xy * _Metallic_ST.xy + _Metallic_ST.zw; float4 tex2DNode23 = SAMPLE_TEXTURE2D( _Metallic, sampler_Metallic, uv_Metallic ); surfaceDescription.BaseColor = ( tex2DNode1 * _Color ).rgb; surfaceDescription.Normal = unpack5; surfaceDescription.BentNormal = float3( 0, 0, 1 ); surfaceDescription.CoatMask = 0; surfaceDescription.Metallic = ( tex2DNode23.r * _MainMetallicPower ); #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceDescription.Specular = 0; #endif surfaceDescription.Emission = 0; surfaceDescription.Smoothness = ( tex2DNode23.a * _MainSmoothnessPower ); surfaceDescription.Occlusion = ( tex2DNode23.g * _OcclusionStrength ); surfaceDescription.Alpha = tex2DNode1.a; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceDescription.SpecularAAScreenSpaceVariance = 0; surfaceDescription.SpecularAAThreshold = 0; #endif #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceDescription.SpecularOcclusion = 0; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.Thickness = 1; #endif #ifdef _HAS_REFRACTION surfaceDescription.RefractionIndex = 1; surfaceDescription.RefractionColor = float3( 1, 1, 1 ); surfaceDescription.RefractionDistance = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceDescription.TransmissionMask = 1; surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 1; surfaceDescription.Tangent = float3( 1, 0, 0 ); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceMask = 0; surfaceDescription.IridescenceThickness = 0; #endif GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData); float4 res = float4( 0.0, 0.0, 0.0, 1.0 ); UnityMetaInput metaInput; metaInput.Albedo = lightTransportData.diffuseColor.rgb; metaInput.Emission = lightTransportData.emissiveColor; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = packedInput.VizUV; metaInput.LightCoord = packedInput.LightCoord; #endif res = UnityMetaFragment(metaInput); return res; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset[_OffsetFactor] ,[_OffsetUnit] Cull [_CullMode] ZWrite On ZClip [_ZClip] ZTest LEqual ColorMask 0 HLSLPROGRAM #define _DISABLE_SSR_TRANSPARENT 1 #define _SPECULAR_OCCLUSION_FROM_AO 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _AMBIENT_OCCLUSION 1 #define ASE_SRP_VERSION 140004 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" //#define USE_LEGACY_UNITY_MATRIX_VARIABLES #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #define SHADERPASS SHADERPASS_SHADOWS #ifndef SHADER_UNLIT #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) #define VARYINGS_NEED_CULLFACE #endif #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE)) #undef _REFRACTION_PLANE #undef _REFRACTION_SPHERE #define _REFRACTION_THIN #endif #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY #if !defined(_SURFACE_TYPE_TRANSPARENT) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float4 _Color; float4 _Metallic_ST; half _BumpScale; half _MainMetallicPower; half _MainSmoothnessPower; half _OcclusionStrength; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING float _EnableBlendModePreserveSpecularLighting; #endif float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // Setup DECALS_OFF so the shader stripper can remove variants #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) ) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 positionRWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; 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 }; void BuildSurfaceData(FragInputs fragInputs, inout AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #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 // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(AlphaSurfaceDescription 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); } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); outputPackedVaryingsMeshToPS.ase_texcoord1.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord1.zw = 0; #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 ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS; return outputPackedVaryingsMeshToPS; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #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 = _TessPhongStrength; 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 PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif #if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target2 #elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target1 #else #define SV_TARGET_DECAL SV_Target0 #endif void Frag( PackedVaryingsMeshToPS packedInput #if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS) , out float4 outColor : SV_Target0 #else #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #endif #else #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #endif #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) , out float4 outDecalBuffer : SV_TARGET_DECAL #endif #endif #if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS) , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.positionRWS.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 half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); AlphaSurfaceDescription surfaceDescription = (AlphaSurfaceDescription)0; float2 uv_MainTex = packedInput.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex ); surfaceDescription.Alpha = tex2DNode1.a; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ALPHATEST_SHADOW_ON surfaceDescription.AlphaClipThresholdShadow = 0.5; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias; outputDepth += bias; #endif #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.vmesh.positionCS.z; #ifdef _ALPHATOMASK_ON depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif #endif #if defined(WRITE_NORMAL_BUFFER) EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) DecalPrepassData decalPrepassData; decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer(); EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); #endif } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Offset[_OffsetFactor] ,[_OffsetUnit] Cull Off HLSLPROGRAM #define _DISABLE_SSR_TRANSPARENT 1 #define _SPECULAR_OCCLUSION_FROM_AO 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _AMBIENT_OCCLUSION 1 #define ASE_SRP_VERSION 140004 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ALPHATEST_ON #pragma editor_sync_compilation #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS 1 #ifndef SHADER_UNLIT #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) #define VARYINGS_NEED_CULLFACE #endif #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE)) #undef _REFRACTION_PLANE #undef _REFRACTION_SPHERE #define _REFRACTION_THIN #endif #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY #if !defined(_SURFACE_TYPE_TRANSPARENT) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float4 _Color; float4 _Metallic_ST; half _BumpScale; half _MainMetallicPower; half _MainSmoothnessPower; half _OcclusionStrength; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING float _EnableBlendModePreserveSpecularLighting; #endif float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // Setup DECALS_OFF so the shader stripper can remove variants #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) ) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 positionRWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; 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 }; void BuildSurfaceData(FragInputs fragInputs, inout SceneSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #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 // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(SceneSurfaceDescription 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); } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); outputPackedVaryingsMeshToPS.ase_texcoord1.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord1.zw = 0; #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 ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS; return outputPackedVaryingsMeshToPS; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #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 = _TessPhongStrength; 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 PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif #if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target2 #elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target1 #else #define SV_TARGET_DECAL SV_Target0 #endif void Frag( PackedVaryingsMeshToPS packedInput , out float4 outColor : SV_Target0 #if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS) , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.positionRWS.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 half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SceneSurfaceDescription surfaceDescription = (SceneSurfaceDescription)0; float2 uv_MainTex = packedInput.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex ); surfaceDescription.Alpha = tex2DNode1.a; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif 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 } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } Offset[_OffsetFactor] ,[_OffsetUnit] Cull [_CullMode] ZWrite On Stencil { Ref [_StencilRefDepth] WriteMask [_StencilWriteMaskDepth] Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _DISABLE_SSR_TRANSPARENT 1 #define _SPECULAR_OCCLUSION_FROM_AO 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _AMBIENT_OCCLUSION 1 #define ASE_SRP_VERSION 140004 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #define SHADERPASS SHADERPASS_DEPTH_ONLY #ifndef SHADER_UNLIT #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) #define VARYINGS_NEED_CULLFACE #endif #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE)) #undef _REFRACTION_PLANE #undef _REFRACTION_SPHERE #define _REFRACTION_THIN #endif #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY #if !defined(_SURFACE_TYPE_TRANSPARENT) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float4 _Color; float4 _Metallic_ST; half _BumpScale; half _MainMetallicPower; half _MainSmoothnessPower; half _OcclusionStrength; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING float _EnableBlendModePreserveSpecularLighting; #endif float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_Metallic); SAMPLER(sampler_Metallic); TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // Setup DECALS_OFF so the shader stripper can remove variants #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) ) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 positionRWS : TEXCOORD0; float3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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 }; void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription 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; // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #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 // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(SmoothSurfaceDescription 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); } #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0; #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); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS; outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS; outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS; return outputPackedVaryingsMeshToPS; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #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 = _TessPhongStrength; 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 PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif #if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target2 #elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH) #define SV_TARGET_DECAL SV_Target1 #else #define SV_TARGET_DECAL SV_Target0 #endif void Frag( PackedVaryingsMeshToPS packedInput #if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS) , out float4 outColor : SV_Target0 #else #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #endif #else #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #endif #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) , out float4 outDecalBuffer : SV_TARGET_DECAL #endif #endif #if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS) , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.positionRWS.xyz; float3 normalWS = packedInput.normalWS.xyz; float4 tangentWS = packedInput.tangentWS.xyzw; FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld(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 half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0; float2 texCoord26 = packedInput.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float3 unpack5 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, texCoord26 ), _BumpScale ); unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) ); float2 uv_Metallic = packedInput.ase_texcoord3.xy * _Metallic_ST.xy + _Metallic_ST.zw; float4 tex2DNode23 = SAMPLE_TEXTURE2D( _Metallic, sampler_Metallic, uv_Metallic ); float2 uv_MainTex = packedInput.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex ); surfaceDescription.Normal = unpack5; surfaceDescription.Smoothness = ( tex2DNode23.a * _MainSmoothnessPower ); surfaceDescription.Alpha = tex2DNode1.a; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #ifdef _ALPHATOMASK_ON depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif #endif #if defined(WRITE_NORMAL_BUFFER) EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) DecalPrepassData decalPrepassData; decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer(); EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); #endif } ENDHLSL } Pass { Name "Motion Vectors" Tags { "LightMode"="MotionVectors" } Offset[_OffsetFactor] ,[_OffsetUnit] Cull [_ZWrite] ZWrite On Stencil { Ref [_StencilWriteMaskDepth] WriteMask [_StencilRefMV] Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _DISABLE_SSR_TRANSPARENT 1 #define _SPECULAR_OCCLUSION_FROM_AO 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _AMBIENT_OCCLUSION 1 #define ASE_SRP_VERSION 140004 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #define SHADERPASS SHADERPASS_MOTION_VECTORS #ifndef SHADER_UNLIT #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) #define VARYINGS_NEED_CULLFACE #endif #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE)) #undef _REFRACTION_PLANE #undef _REFRACTION_SPHERE #define _REFRACTION_THIN #endif #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY #if !defined(_SURFACE_TYPE_TRANSPARENT) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float4 _Color; float4 _Metallic_ST; half _BumpScale; half _MainMetallicPower; half _MainSmoothnessPower; half _OcclusionStrength; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING float _EnableBlendModePreserveSpecularLighting; #endif float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_Metallic); SAMPLER(sampler_Metallic); TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" // Setup DECALS_OFF so the shader stripper can remove variants #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) ) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 vmeshPositionCS : SV_Position; float3 vmeshInterp00 : TEXCOORD0; float3 vpassInterpolators0 : TEXCOORD1; //interpolators0 float3 vpassInterpolators1 : TEXCOORD2; //interpolators1 float4 ase_texcoord3 : TEXCOORD3; 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 }; void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription 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; // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #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 // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(SmoothSurfaceDescription 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); } AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS ) { _TimeParameters.xyz = timeParameters; outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0; #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 ; return inputMesh; } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0; AttributesMesh defaultMesh = inputMesh; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS); 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) AttributesMesh previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0; float3 curTime = _TimeParameters.xyz; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test); _TimeParameters.xyz = curTime; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS); #else float3 normalWS = float3(0.0, 0.0, 0.0); #endif #if defined(HAVE_VERTEX_MODIFICATION) //ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz); #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR if (_TransparentCameraOnlyMotionVectors > 0) { previousPositionRWS = VMESHpositionRWS.xyz; } #endif VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } outputPackedVaryingsMeshToPS.vmeshPositionCS = VMESHpositionCS; outputPackedVaryingsMeshToPS.vmeshInterp00.xyz = VMESHpositionRWS; outputPackedVaryingsMeshToPS.vpassInterpolators0 = float3(VPASSpositionCS.xyw); outputPackedVaryingsMeshToPS.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw); return outputPackedVaryingsMeshToPS; } #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.previousPositionOS = v.previousPositionOS; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = v.precomputedVelocity; #endif o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.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 o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #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 = _TessPhongStrength; 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 PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif #if defined(WRITE_DECAL_BUFFER) && defined(WRITE_MSAA_DEPTH) #define SV_TARGET_NORMAL SV_Target3 #elif defined(WRITE_DECAL_BUFFER) || defined(WRITE_MSAA_DEPTH) #define SV_TARGET_NORMAL SV_Target2 #else #define SV_TARGET_NORMAL SV_Target1 #endif void Frag( PackedVaryingsMeshToPS packedInput #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 , out float4 outMotionVector : SV_Target1 #ifdef WRITE_DECAL_BUFFER , out float4 outDecalBuffer : SV_Target2 #endif #else , out float4 outMotionVector : SV_Target0 #ifdef WRITE_DECAL_BUFFER , out float4 outDecalBuffer : SV_Target1 #endif #endif #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_TARGET_NORMAL #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #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.vmeshPositionCS; input.positionRWS = packedInput.vmeshInterp00.xyz; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0; float2 texCoord26 = packedInput.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float3 unpack5 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, texCoord26 ), _BumpScale ); unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) ); float2 uv_Metallic = packedInput.ase_texcoord3.xy * _Metallic_ST.xy + _Metallic_ST.zw; float4 tex2DNode23 = SAMPLE_TEXTURE2D( _Metallic, sampler_Metallic, uv_Metallic ); float2 uv_MainTex = packedInput.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex ); surfaceDescription.Normal = unpack5; surfaceDescription.Smoothness = ( tex2DNode23.a * _MainSmoothnessPower ); surfaceDescription.Alpha = tex2DNode1.a; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif 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 ); // Depth and Alpha to coverage #ifdef WRITE_MSAA_DEPTH // In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer depthColor = packedInput.vmeshPositionCS.z; // Alpha channel is used for alpha to coverage depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif // Normal Buffer Processing #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if defined(WRITE_DECAL_BUFFER) DecalPrepassData decalPrepassData; #ifdef _DISABLE_DECALS ZERO_INITIALIZE(DecalPrepassData, decalPrepassData); #else decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer(); #endif EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); // make sure we don't overwrite light layers outDecalBuffer.w = (GetMeshRenderingLightLayer() & 0x000000FF) / 255.0; #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } Pass { Name "Forward" Tags { "LightMode"="Forward" } Offset[_OffsetFactor] ,[_OffsetUnit] Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] Blend 1 SrcAlpha OneMinusSrcAlpha Cull [_TransparentSortPriority] ZTest [_CullModeForward] ZWrite [_AlphaSrcBlend] Stencil { Ref [_SupportDecals] WriteMask [_StencilRef] Comp Always Pass Replace Fail Keep ZFail Keep } ColorMask [_TessEdgeLength] 1 ColorMask [_ColorMaskTransparentVelTwo] 2 HLSLPROGRAM #define _DISABLE_SSR_TRANSPARENT 1 #define _SPECULAR_OCCLUSION_FROM_AO 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _AMBIENT_OCCLUSION 1 #define ASE_SRP_VERSION 140004 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH #pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON #pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT #ifndef SHADER_STAGE_FRAGMENT #define SHADOW_LOW #define USE_FPTL_LIGHTLIST #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/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #define SHADERPASS SHADERPASS_FORWARD #define HAS_LIGHTLOOP 1 // Setup for Fog Enabled to apply in sky refletions in LightLoopDef.hlsl #define APPLY_FOG_ON_SKY_REFLECTIONS #ifndef SHADER_UNLIT #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) #define VARYINGS_NEED_CULLFACE #endif #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE)) #undef _REFRACTION_PLANE #undef _REFRACTION_SPHERE #define _REFRACTION_THIN #endif #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY #if !defined(_SURFACE_TYPE_TRANSPARENT) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float4 _Color; float4 _Metallic_ST; half _BumpScale; half _MainMetallicPower; half _MainSmoothnessPower; half _OcclusionStrength; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING float _EnableBlendModePreserveSpecularLighting; #endif float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_Metallic); SAMPLER(sampler_Metallic); #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.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/ShaderLibrary/ShaderGraphFunctions.hlsl" // Setup DECALS_OFF so the shader stripper can remove variants #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) ) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif #endif float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 positionRWS : TEXCOORD0; float3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; float4 uv1 : TEXCOORD3; float4 uv2 : TEXCOORD4; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 vpassPositionCS : TEXCOORD5; float3 vpassPreviousPositionCS : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; 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 }; void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.baseColor = surfaceDescription.BaseColor; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.coatMask = surfaceDescription.CoatMask; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.thickness = surfaceDescription.Thickness; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); surfaceData.transmissionMask = surfaceDescription.TransmissionMask; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.specularColor = surfaceDescription.Specular; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.anisotropy = surfaceDescription.Anisotropy; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #endif // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.ior = surfaceDescription.RefractionIndex; surfaceData.transmittanceColor = surfaceDescription.RefractionColor; surfaceData.atDistance = surfaceDescription.RefractionDistance; surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld ); #endif surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #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) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif #ifdef UNITY_VIRTUAL_TEXTURING builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback; #endif #ifdef ASE_BAKEDGI builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI; #endif #ifdef ASE_BAKEDBACKGI builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI; #endif builtinData.emissiveColor = surfaceDescription.Emission; PostInitBuiltinData(V, posInput, surfaceData, builtinData); } AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS ) { _TimeParameters.xyz = timeParameters; outputPackedVaryingsMeshToPS.ase_texcoord7.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord7.zw = 0; #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; return inputMesh; } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0; AttributesMesh defaultMesh = inputMesh; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS); 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) AttributesMesh previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)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 outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS; outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS; outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS; outputPackedVaryingsMeshToPS.uv1.xyzw = inputMesh.uv1; outputPackedVaryingsMeshToPS.uv2.xyzw = inputMesh.uv2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR outputPackedVaryingsMeshToPS.vpassPositionCS = float3(VPASSpositionCS.xyw); outputPackedVaryingsMeshToPS.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw); #endif return outputPackedVaryingsMeshToPS; } #if defined(ASE_TESSELLATION) 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 float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; 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 o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; 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 o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #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 = _TessPhongStrength; 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 PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif #ifdef UNITY_VIRTUAL_TEXTURING #ifdef OUTPUT_SPLIT_LIGHTING #define DIFFUSE_LIGHTING_TARGET SV_Target2 #define SSS_BUFFER_TARGET SV_Target3 #elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR) #define MOTION_VECTOR_TARGET SV_Target2 #endif #if defined(SHADER_API_PSSL) #pragma PSSL_target_output_format(target 1 FMT_32_ABGR) #endif #else #ifdef OUTPUT_SPLIT_LIGHTING #define DIFFUSE_LIGHTING_TARGET SV_Target1 #define SSS_BUFFER_TARGET SV_Target2 #elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR) #define MOTION_VECTOR_TARGET SV_Target1 #endif #endif void Frag(PackedVaryingsMeshToPS packedInput , out float4 outColor:SV_Target0 #ifdef UNITY_VIRTUAL_TEXTURING , out float4 outVTFeedback : SV_Target1 #endif #ifdef OUTPUT_SPLIT_LIGHTING , out float4 outDiffuseLighting : DIFFUSE_LIGHTING_TARGET , OUTPUT_SSSBUFFER(outSSSBuffer) : SSS_BUFFER_TARGET #elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR) , out float4 outMotionVec : MOTION_VECTOR_TARGET #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif ) { #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 ); float3 positionRWS = packedInput.positionRWS.xyz; float3 normalWS = packedInput.normalWS.xyz; float4 tangentWS = packedInput.tangentWS.xyzw; FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS); input.texCoord1 = packedInput.uv1.xyzw; input.texCoord2 = packedInput.uv2.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 half isFrontFace = input.isFrontFace; input.positionSS.xy = _OffScreenRendering > 0 ? (uint2)round(input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy; uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize (); PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex ); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0; float2 uv_MainTex = packedInput.ase_texcoord7.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex ); float2 texCoord26 = packedInput.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); float3 unpack5 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, texCoord26 ), _BumpScale ); unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) ); float2 uv_Metallic = packedInput.ase_texcoord7.xy * _Metallic_ST.xy + _Metallic_ST.zw; float4 tex2DNode23 = SAMPLE_TEXTURE2D( _Metallic, sampler_Metallic, uv_Metallic ); surfaceDescription.BaseColor = ( tex2DNode1 * _Color ).rgb; surfaceDescription.Normal = unpack5; surfaceDescription.BentNormal = float3( 0, 0, 1 ); surfaceDescription.CoatMask = 0; surfaceDescription.Metallic = ( tex2DNode23.r * _MainMetallicPower ); #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceDescription.Specular = 0; #endif surfaceDescription.Emission = 0; surfaceDescription.Smoothness = ( tex2DNode23.a * _MainSmoothnessPower ); surfaceDescription.Occlusion = ( tex2DNode23.g * _OcclusionStrength ); surfaceDescription.Alpha = tex2DNode1.a; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceDescription.SpecularAAScreenSpaceVariance = 0; surfaceDescription.SpecularAAThreshold = 0; #endif #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceDescription.SpecularOcclusion = 0; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.Thickness = 1; #endif #ifdef _HAS_REFRACTION surfaceDescription.RefractionIndex = 1; surfaceDescription.RefractionColor = float3( 1, 1, 1 ); surfaceDescription.RefractionDistance = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceDescription.TransmissionMask = 1; surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 1; surfaceDescription.Tangent = float3( 1, 0, 0 ); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceMask = 0; surfaceDescription.IridescenceThickness = 0; #endif #ifdef ASE_BAKEDGI surfaceDescription.BakedGI = 0; #endif #ifdef ASE_BAKEDBACKGI surfaceDescription.BakedBackGI = 0; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif #ifdef UNITY_VIRTUAL_TEXTURING surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f); #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); outColor = float4(0.0, 0.0, 0.0, 0.0); #ifdef DEBUG_DISPLAY #ifdef OUTPUT_SPLIT_LIGHTING outDiffuseLighting = float4(0, 0, 0, 1); ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer); #endif bool viewMaterial = false; int bufferSize = _DebugViewMaterialArray[0].x; if (bufferSize != 0) { bool needLinearToSRGB = false; float3 result = float3(1.0, 0.0, 1.0); for (int index = 1; index <= bufferSize; index++) { int indexMaterialProperty = _DebugViewMaterialArray[index].x; if (indexMaterialProperty != 0) { viewMaterial = true; GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB); GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB); GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB); GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB); GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB); } } if (!needLinearToSRGB && _DebugAOVOutput == 0) result = SRGBToLinear(max(0, result)); outColor = float4(result, 1.0); } if (!viewMaterial) { if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR) { float3 result = float3(0.0, 0.0, 0.0); GetPBRValidatorDebug(surfaceData, result); outColor = float4(result, 1.0f); } else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW) { float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A); outColor = result; } else #endif { #ifdef _SURFACE_TYPE_TRANSPARENT uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT; #else uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE; #endif LightLoopOutput lightLoopOutput; LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput); // 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 = float4(0, 0, 0, 1); } 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 #ifdef UNITY_VIRTUAL_TEXTURING outVTFeedback = builtinData.vtPackedFeedback; #endif #ifdef UNITY_VIRTUAL_TEXTURING float vtAlphaValue = builtinData.opacity; #if defined(HAS_REFRACTION) && HAS_REFRACTION vtAlphaValue = 1.0f - bsdfData.transmittanceMask; #endif outVTFeedback = PackVTFeedbackWithAlpha(builtinData.vtPackedFeedback, input.positionSS.xy, vtAlphaValue); #endif } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } Offset[_OffsetFactor] ,[_OffsetUnit] Cull [_CullMode] HLSLPROGRAM #define _DISABLE_SSR_TRANSPARENT 1 #define _SPECULAR_OCCLUSION_FROM_AO 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _AMBIENT_OCCLUSION 1 #define ASE_SRP_VERSION 140004 #define ASE_USING_SAMPLING_MACROS 1 #pragma editor_sync_compilation #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_TANGENT_TO_WORLD #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENEPICKINGPASS 1 #ifndef SHADER_UNLIT #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) #define VARYINGS_NEED_CULLFACE #endif #endif #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif float4 _SelectionID; CBUFFER_START( UnityPerMaterial ) float4 _MainTex_ST; float4 _Color; float4 _Metallic_ST; half _BumpScale; half _MainMetallicPower; half _MainSmoothnessPower; half _OcclusionStrength; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING float _EnableBlendModePreserveSpecularLighting; #endif float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float3 normalWS : TEXCOORD0; float4 tangentWS : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; struct SurfaceDescriptionInputs { float3 ObjectSpaceNormal; float3 WorldSpaceNormal; float3 TangentSpaceNormal; float3 ObjectSpaceViewDirection; float3 WorldSpaceViewDirection; float3 ObjectSpacePosition; }; void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS) { #if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #endif #ifndef SHADER_UNLIT #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); #endif ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); #endif #ifdef _ALPHATEST_ON float alphaCutoff = surfaceDescription.AlphaClipThreshold; #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass; #elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY) #endif GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff); #endif #if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif #ifdef FRAG_INPUTS_USE_TEXCOORD1 float4 lightmapTexCoord1 = fragInputs.texCoord1; #else float4 lightmapTexCoord1 = float4(0, 0, 0, 0); #endif #ifdef FRAG_INPUTS_USE_TEXCOORD2 float4 lightmapTexCoord2 = fragInputs.texCoord2; #else float4 lightmapTexCoord2 = float4(0, 0, 0, 0); #endif //InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData); //#else //BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData); ZERO_INITIALIZE(SurfaceData, surfaceData); ZERO_BUILTIN_INITIALIZE(builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = alphaCutoff; #endif #ifdef UNITY_VIRTUAL_TEXTURING #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceDescription.Distortion; builtinData.distortionBlur = surfaceDescription.DistortionBlur; #endif #ifndef SHADER_UNLIT PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } VertexOutput VertexFunction(VertexInput inputMesh ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o ); o.ase_texcoord2.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; #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 ; 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.normalWS.xyz = normalWS; o.tangentWS.xyzw = tangentWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; 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.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #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 = _TessPhongStrength; 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 ) { 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.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS.xyzw, packedInput.normalWS.xyz); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 uv_MainTex = packedInput.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex ); surfaceDescription.Alpha = tex2DNode1.a; surfaceDescription.AlphaClipThreshold = _AlphaCutoff; float3 V = float3(1.0, 1.0, 1.0); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); outColor = _SelectionID; } ENDHLSL } Pass { Name "FullScreenDebug" Tags { "LightMode" = "FullScreenDebug" } Offset[_OffsetFactor] ,[_OffsetUnit] Cull [_CullMode] ZTest LEqual ZWrite Off HLSLPROGRAM /*ase_pragma_before*/ #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl" #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #ifndef SHADER_UNLIT #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE) #define VARYINGS_NEED_CULLFACE #endif #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #if !( (SHADERPASS == SHADERPASS_FORWARD) || (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) \ || (SHADERPASS == SHADERPASS_RAYTRACING_INDIRECT) || (SHADERPASS == SHADERPASS == SHADERPASS_RAYTRACING_INDIRECT)\ || (SHADERPASS == SHADERPASS_PATH_TRACING) || (SHADERPASS == SHADERPASS_RAYTRACING_SUB_SURFACE) \ || (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER) ) #define DISABLE_MODIFY_BAKED_DIFFUSE_LIGHTING #endif #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT) #define WRITE_NORMAL_BUFFER #endif #endif #ifndef DEBUG_DISPLAY #if !defined(_SURFACE_TYPE_TRANSPARENT) #if SHADERPASS == SHADERPASS_FORWARD #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #elif SHADERPASS == SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #endif #endif #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT) #define _DEFERRED_CAPABLE_MATERIAL #endif #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct VaryingsMeshToPS { SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; }; struct PackedVaryingsMeshToPS { SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif }; PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input) { PackedVaryingsMeshToPS output; ZERO_INITIALIZE(PackedVaryingsMeshToPS, output); output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif return output; } VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input) { VaryingsMeshToPS output; output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif return output; } struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } struct SurfaceDescription { float3 BaseColor; float3 Emission; float Alpha; float3 BentNormal; float Smoothness; float Occlusion; float3 NormalTS; float Metallic; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; surface.BaseColor = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5)); surface.Emission = float3(0, 0, 0); surface.Alpha = 1; surface.BentNormal = IN.TangentSpaceNormal; surface.Smoothness = 0.5; surface.Occlusion = 1; surface.NormalTS = IN.TangentSpaceNormal; surface.Metallic = 0; return surface; } VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters ) { VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input); VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs); input.positionOS = vertexDescription.Position; input.normalOS = vertexDescription.Normal; input.tangentOS.xyz = vertexDescription.Tangent; return input; } FragInputs BuildFragInputs(VaryingsMeshToPS input) { FragInputs output; ZERO_INITIALIZE(FragInputs, output); output.tangentToWorld = k_identity3x3; output.positionSS = input.positionCS; return output; } FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input) { UNITY_SETUP_INSTANCE_ID(input); VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input); return BuildFragInputs(unpacked); } SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #if defined(SHADER_STAGE_RAY_TRACING) #else #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); return output; } void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; surfaceData.baseColor = surfaceDescription.BaseColor; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.metallic = surfaceDescription.Metallic; #if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN) if (_EnableSSRefraction) { surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b)); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); #endif GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); #if HAVE_DECALS if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha); ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData); } #endif bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif } void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS) { #if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #endif #ifndef SHADER_UNLIT #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); #endif ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); #endif SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V); SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); #ifdef _ALPHATEST_ON float alphaCutoff = surfaceDescription.AlphaClipThreshold; #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS #elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass; #elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY) #endif GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff); #endif #if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif #ifndef SHADER_UNLIT float3 bentNormalWS; BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS); InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData); #else BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData); ZERO_BUILTIN_INITIALIZE(builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = alphaCutoff; #endif builtinData.emissiveColor = surfaceDescription.Emission; #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceDescription.Distortion; builtinData.distortionBlur = surfaceDescription.DistortionBlur; #endif #ifndef SHADER_UNLIT PostInitBuiltinData(V, posInput, surfaceData, builtinData); #else ApplyDebugToBuiltinData(builtinData); #endif } #define DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; varyingsType.vmesh = VertMesh(inputMesh); return PackVaryingsType(varyingsType); } #if !defined(_DEPTHOFFSET_ON) [earlydepthstencil] #endif void Frag(PackedVaryingsToPS packedInput) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); FragInputs input = UnpackVaryingsToFragInputs(packedInput); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz); #ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW) { IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID); } #endif } ENDHLSL } } CustomEditor "Rendering.HighDefinition.LitShaderGraphGUI" Fallback Off }