Abdul Mukheem Shaik 35fcbc1e24 initial commit
2024-11-06 18:38:19 +01:00

5860 lines
212 KiB
GLSL

// © 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.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
}