// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Custom/ASE_MixerShaderHDRP" { /*CustomNodeUI:HDPBR*/ Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) _Diffuse1("Diffuse1", 2D) = "white" {} _SpecGloss1("SpecGloss1", 2D) = "white" {} _Diffuse2("Diffuse2", 2D) = "white" {} _SpecGloss2("SpecGloss2", 2D) = "white" {} _NormalMap("NormalMap", 2D) = "bump" {} _MixAmount("MixAmount", Range( 0 , 1)) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { LOD 0 Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" } Cull Back Blend One Zero ZTest LEqual ZWrite On ZClip [_ZClip] HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE struct GlobalSurfaceDescription { //Standard float3 Albedo; float3 Normal; float3 Specular; float Metallic; float3 Emission; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; float CoatMask; //SSS float DiffusionProfile; float SubsurfaceMask; //Transmission float Thickness; // Anisotropic float3 TangentWS; float Anisotropy; //Iridescence float IridescenceThickness; float IridescenceMask; // Transparency float IndexOfRefraction; float3 TransmittanceColor; float TransmittanceAbsorptionDistance; float TransmittanceMask; }; struct AlphaSurfaceDescription { float Alpha; float AlphaClipThreshold; }; ENDHLSL Pass { Name "GBuffer" Tags { "LightMode"="GBuffer" } Stencil { Ref 2 WriteMask 51 Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70108 //#define UNITY_MATERIAL_LIT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_GBUFFER #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ LIGHT_LAYERS #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TANGENT_TO_WORLD #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.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/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct AttributesMesh { float4 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 interp00 : TEXCOORD0; float3 interp01 : TEXCOORD1; float4 interp02 : TEXCOORD2; float4 interp03 : TEXCOORD3; float4 interp04 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _Diffuse1; sampler2D _Diffuse2; sampler2D _NormalMap; sampler2D _SpecGloss1; sampler2D _SpecGloss2; CBUFFER_START( UnityPerMaterial ) float4 _Diffuse1_ST; float4 _Diffuse2_ST; float _MixAmount; float4 _NormalMap_ST; float4 _SpecGloss1_ST; float4 _SpecGloss2_ST; CBUFFER_END void BuildSurfaceData ( FragInputs fragInputs, GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData ) { ZERO_INITIALIZE ( SurfaceData, surfaceData ); float3 normalTS = float3( 0.0f, 0.0f, 1.0f ); normalTS = surfaceDescription.Normal; float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); GetNormalWS ( fragInputs, normalTS, surfaceData.normalWS ,doubleSidedConstants); surfaceData.ambientOcclusion = 1.0f; surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; surfaceData.specularColor = surfaceDescription.Specular; #else surfaceData.metallic = surfaceDescription.Metallic; #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #else surfaceData.subsurfaceMask = 1.0f; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; surfaceData.thickness = surfaceDescription.Thickness; #endif surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.anisotropy = surfaceDescription.Anisotropy; #else surfaceData.anisotropy = 0; #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; surfaceData.coatMask = surfaceDescription.CoatMask; #else surfaceData.coatMask = 0.0f; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; #else surfaceData.iridescenceThickness = 0.0; surfaceData.iridescenceMask = 1.0; #endif //ASE CUSTOM TAG #ifdef _MATERIAL_FEATURE_TRANSPARENCY surfaceData.ior = surfaceDescription.IndexOfRefraction; surfaceData.transmittanceColor = surfaceDescription.TransmittanceColor; surfaceData.atDistance = surfaceDescription.TransmittanceAbsorptionDistance; surfaceData.transmittanceMask = surfaceDescription.TransmittanceMask; #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1000000.0; surfaceData.transmittanceMask = 0.0; #endif surfaceData.specularOcclusion = 1.0; #if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData ); #elif defined(_MASKMAP) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha ); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif } void GetSurfaceAndBuiltinData( GlobalSurfaceDescription surfaceDescription , FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData ); // Builtin Data // For back lighting we use the oposite vertex normal InitBuiltinData (posInput, surfaceDescription.Alpha, surfaceData.normalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData); builtinData.emissiveColor = surfaceDescription.Emission; builtinData.distortion = float2(0.0, 0.0); // surfaceDescription.Distortion -- if distortion pass builtinData.distortionBlur = 0.0; // surfaceDescription.DistortionBlur -- if distortion pass builtinData.depthOffset = 0.0; // ApplyPerPixelDisplacement(input, V, layerTexCoord, blendMasks); #ifdef _DEPTHOFFSET_ON : ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS Vert ( AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID ( inputMesh ); UNITY_TRANSFER_INSTANCE_ID ( inputMesh, 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 ; float3 positionRWS = TransformObjectToWorld ( inputMesh.positionOS.xyz ); float3 normalWS = TransformObjectToWorldNormal ( inputMesh.normalOS ); float4 tangentWS = float4( TransformObjectToWorldDir ( inputMesh.tangentOS.xyz ), inputMesh.tangentOS.w ); float4 positionCS = TransformWorldToHClip ( positionRWS ); outputPackedVaryingsMeshToPS.positionCS = positionCS; outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; outputPackedVaryingsMeshToPS.interp01.xyz = normalWS; outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS; outputPackedVaryingsMeshToPS.interp03 = inputMesh.uv1; outputPackedVaryingsMeshToPS.interp04 = inputMesh.uv2; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); return outputPackedVaryingsMeshToPS; } void Frag ( PackedVaryingsMeshToPS packedInput, OUTPUT_GBUFFER ( outGBuffer ) #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE ( FragInputs, input ); input.tangentToWorld = k_identity3x3; float3 positionRWS = packedInput.interp00.xyz; float3 normalWS = packedInput.interp01.xyz; float4 tangentWS = packedInput.interp02.xyzw; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld ( tangentWS, normalWS ); input.texCoord1 = packedInput.interp03; input.texCoord2 = packedInput.interp04; // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput ( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS ); float3 normalizedWorldViewDir = GetWorldSpaceNormalizeViewDir ( input.positionRWS ); SurfaceData surfaceData; BuiltinData builtinData; GlobalSurfaceDescription surfaceDescription = ( GlobalSurfaceDescription ) 0; float2 uv_Diffuse1 = packedInput.ase_texcoord5.xy * _Diffuse1_ST.xy + _Diffuse1_ST.zw; float4 tex2DNode1 = tex2D( _Diffuse1, uv_Diffuse1 ); float2 uv_Diffuse2 = packedInput.ase_texcoord5.xy * _Diffuse2_ST.xy + _Diffuse2_ST.zw; float4 lerpResult7 = lerp( tex2DNode1 , tex2D( _Diffuse2, uv_Diffuse2 ) , _MixAmount); float2 uv_NormalMap = packedInput.ase_texcoord5.xy * _NormalMap_ST.xy + _NormalMap_ST.zw; float2 uv_SpecGloss1 = packedInput.ase_texcoord5.xy * _SpecGloss1_ST.xy + _SpecGloss1_ST.zw; float2 uv_SpecGloss2 = packedInput.ase_texcoord5.xy * _SpecGloss2_ST.xy + _SpecGloss2_ST.zw; float4 lerpResult8 = lerp( tex2D( _SpecGloss1, uv_SpecGloss1 ) , tex2D( _SpecGloss2, uv_SpecGloss2 ) , _MixAmount); float4 break9 = lerpResult8; float4 appendResult10 = (float4(break9.r , break9.g , break9.b , 0.0)); surfaceDescription.Albedo = lerpResult7.rgb; surfaceDescription.Normal = UnpackNormalmapRGorAG( tex2D( _NormalMap, uv_NormalMap ), 1.0f ); surfaceDescription.Emission = 0; surfaceDescription.Specular = appendResult10.xyz; surfaceDescription.Metallic = 0; surfaceDescription.Smoothness = break9.a; surfaceDescription.Occlusion = 1; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = 0; #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceDescription.CoatMask = 0; #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceDescription.Thickness = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 0; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceThickness = 0; surfaceDescription.IridescenceMask = 1; #endif #ifdef _MATERIAL_FEATURE_TRANSPARENCY surfaceDescription.IndexOfRefraction = 1; surfaceDescription.TransmittanceColor = float3( 1, 1, 1 ); surfaceDescription.TransmittanceAbsorptionDistance = 1000000; surfaceDescription.TransmittanceMask = 0; #endif GetSurfaceAndBuiltinData ( surfaceDescription, input, normalizedWorldViewDir, 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" } Cull Off HLSLPROGRAM #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70108 //#define UNITY_MATERIAL_LIT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define ATTRIBUTES_NEED_COLOR #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.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/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct AttributesMesh { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 color : COLOR; }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float4 ase_texcoord : TEXCOORD0; }; sampler2D _Diffuse1; sampler2D _Diffuse2; sampler2D _NormalMap; sampler2D _SpecGloss1; sampler2D _SpecGloss2; CBUFFER_START( UnityPerMaterial ) float4 _Diffuse1_ST; float4 _Diffuse2_ST; float _MixAmount; float4 _NormalMap_ST; float4 _SpecGloss1_ST; float4 _SpecGloss2_ST; CBUFFER_END void BuildSurfaceData ( FragInputs fragInputs, GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData ) { ZERO_INITIALIZE ( SurfaceData, surfaceData ); float3 normalTS = float3( 0.0f, 0.0f, 1.0f ); normalTS = surfaceDescription.Normal; float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); GetNormalWS ( fragInputs, normalTS, surfaceData.normalWS ,doubleSidedConstants); surfaceData.ambientOcclusion = 1.0f; surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; surfaceData.specularColor = surfaceDescription.Specular; #else surfaceData.metallic = surfaceDescription.Metallic; #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #else surfaceData.subsurfaceMask = 1.0f; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; surfaceData.thickness = surfaceDescription.Thickness; #endif surfaceData.tangentWS = normalize ( fragInputs.tangentToWorld[ 0 ].xyz ); surfaceData.tangentWS = Orthonormalize ( surfaceData.tangentWS, surfaceData.normalWS ); #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.anisotropy = surfaceDescription.Anisotropy; #else surfaceData.anisotropy = 0; #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; surfaceData.coatMask = surfaceDescription.CoatMask; #else surfaceData.coatMask = 0.0f; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; #else surfaceData.iridescenceThickness = 0.0; surfaceData.iridescenceMask = 1.0; #endif //ASE CUSTOM TAG #ifdef _MATERIAL_FEATURE_TRANSPARENCY surfaceData.ior = surfaceDescription.IndexOfRefraction; surfaceData.transmittanceColor = surfaceDescription.TransmittanceColor; surfaceData.atDistance = surfaceDescription.TransmittanceAbsorptionDistance; surfaceData.transmittanceMask = surfaceDescription.TransmittanceMask; #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1000000.0; surfaceData.transmittanceMask = 0.0; #endif surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion (ClampNdotV (dot (surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness (surfaceData.perceptualSmoothness)); #if HAVE_DECALS if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData (posInput, surfaceDescription.Alpha); ApplyDecalToSurfaceData (decalSurfaceData, surfaceData); } #endif #if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO ( V, bentNormalWS, surfaceData ); #elif defined(_MASKMAP) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion ( NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness ( surfaceData.perceptualSmoothness ) ); #endif } void GetSurfaceAndBuiltinData( GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif BuildSurfaceData (fragInputs, surfaceDescription, V, posInput, surfaceData); // Builtin Data // For back lighting we use the oposite vertex normal InitBuiltinData (posInput, surfaceDescription.Alpha, surfaceData.normalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData); builtinData.emissiveColor = surfaceDescription.Emission; builtinData.distortion = float2(0.0, 0.0); // surfaceDescription.Distortion -- if distortion pass builtinData.distortionBlur = 0.0; // surfaceDescription.DistortionBlur -- if distortion pass builtinData.depthOffset = 0.0; // ApplyPerPixelDisplacement(input, V, layerTexCoord, blendMasks); #ifdef _DEPTHOFFSET_ON : ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } CBUFFER_START ( UnityMetaPass ) bool4 unity_MetaVertexControl; bool4 unity_MetaFragmentControl; CBUFFER_END float unity_OneOverOutputBoost; float unity_MaxOutputValue; PackedVaryingsMeshToPS Vert ( AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID ( inputMesh ); UNITY_TRANSFER_INSTANCE_ID ( inputMesh, outputPackedVaryingsMeshToPS ); outputPackedVaryingsMeshToPS.ase_texcoord.xy = inputMesh.uv0; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord.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 ; float2 uv; if ( unity_MetaVertexControl.x ) { uv = inputMesh.uv1 * unity_LightmapST.xy + unity_LightmapST.zw; } else if ( unity_MetaVertexControl.y ) { uv = inputMesh.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } outputPackedVaryingsMeshToPS.positionCS = float4( uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0 ); return outputPackedVaryingsMeshToPS; } 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; PositionInputs posInput = GetPositionInput ( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS ); float3 V = 0; SurfaceData surfaceData; BuiltinData builtinData; GlobalSurfaceDescription surfaceDescription = ( GlobalSurfaceDescription ) 0; float2 uv_Diffuse1 = packedInput.ase_texcoord.xy * _Diffuse1_ST.xy + _Diffuse1_ST.zw; float4 tex2DNode1 = tex2D( _Diffuse1, uv_Diffuse1 ); float2 uv_Diffuse2 = packedInput.ase_texcoord.xy * _Diffuse2_ST.xy + _Diffuse2_ST.zw; float4 lerpResult7 = lerp( tex2DNode1 , tex2D( _Diffuse2, uv_Diffuse2 ) , _MixAmount); float2 uv_NormalMap = packedInput.ase_texcoord.xy * _NormalMap_ST.xy + _NormalMap_ST.zw; float2 uv_SpecGloss1 = packedInput.ase_texcoord.xy * _SpecGloss1_ST.xy + _SpecGloss1_ST.zw; float2 uv_SpecGloss2 = packedInput.ase_texcoord.xy * _SpecGloss2_ST.xy + _SpecGloss2_ST.zw; float4 lerpResult8 = lerp( tex2D( _SpecGloss1, uv_SpecGloss1 ) , tex2D( _SpecGloss2, uv_SpecGloss2 ) , _MixAmount); float4 break9 = lerpResult8; float4 appendResult10 = (float4(break9.r , break9.g , break9.b , 0.0)); surfaceDescription.Albedo = lerpResult7.rgb; surfaceDescription.Normal = UnpackNormalmapRGorAG( tex2D( _NormalMap, uv_NormalMap ), 1.0f ); surfaceDescription.Emission = 0; surfaceDescription.Specular = appendResult10.xyz; surfaceDescription.Metallic = 0; surfaceDescription.Smoothness = break9.a; surfaceDescription.Occlusion = 1; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = 0; #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceDescription.CoatMask = 0; #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceDescription.Thickness = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 0; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceThickness = 0; surfaceDescription.IridescenceMask = 1; #endif #ifdef _MATERIAL_FEATURE_TRANSPARENCY surfaceDescription.IndexOfRefraction = 1; surfaceDescription.TransmittanceColor = float3( 1, 1, 1 ); surfaceDescription.TransmittanceAbsorptionDistance = 1000000; surfaceDescription.TransmittanceMask = 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 ); if ( unity_MetaFragmentControl.x ) { res.rgb = clamp ( pow ( abs ( lightTransportData.diffuseColor ), saturate ( unity_OneOverOutputBoost ) ), 0, unity_MaxOutputValue ); } if ( unity_MetaFragmentControl.y ) { res.rgb = lightTransportData.emissiveColor; } return res; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ColorMask 0 HLSLPROGRAM #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70108 //#define UNITY_MATERIAL_LIT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.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/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct AttributesMesh { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START( UnityPerMaterial ) float4 _Diffuse1_ST; float4 _Diffuse2_ST; float _MixAmount; float4 _NormalMap_ST; float4 _SpecGloss1_ST; float4 _SpecGloss2_ST; CBUFFER_END void BuildSurfaceData(FragInputs fragInputs, AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.ambientOcclusion = 1.0f; surfaceData.subsurfaceMask = 1.0f; 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; #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 float3 normalTS = float3(0.0f, 0.0f, 1.0f); float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); GetNormalWS(fragInputs, normalTS, surfaceData.normalWS,doubleSidedConstants); surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); surfaceData.anisotropy = 0; surfaceData.coatMask = 0.0f; surfaceData.iridescenceThickness = 0.0; surfaceData.iridescenceMask = 1.0; surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1000000.0; surfaceData.transmittanceMask = 0.0; surfaceData.specularOcclusion = 1.0; #if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData); #elif defined(_MASKMAP) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if HAVE_DECALS if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData (posInput, surfaceDescription.Alpha); ApplyDecalToSurfaceData (decalSurfaceData, surfaceData); } #endif } void GetSurfaceAndBuiltinData( AlphaSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData); // Builtin Data // For back lighting we use the oposite vertex normal InitBuiltinData (posInput, surfaceDescription.Alpha, surfaceData.normalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData); builtinData.distortion = float2(0.0, 0.0); // surfaceDescription.Distortion -- if distortion pass builtinData.distortionBlur = 0.0; // surfaceDescription.DistortionBlur -- if distortion pass builtinData.depthOffset = 0.0; // ApplyPerPixelDisplacement(input, V, layerTexCoord, blendMasks); #ifdef _DEPTHOFFSET_ON : ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS Vert( AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID ( inputMesh ); UNITY_TRANSFER_INSTANCE_ID ( inputMesh, outputPackedVaryingsMeshToPS ); #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.xyz ); float4 positionCS = TransformWorldToHClip ( positionRWS ); outputPackedVaryingsMeshToPS.positionCS = positionCS; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); return outputPackedVaryingsMeshToPS; } void Frag( PackedVaryingsMeshToPS packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) // When only WRITE_MSAA_DEPTH is define and not WRITE_NORMAL_BUFFER it mean we are Unlit and only need depth, but we still have normal buffer binded , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #else , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; // input.positionCS is SV_Position // input.positionSS is SV_Position 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); // Avoid the division by 0 SurfaceData surfaceData; BuiltinData builtinData; AlphaSurfaceDescription surfaceDescription = (AlphaSurfaceDescription)0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = 0; GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), posInput.positionSS, outNormalBuffer); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4(0.0, 0.0, 0.0, 1.0); depthColor = packedInput.vmesh.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #else outColor = float4(0.0, 0.0, 0.0, 0.0); #endif } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } ColorMask 0 HLSLPROGRAM #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70108 //#define UNITY_MATERIAL_LIT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.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/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" int _ObjectId; int _PassValue; struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; UNITY_VERTEX_INPUT_INSTANCE_ID }; CBUFFER_START( UnityPerMaterial ) float4 _Diffuse1_ST; float4 _Diffuse2_ST; float _MixAmount; float4 _NormalMap_ST; float4 _SpecGloss1_ST; float4 _SpecGloss2_ST; CBUFFER_END void BuildSurfaceData(FragInputs fragInputs, AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.ambientOcclusion = 1.0f; surfaceData.subsurfaceMask = 1.0f; surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif float3 normalTS = float3(0.0f, 0.0f, 1.0f); float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); GetNormalWS(fragInputs, normalTS, surfaceData.normalWS,doubleSidedConstants); surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); surfaceData.anisotropy = 0; surfaceData.coatMask = 0.0f; surfaceData.iridescenceThickness = 0.0; surfaceData.iridescenceMask = 1.0; surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1000000.0; surfaceData.transmittanceMask = 0.0; surfaceData.specularOcclusion = 1.0; #if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData); #elif defined(_MASKMAP) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if HAVE_DECALS if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData (posInput, surfaceDescription.Alpha); ApplyDecalToSurfaceData (decalSurfaceData, surfaceData); } #endif } void GetSurfaceAndBuiltinData(AlphaSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData); InitBuiltinData (posInput, surfaceDescription.Alpha, surfaceData.normalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData); builtinData.distortion = float2(0.0, 0.0); builtinData.distortionBlur = 0.0; builtinData.depthOffset = 0.0; PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS Vert(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); #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); return outputPackedVaryingsMeshToPS; } void Frag( PackedVaryingsMeshToPS packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; // input.positionSS is SV_Position 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); // Avoid the division by 0 SurfaceData surfaceData; BuiltinData builtinData; AlphaSurfaceDescription surfaceDescription = ( AlphaSurfaceDescription ) 0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = 0; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), posInput.positionSS, outNormalBuffer); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4(0.0, 0.0, 0.0, 1.0); depthColor = packedInput.vmesh.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #endif } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } Stencil { Ref 0 WriteMask 48 Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70108 //#define UNITY_MATERIAL_LIT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_DEPTH_ONLY #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define ATTRIBUTES_NEED_TEXCOORD3 #define ATTRIBUTES_NEED_COLOR #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TANGENT_TO_WORLD #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #define VARYINGS_NEED_TEXCOORD3 #define VARYINGS_NEED_COLOR #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.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/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START( UnityPerMaterial ) float4 _Diffuse1_ST; float4 _Diffuse2_ST; float _MixAmount; float4 _NormalMap_ST; float4 _SpecGloss1_ST; float4 _SpecGloss2_ST; CBUFFER_END void BuildSurfaceData(FragInputs fragInputs, AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.ambientOcclusion = 1.0f; surfaceData.subsurfaceMask = 1.0f; 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; #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 float3 normalTS = float3(0.0f, 0.0f, 1.0f); float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); GetNormalWS(fragInputs, normalTS, surfaceData.normalWS,doubleSidedConstants); surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); surfaceData.anisotropy = 0; surfaceData.coatMask = 0.0f; surfaceData.iridescenceThickness = 0.0; surfaceData.iridescenceMask = 1.0; surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1000000.0; surfaceData.transmittanceMask = 0.0; surfaceData.specularOcclusion = 1.0; #if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData); #elif defined(_MASKMAP) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if HAVE_DECALS if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData (posInput, surfaceDescription.Alpha); ApplyDecalToSurfaceData (decalSurfaceData, surfaceData); } #endif } void GetSurfaceAndBuiltinData(AlphaSurfaceDescription surfaceDescription,FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData); InitBuiltinData (posInput, surfaceDescription.Alpha, surfaceData.normalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData); builtinData.distortion = float2(0.0, 0.0); // surfaceDescription.Distortion -- if distortion pass builtinData.distortionBlur = 0.0; // surfaceDescription.DistortionBlur -- if distortion pass builtinData.depthOffset = 0.0; // ApplyPerPixelDisplacement(input, V, layerTexCoord, blendMasks); #ifdef _DEPTHOFFSET_ON : ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS Vert(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); #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); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); return outputPackedVaryingsMeshToPS; } void Frag( PackedVaryingsMeshToPS packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) // When only WRITE_MSAA_DEPTH is define and not WRITE_NORMAL_BUFFER it mean we are Unlit and only need depth, but we still have normal buffer binded , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #else , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; 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; AlphaSurfaceDescription surfaceDescription = ( AlphaSurfaceDescription ) 0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = 0; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), posInput.positionSS, outNormalBuffer); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4(0.0, 0.0, 0.0, 1.0); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #else outColor = float4(0.0, 0.0, 0.0, 0.0); #endif } ENDHLSL } Pass { Name "Motion Vectors" Tags { "LightMode"="MotionVectors" } Stencil { Ref 128 WriteMask 176 Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70108 //#define UNITY_MATERIAL_LIT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_MOTION_VECTORS #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #define VARYINGS_NEED_POSITION_WS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.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/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsMeshToPS { float4 positionCS : SV_Position; float3 positionRWS; }; struct AttributesPass { float3 previousPositionOS : TEXCOORD4; }; struct VaryingsPassToPS { float4 positionCS; float4 previousPositionCS; }; #define VARYINGS_NEED_PASS struct VaryingsToPS { VaryingsMeshToPS vmesh; VaryingsPassToPS vpass; }; struct PackedVaryingsToPS { float3 vmeshInterp00 : TEXCOORD0; float4 vmeshPositionCS : SV_Position; float3 vpassInterpolators0 : TEXCOORD1; float3 vpassInterpolators1 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; CBUFFER_START( UnityPerMaterial ) float4 _Diffuse1_ST; float4 _Diffuse2_ST; float _MixAmount; float4 _NormalMap_ST; float4 _SpecGloss1_ST; float4 _SpecGloss2_ST; CBUFFER_END FragInputs BuildFragInputs(VaryingsMeshToPS input) { FragInputs output; ZERO_INITIALIZE(FragInputs, output); output.tangentToWorld = k_identity3x3; output.positionSS = input.positionCS; output.positionRWS = input.positionRWS; return output; } void BuildSurfaceData(FragInputs fragInputs, AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.ambientOcclusion = 1.0f; surfaceData.subsurfaceMask = 1.0f; 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; #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 float3 normalTS = float3(0.0f, 0.0f, 1.0f); float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); GetNormalWS(fragInputs, normalTS, surfaceData.normalWS,doubleSidedConstants); surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); surfaceData.anisotropy = 0; surfaceData.coatMask = 0.0f; surfaceData.iridescenceThickness = 0.0; surfaceData.iridescenceMask = 1.0; surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); surfaceData.atDistance = 1000000.0; surfaceData.transmittanceMask = 0.0; surfaceData.specularOcclusion = 1.0; #if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData); #elif defined(_MASKMAP) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif #if HAVE_DECALS if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData (posInput, surfaceDescription.Alpha); ApplyDecalToSurfaceData (decalSurfaceData, surfaceData); } #endif } void GetSurfaceAndBuiltinData(AlphaSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData); InitBuiltinData (posInput, surfaceDescription.Alpha, surfaceData.normalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData); builtinData.distortion = float2(0.0, 0.0); builtinData.distortionBlur = 0.0; builtinData.depthOffset = 0.0; PostInitBuiltinData(V, posInput, surfaceData, builtinData); } VaryingsMeshToPS UnpackVaryingsMeshToPS(PackedVaryingsToPS input) { VaryingsMeshToPS output; output.positionCS = input.vmeshPositionCS; output.positionRWS = input.vmeshInterp00.xyz; return output; } VaryingsPassToPS UnpackVaryingsPassToPS(PackedVaryingsToPS input) { VaryingsPassToPS output; output.positionCS = float4(input.vpassInterpolators0.xy, 0.0, input.vpassInterpolators0.z); output.previousPositionCS = float4(input.vpassInterpolators1.xy, 0.0, input.vpassInterpolators1.z); return output; } PackedVaryingsToPS PackVaryingsToPS(VaryingsToPS varyingsType) { PackedVaryingsToPS outputPackedVaryingsToPS; outputPackedVaryingsToPS.vmeshPositionCS = varyingsType.vmesh.positionCS; outputPackedVaryingsToPS.vmeshInterp00.xyz = varyingsType.vmesh.positionRWS; outputPackedVaryingsToPS.vpassInterpolators0 = float3(varyingsType.vpass.positionCS.xyw); outputPackedVaryingsToPS.vpassInterpolators1 = float3(varyingsType.vpass.previousPositionCS.xyw); return outputPackedVaryingsToPS; } #if UNITY_VERSION < 201930 float3 TransformPreviousObjectToWorldNormal(float3 normalOS) { #ifdef UNITY_ASSUME_UNIFORM_SCALING return normalize(mul((float3x3)unity_MatrixPreviousM, normalOS)); #else return normalize(mul(normalOS, (float3x3)unity_MatrixPreviousMI)); #endif } float3 TransformPreviousObjectToWorld(float3 positionOS) { float4x4 previousModelMatrix = ApplyCameraTranslationToMatrix(unity_MatrixPreviousM); return mul(previousModelMatrix, float4(positionOS, 1.0)).xyz; } #endif void VelocityPositionZBias(VaryingsToPS input) { #if defined(UNITY_REVERSED_Z) input.vmesh.positionCS.z -= unity_MotionVectorsParams.z * input.vmesh.positionCS.w; #else input.vmesh.positionCS.z += unity_MotionVectorsParams.z * input.vmesh.positionCS.w; #endif } PackedVaryingsToPS Vert(AttributesMesh inputMesh, AttributesPass inputPass ) { PackedVaryingsToPS outputPackedVaryingsToPS; VaryingsToPS varyingsType; VaryingsMeshToPS outputVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsToPS ); #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); outputVaryingsMeshToPS.positionRWS = positionRWS; outputVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); varyingsType.vmesh = outputVaryingsMeshToPS; VelocityPositionZBias(varyingsType); varyingsType.vpass.positionCS = mul(_NonJitteredViewProjMatrix, float4(varyingsType.vmesh.positionRWS, 1.0)); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { varyingsType.vpass.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target float3 previousPositionRWS = TransformPreviousObjectToWorld(hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS); float3 normalWS = float3(0.0, 0.0, 0.0); varyingsType.vpass.previousPositionCS = mul(_PrevViewProjMatrix, float4(previousPositionRWS, 1.0)); } outputPackedVaryingsToPS.vmeshPositionCS = varyingsType.vmesh.positionCS; outputPackedVaryingsToPS.vmeshInterp00.xyz = varyingsType.vmesh.positionRWS; outputPackedVaryingsToPS.vpassInterpolators0 = float3(varyingsType.vpass.positionCS.xyw); outputPackedVaryingsToPS.vpassInterpolators1 = float3(varyingsType.vpass.previousPositionCS.xyw); return outputPackedVaryingsToPS; } void Frag( PackedVaryingsToPS packedInput , out float4 outMotionVector : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target2 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target1 , out float1 depthColor : SV_Target2 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_INSTANCE_ID( packedInput ); VaryingsMeshToPS unpacked= UnpackVaryingsMeshToPS(packedInput); FragInputs input = BuildFragInputs(unpacked); 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; AlphaSurfaceDescription surfaceDescription = (AlphaSurfaceDescription)0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = 0; GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData); VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput); #ifdef _DEPTHOFFSET_ON inputPass.positionCS.w += builtinData.depthOffset; inputPass.previousPositionCS.w += builtinData.depthOffset; #endif float2 motionVector = CalculateMotionVector (inputPass.positionCS, inputPass.previousPositionCS); EncodeMotionVector (motionVector * 0.5, outMotionVector); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) outMotionVector = float4(2.0, 0.0, 0.0, 0.0); #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), posInput.positionSS, outNormalBuffer); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.vmeshPositionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4(0.0, 0.0, 0.0, 1.0); depthColor = packedInput.vmeshPositionCS.z; #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } Pass { Name "Forward" Tags { "LightMode"="Forward" } Stencil { Ref 2 WriteMask 51 Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _MATERIAL_FEATURE_SPECULAR_COLOR 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70108 //#define UNITY_MATERIAL_LIT #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_FORWARD #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TANGENT_TO_WORLD #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" #define HAS_LIGHTLOOP #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/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/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" 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 interp00 : TEXCOORD0; float3 interp01 : TEXCOORD1; float4 interp02 : TEXCOORD2; float4 interp03 : TEXCOORD3; float4 interp04 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _Diffuse1; sampler2D _Diffuse2; sampler2D _NormalMap; sampler2D _SpecGloss1; sampler2D _SpecGloss2; CBUFFER_START( UnityPerMaterial ) float4 _Diffuse1_ST; float4 _Diffuse2_ST; float _MixAmount; float4 _NormalMap_ST; float4 _SpecGloss1_ST; float4 _SpecGloss2_ST; CBUFFER_END void BuildSurfaceData ( FragInputs fragInputs, GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData ) { ZERO_INITIALIZE ( SurfaceData, surfaceData ); float3 normalTS = float3( 0.0f, 0.0f, 1.0f ); normalTS = surfaceDescription.Normal; float3 doubleSidedConstants = float3(1.0, 1.0, 1.0); GetNormalWS ( fragInputs, normalTS, surfaceData.normalWS ,doubleSidedConstants); surfaceData.ambientOcclusion = 1.0f; surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; surfaceData.specularColor = surfaceDescription.Specular; #else surfaceData.metallic = surfaceDescription.Metallic; #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #else surfaceData.subsurfaceMask = 1.0f; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; surfaceData.thickness = surfaceDescription.Thickness; #endif surfaceData.tangentWS = normalize ( fragInputs.tangentToWorld[ 0 ].xyz ); surfaceData.tangentWS = Orthonormalize ( surfaceData.tangentWS, surfaceData.normalWS ); #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; surfaceData.anisotropy = surfaceDescription.Anisotropy; #else surfaceData.anisotropy = 0; #endif #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; surfaceData.coatMask = surfaceDescription.CoatMask; #else surfaceData.coatMask = 0.0f; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; #else surfaceData.iridescenceThickness = 0.0; surfaceData.iridescenceMask = 1.0; #endif //ASE CUSTOM TAG #ifdef _MATERIAL_FEATURE_TRANSPARENCY surfaceData.ior = surfaceDescription.IndexOfRefraction; surfaceData.transmittanceColor = surfaceDescription.TransmittanceColor; surfaceData.atDistance = surfaceDescription.TransmittanceAbsorptionDistance; surfaceData.transmittanceMask = surfaceDescription.TransmittanceMask; #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1000000.0; surfaceData.transmittanceMask = 0.0; #endif surfaceData.specularOcclusion = 1.0; #if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO ( V, bentNormalWS, surfaceData ); #elif defined(_MASKMAP) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion ( NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness ( surfaceData.perceptualSmoothness ) ); #endif #if HAVE_DECALS if (_EnableDecals) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData (posInput, surfaceDescription.Alpha); ApplyDecalToSurfaceData (decalSurfaceData, surfaceData); } #endif } void GetSurfaceAndBuiltinData( GlobalSurfaceDescription surfaceDescription , FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData); InitBuiltinData (posInput, surfaceDescription.Alpha, surfaceData.normalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData); builtinData.emissiveColor = surfaceDescription.Emission; builtinData.distortion = float2(0.0, 0.0); // surfaceDescription.Distortion -- if distortion pass builtinData.distortionBlur = 0.0; // surfaceDescription.DistortionBlur -- if distortion pass builtinData.depthOffset = 0.0; // ApplyPerPixelDisplacement(input, V, layerTexCoord, blendMasks); #ifdef _DEPTHOFFSET_ON : ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS Vert(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, 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 ; 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.interp00.xyz = positionRWS; outputPackedVaryingsMeshToPS.interp01.xyz = normalWS; outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS; outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1; outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); return outputPackedVaryingsMeshToPS; } void Frag( PackedVaryingsMeshToPS packedInput, #ifdef OUTPUT_SPLIT_LIGHTING out float4 outColor : SV_Target0, out float4 outDiffuseLighting : SV_Target1, OUTPUT_SSSBUFFER (outSSSBuffer) #else out float4 outColor : SV_Target0 #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR , out float4 outMotionVec : SV_Target1 #endif #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; float3 positionRWS = packedInput.interp00.xyz; float3 normalWS = packedInput.interp01.xyz; float4 tangentWS = packedInput.interp02.xyzw; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS); input.texCoord1 = packedInput.interp03.xyzw; input.texCoord2 = packedInput.interp04.xyzw; // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, uint2(input.positionSS.xy) / GetTileSize() ); float3 normalizedWorldViewDir = GetWorldSpaceNormalizeViewDir ( input.positionRWS ); SurfaceData surfaceData; BuiltinData builtinData; GlobalSurfaceDescription surfaceDescription = ( GlobalSurfaceDescription ) 0; float2 uv_Diffuse1 = packedInput.ase_texcoord5.xy * _Diffuse1_ST.xy + _Diffuse1_ST.zw; float4 tex2DNode1 = tex2D( _Diffuse1, uv_Diffuse1 ); float2 uv_Diffuse2 = packedInput.ase_texcoord5.xy * _Diffuse2_ST.xy + _Diffuse2_ST.zw; float4 lerpResult7 = lerp( tex2DNode1 , tex2D( _Diffuse2, uv_Diffuse2 ) , _MixAmount); float2 uv_NormalMap = packedInput.ase_texcoord5.xy * _NormalMap_ST.xy + _NormalMap_ST.zw; float2 uv_SpecGloss1 = packedInput.ase_texcoord5.xy * _SpecGloss1_ST.xy + _SpecGloss1_ST.zw; float2 uv_SpecGloss2 = packedInput.ase_texcoord5.xy * _SpecGloss2_ST.xy + _SpecGloss2_ST.zw; float4 lerpResult8 = lerp( tex2D( _SpecGloss1, uv_SpecGloss1 ) , tex2D( _SpecGloss2, uv_SpecGloss2 ) , _MixAmount); float4 break9 = lerpResult8; float4 appendResult10 = (float4(break9.r , break9.g , break9.b , 0.0)); surfaceDescription.Albedo = lerpResult7.rgb; surfaceDescription.Normal = UnpackNormalmapRGorAG( tex2D( _NormalMap, uv_NormalMap ), 1.0f ); surfaceDescription.Emission = 0; surfaceDescription.Specular = appendResult10.xyz; surfaceDescription.Metallic = 0; surfaceDescription.Smoothness = break9.a; surfaceDescription.Occlusion = 1; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = 0; #ifdef _MATERIAL_FEATURE_CLEAR_COAT surfaceDescription.CoatMask = 0; #endif #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceDescription.Thickness = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 0; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceThickness = 0; surfaceDescription.IridescenceMask = 1; #endif #ifdef _MATERIAL_FEATURE_TRANSPARENCY surfaceDescription.IndexOfRefraction = 1; surfaceDescription.TransmittanceColor = float3( 1, 1, 1 ); surfaceDescription.TransmittanceAbsorptionDistance = 1000000; surfaceDescription.TransmittanceMask = 0; #endif GetSurfaceAndBuiltinData(surfaceDescription, input, normalizedWorldViewDir, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); PreLightData preLightData = GetPreLightData(normalizedWorldViewDir, posInput, bsdfData); outColor = float4(0.0, 0.0, 0.0, 0.0); { #ifdef _SURFACE_TYPE_TRANSPARENT uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT; #else uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE; #endif float3 diffuseLighting; float3 specularLighting; LightLoop(normalizedWorldViewDir, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting); diffuseLighting *= GetCurrentExposureMultiplier(); specularLighting *= GetCurrentExposureMultiplier(); #ifdef OUTPUT_SPLIT_LIGHTING if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData)) { outColor = float4(specularLighting, 1.0); outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0); } else { outColor = float4(diffuseLighting + specularLighting, 1.0); outDiffuseLighting = 0; } ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer); #else outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity); outColor = EvaluateAtmosphericScattering(posInput, normalizedWorldViewDir, outColor); #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR //VaryingsPassToPS inputPass = UnpackVaryingsPassToPS 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