FantasyAsset/Assets/FirstPersonHands/MixerShader/ASE_MixerShader_HDRP.shader
2025-09-29 15:38:48 +05:00

2283 lines
92 KiB
GLSL

// 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 (packedInput.vpass);
//bool forceNoMotion = any (unity_MotionVectorsParams.yw == 0.0);
//if (forceNoMotion)
//{
// outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
//}
//else
//{
// float2 motionVec = CalculateMotionVector (inputPass.positionCS, inputPass.previousPositionCS);
// EncodeMotionVector (motionVec * 0.5, outMotionVec);
// outMotionVec.zw = 1.0;
//}
#endif
}
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
}
Fallback "Hidden/InternalErrorShader"
CustomEditor "ASEMaterialInspector"
}
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