192 lines
8.3 KiB
Plaintext
192 lines
8.3 KiB
Plaintext
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Pass
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{
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$splice(PassName)
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Tags
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{
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$splice(LightMode)
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}
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// Render State
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$splice(RenderState)
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// Debug
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$splice(Debug)
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// --------------------------------------------------
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// Pass
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HLSLPROGRAM
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// Pragmas
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$splice(PassPragmas)
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// Keywords
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$splice(PassKeywords)
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$splice(GraphKeywords)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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// Defines
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$Attributes.normalOS: #define ATTRIBUTES_NEED_NORMAL
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$Attributes.tangentOS: #define ATTRIBUTES_NEED_TANGENT
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$Attributes.uv0: #define ATTRIBUTES_NEED_TEXCOORD0
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$Attributes.uv1: #define ATTRIBUTES_NEED_TEXCOORD1
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$Attributes.uv2: #define ATTRIBUTES_NEED_TEXCOORD2
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$Attributes.uv3: #define ATTRIBUTES_NEED_TEXCOORD3
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$Attributes.color: #define ATTRIBUTES_NEED_COLOR
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$Varyings.positionWS: #define VARYINGS_NEED_POSITION_WS
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$Varyings.normalWS: #define VARYINGS_NEED_NORMAL_WS
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$Varyings.viewDirectionWS: #define VARYINGS_NEED_VIEWDIRECTION_WS
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$Varyings.tangentWS: #define VARYINGS_NEED_TANGENT_WS
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$Varyings.texCoord0: #define VARYINGS_NEED_TEXCOORD0
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$Varyings.texCoord1: #define VARYINGS_NEED_TEXCOORD1
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$Varyings.texCoord2: #define VARYINGS_NEED_TEXCOORD2
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$Varyings.texCoord3: #define VARYINGS_NEED_TEXCOORD3
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$Varyings.color: #define VARYINGS_NEED_COLOR
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$Varyings.fogFactorAndVertexLight: #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
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$Varyings.sh: #define VARYINGS_NEED_SH
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$Varyings.staticLightmapUV: #define VARYINGS_NEED_STATIC_LIGHTMAP_UV
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$Varyings.dynamicLightmapUV: #define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
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$Varyings.shadowCoord: #define VARYINGS_NEED_SHADOW_COORD
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$features.graphVertex: #define HAVE_MESH_MODIFICATION
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$SurfaceDescriptionInputs.FaceSign: // Define when IsFontFaceNode is included in ShaderGraph
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$SurfaceDescriptionInputs.FaceSign: #define VARYINGS_NEED_CULLFACE
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$splice(GraphDefines)
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$splice(HybridV1InjectedBuiltinProperties)
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// -- Properties used by ScenePickingPass
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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// Includes
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$splice(PreGraphIncludes)
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// --------------------------------------------------
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// Structs and Packing
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$splice(PassStructs)
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$splice(InterpolatorPack)
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// --------------------------------------------------
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// Graph
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// Graph Properties
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$splice(GraphProperties)
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// Graph Functions
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$splice(GraphFunctions)
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// Graph Vertex
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$splice(GraphVertex)
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// Graph Pixel
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$splice(GraphPixel)
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// --------------------------------------------------
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// Build Graph Inputs
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$features.graphVertex: $include("VertexAnimation.template.hlsl")
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$features.graphPixel: $include("SharedCode.template.hlsl")
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$features.graphPixel: $include("BuildSurfaceDescriptionInputs.template.hlsl")
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// --------------------------------------------------
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// Build Surface Data
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uint2 ComputeFadeMaskSeed(uint2 positionSS)
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{
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uint2 fadeMaskSeed;
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// Can't use the view direction, it is the same across the entire screen.
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fadeMaskSeed = positionSS;
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return fadeMaskSeed;
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}
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void GetSurfaceData(Varyings input, uint2 positionSS, float angleFadeFactor, out DecalSurfaceData surfaceData)
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{
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
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half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
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half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
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float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
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float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
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$Varyings.texCoord0: input.texCoord0.xy = input.texCoord0.xy * scale + offset;
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$Varyings.texCoord1: input.texCoord1.xy = input.texCoord1.xy * scale + offset;
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$Varyings.texCoord2: input.texCoord2.xy = input.texCoord2.xy * scale + offset;
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$Varyings.texCoord3: input.texCoord3.xy = input.texCoord3.xy * scale + offset;
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half3 normalWS = TransformObjectToWorldDir(half3(0, 1, 0));
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half3 tangentWS = TransformObjectToWorldDir(half3(1, 0, 0));
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half3 bitangentWS = TransformObjectToWorldDir(half3(0, 0, 1));
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half sign = dot(cross(normalWS, tangentWS), bitangentWS) > 0 ? 1 : -1;
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$Varyings.normalWS: input.normalWS.xyz = normalWS;
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$Varyings.tangentWS: input.tangentWS.xyzw = half4(tangentWS, sign);
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#else
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#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
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LODDitheringTransition(ComputeFadeMaskSeed(positionSS), unity_LODFade.x);
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#endif
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half fadeFactor = half(1.0);
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#endif
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SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(input);
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SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
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// setup defaults -- these are used if the graph doesn't output a value
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ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
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surfaceData.occlusion = half(1.0);
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surfaceData.smoothness = half(0);
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#ifdef _MATERIAL_AFFECTS_NORMAL
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surfaceData.normalWS.w = half(1.0);
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#else
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surfaceData.normalWS.w = half(0.0);
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#endif
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$SurfaceDescription.Emission: surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
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// copy across graph values, if defined
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$SurfaceDescription.BaseColor: surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
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$SurfaceDescription.Alpha: surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
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#if defined(_MATERIAL_AFFECTS_NORMAL)
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$SurfaceDescription.NormalTS: surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
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#else
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surfaceData.normalWS.xyz = normalToWorld[2].xyz;
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#endif
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#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
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#if defined(_MATERIAL_AFFECTS_NORMAL)
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float sgn = input.tangentWS.w; // should be either +1 or -1
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
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// We need to normalize as we use mikkt tangent space and this is expected (tangent space is not normalize)
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$SurfaceDescription.NormalTS: surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
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#else
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surfaceData.normalWS.xyz = half3(input.normalWS); // Default to vertex normal
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#endif
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#endif
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$SurfaceDescription.NormalAlpha: surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
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// In case of Smoothness / AO / Metal, all the three are always computed but color mask can change
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$SurfaceDescription.Metallic: surfaceData.metallic = half(surfaceDescription.Metallic);
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$SurfaceDescription.Occlusion: surfaceData.occlusion = half(surfaceDescription.Occlusion);
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$SurfaceDescription.Smoothness: surfaceData.smoothness = half(surfaceDescription.Smoothness);
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$SurfaceDescription.MAOSAlpha: surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
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}
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// --------------------------------------------------
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// Main
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$splice(PostGraphIncludes)
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ENDHLSL
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}
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