Firstborn/Assets/Toby Fredson/Third Party/Custom Tree Importer v3/CTI Runtime Components/Shaders/CTI URP Billboard.shader
Schaken-Mods 959e80cf72 assets upload
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2023-03-28 12:16:30 -05:00

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Shader "CTI/URP Billboard"
{
Properties
{
[Header(Surface Inputs)]
[Space(5)]
_HueVariation ("Color Variation", Color) = (0.9,0.5,0.0,0.1)
[NoScaleOffset] _BaseMap ("Albedo (RGB) Smoothness (A)", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_AlphaLeak ("Alpha Leak Suppression", Range(0.5,1.0)) = 0.6
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 1.0
_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
_OcclusionStrength ("Occlusion Strength", Range(0,1)) = 1
[Space(5)]
[Toggle(_NORMALMAP)]
_ApplyNormal ("Enable Normal Map", Float) = 1.0
[NoScaleOffset]
_BumpSpecMap (" Normal (AG) Translucency(R) Smoothness(B)", 2D) = "white" {}
_BumpScale (" Normal Scale", Float) = 1.0
[Header(Transmission)]
[Space(5)]
[CTI_LWRPTransDrawer]
_Translucency ("Strength (X) Power (Y)", Vector) = (1, 8, 0, 0)
[Header(Wind)]
[Space(3)]
_WindStrength ("Wind Strength", Float) = 1.0
[Header(Ambient)]
[Space(5)]
_AmbientReflection ("Ambient Reflection", Range(0, 1)) = 1
[Header(Legacy)]
[Space(5)]
_BillboardScale ("Billboard Scale", Float) = 2
}
SubShader
{
Tags
{
"RenderPipeline" = "LightweightPipeline"
"RenderType" = "Opaque"
"Queue"="AlphaTest"
"IgnoreProjector" = "True"
}
// Base -----------------------------------------------------
Pass
{
Name "ForwardLit"
Tags {"LightMode" = "LightweightForward"}
ZWrite On
// LWRP billboardNormal Orientation is flipped?
Cull Off
//AlphaToMask On
HLSLPROGRAM
// Required to compile gles 2.0 with standard SRP library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature _NORMALMAP
#define CTIBILLBOARD
#define _SPECULAR_SETUP
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Billboard.hlsl"
#include "Includes/CTI URP Lighting.hlsl"
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
/// --------
void InitializeInputData(CTIVertexBBOutput input, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
inputData.positionWS = input.positionWS;
#endif
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
half3 viewDirWS = input.viewDirWS;
inputData.normalWS = input.normalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
viewDirWS = SafeNormalize(viewDirWS);
inputData.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = input.fogFactorAndVertexLight.x;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(input.texcoord1, input.vertexSH, inputData.normalWS);
}
CTIVertexBBOutput LitPassVertex(CTIVertexBBInput input)
{
CTIVertexBBOutput output = (CTIVertexBBOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
CTIBillboardVert(input, 0);
// Set color variation
output.colorVariation = input.color.r;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
output.uv.xy = input.texcoord.xy;
#ifdef _NORMALMAP
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
output.viewDirWS = viewDirWS;
#endif
//OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
output.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
return output;
}
half4 LitPassFragment(CTIVertexBBOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
LODDitheringTransition(IN.positionCS.xyz, unity_LODFade.x);
#endif
SurfaceDescriptionLeaves surfaceData;
// Get the surface description / defined in "Includes/CTI LWRP Inputs.hlsl"
InitializeStandardLitSurfaceData(IN.colorVariation, IN.uv.xy, surfaceData);
// Add ambient occlusion from alpha
surfaceData.occlusion = (surfaceData.occlusion <= _AlphaLeak) ? 1 : surfaceData.occlusion; // Eliminate alpha leaking into ao
surfaceData.occlusion = lerp(1, surfaceData.occlusion * 2 - 1, _OcclusionStrength);
InputData inputData;
InitializeInputData(IN, surfaceData.normalTS, inputData);
// Apply lighting
//half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
half4 color = CTILightweightFragmentPBR(
inputData,
surfaceData.albedo,
surfaceData.metallic,
surfaceData.specular,
surfaceData.smoothness,
surfaceData.occlusion,
surfaceData.emission,
surfaceData.alpha,
_Translucency * half3(surfaceData.translucency, 1, 1),
_AmbientReflection);
// Add fog
color.rgb = MixFog(color.rgb, inputData.fogCoord);
return color;
}
ENDHLSL
}
// Shadows -----------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#define CTIBILLBOARD
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Includes/CTI URP Billboard.hlsl"
float3 _LightDirection;
CTIVertexBBOutput ShadowPassVertex(CTIVertexBBInput input)
{
CTIVertexBBOutput output = (CTIVertexBBOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
CTIBillboardVert(input, _LightDirection);
output.uv = input.texcoord.xy;
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
output.positionCS.z = min(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
output.positionCS.z = max(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
return output;
}
half4 ShadowPassFragment(CTIVertexOutput IN) : SV_TARGET
{
#if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
LODDitheringTransition(IN.positionCS.xyz, unity_LODFade.x);
#endif
half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
clip(alpha - _Cutoff);
return 1;
}
ENDHLSL
}
// Depth -----------------------------------------------------
Pass
{
Name "DepthOnly"
Tags {"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#define CTIBILLBOARD
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define DEPTHONLYPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Billboard.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CTIVertexBBOutput DepthOnlyVertex(CTIVertexBBInput input)
{
CTIVertexBBOutput output = (CTIVertexBBOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
CTIBillboardVert(input, 0);
VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS.xyz);
output.uv.xy = input.texcoord.xy;
output.positionCS = vertexPosition.positionCS;
return output;
}
half4 DepthOnlyFragment(CTIVertexBBOutput IN) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES) // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(IN.positionCS.xyz, unity_LODFade.x);
#endif
half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
clip(alpha - _Cutoff);
return 1;
}
ENDHLSL
}
// Meta -----------------------------------------------------
}
FallBack "Hidden/InternalErrorShader"
}