Space-Smash-Out/Assets/Shaders/URP_ShaderCodeTemplates/URP_SimpleLitTemplate.shader

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// Example Shader for Universal RP
// Written by @Cyanilux
// https://www.cyanilux.com/tutorials/urp-shader-code
/*
Roughly equivalent to the URP/SimpleLit.shader (but Forward path only)
https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader
*/
Shader "Cyanilux/URPTemplates/SimpleLitShaderExample" {
Properties {
[MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {}
[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
[Toggle(_NORMALMAP)] _NormalMapToggle ("Normal Mapping", Float) = 0
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
[Toggle(_EMISSION)] _Emission ("Emission", Float) = 0
[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}
[Toggle(_ALPHATEST_ON)] _AlphaTestToggle ("Alpha Clipping", Float) = 0
_Cutoff ("Alpha Cutoff", Float) = 0.5
[Toggle(_SPECGLOSSMAP)] _SpecGlossMapToggle ("Use Specular Gloss Map", Float) = 0
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5)
_SpecGlossMap("Specular Map", 2D) = "white" {}
[Toggle(_GLOSSINESS_FROM_BASE_ALPHA)] _GlossSource ("Glossiness Source, from Albedo Alpha (if on) vs from Specular (if off)", Float) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
}
SubShader {
Tags {
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"Queue"="Geometry"
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
float4 _BaseColor;
float4 _EmissionColor;
float4 _SpecColor;
float _Cutoff;
float _Smoothness;
CBUFFER_END
ENDHLSL
Pass {
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
HLSLPROGRAM
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
//#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
//#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP
#define _SPECULAR_COLOR // always on
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
// URP Keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
// Note, v11 changes this to :
// #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING // v10+ only, renamed from "_MIXED_LIGHTING_SUBTRACTIVE"
#pragma multi_compile _ SHADOWS_SHADOWMASK // v10+ only
// Unity Keywords
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile_fog
// GPU Instancing (not supported)
//#pragma multi_compile_instancing
// Includes
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
// Structs
struct Attributes {
float4 positionOS : POSITION;
float4 normalOS : NORMAL;
#ifdef _NORMALMAP
float4 tangentOS : TANGENT;
#endif
float2 uv : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
float4 color : COLOR;
//UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float3 positionWS : TEXCOORD2;
#ifdef _NORMALMAP
half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
#else
half3 normalWS : TEXCOORD3;
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#else
half fogFactor : TEXCOORD6;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD7;
#endif
float4 color : COLOR;
//UNITY_VERTEX_INPUT_INSTANCE_ID
//UNITY_VERTEX_OUTPUT_STEREO
};
// Textures, Samplers & Global Properties
// (note, BaseMap, BumpMap and EmissionMap is being defined by the SurfaceInput.hlsl include)
TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
// Functions
half4 SampleSpecularSmoothness(float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap)) {
half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h);
#ifdef _SPECGLOSSMAP
specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor;
#elif defined(_SPECULAR_COLOR)
specularSmoothness = specColor;
#endif
#if UNITY_VERSION >= 202120 // or #if SHADER_LIBRARY_VERSION_MAJOR < 12, but that versioning method is deprecated for newer versions
// v12 is changing this, so it's calculated later. Likely so that smoothness value stays 0-1 so it can display better for debug views.
#ifdef _GLOSSINESS_FROM_BASE_ALPHA
specularSmoothness.a = exp2(10 * alpha + 1);
#else
specularSmoothness.a = exp2(10 * specularSmoothness.a + 1);
#endif
#endif
return specularSmoothness;
}
// SurfaceData & InputData
void InitalizeSurfaceData(Varyings IN, out SurfaceData surfaceData){
surfaceData = (SurfaceData)0; // avoids "not completely initalized" errors
half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
#ifdef _ALPHATEST_ON
// Alpha Clipping
clip(baseMap.a - _Cutoff);
#endif
half4 diffuse = baseMap * _BaseColor * IN.color;
surfaceData.albedo = diffuse.rgb;
surfaceData.normalTS = SampleNormal(IN.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
surfaceData.emission = SampleEmission(IN.uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
surfaceData.occlusion = 1.0; // unused
half4 specular = SampleSpecularSmoothness(IN.uv, diffuse.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
surfaceData.specular = specular.rgb;
surfaceData.smoothness = specular.a * _Smoothness;
}
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) {
inputData = (InputData)0; // avoids "not completely initalized" errors
inputData.positionWS = input.positionWS;
#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 = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
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
// Fog
#ifdef _ADDITIONAL_LIGHTS_VERTEX
inputData.fogCoord = input.fogFactorAndVertexLight.x;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#else
inputData.fogCoord = input.fogFactor;
inputData.vertexLighting = half3(0, 0, 0);
#endif
/* in v11/v12?, could use :
#ifdef _ADDITIONAL_LIGHTS_VERTEX
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#else
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor);
inputData.vertexLighting = half3(0, 0, 0);
#endif
*/
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
}
// Vertex Shader
Varyings LitPassVertex(Attributes IN) {
Varyings OUT;
//UNITY_SETUP_INSTANCE_ID(IN);
//UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
//UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz);
#ifdef _NORMALMAP
VertexNormalInputs normalInputs = GetVertexNormalInputs(IN.normalOS.xyz, IN.tangentOS);
#else
VertexNormalInputs normalInputs = GetVertexNormalInputs(IN.normalOS.xyz);
#endif
OUT.positionCS = positionInputs.positionCS;
OUT.positionWS = positionInputs.positionWS;
half3 viewDirWS = GetWorldSpaceViewDir(positionInputs.positionWS);
half3 vertexLight = VertexLighting(positionInputs.positionWS, normalInputs.normalWS);
half fogFactor = ComputeFogFactor(positionInputs.positionCS.z);
#ifdef _NORMALMAP
OUT.normalWS = half4(normalInputs.normalWS, viewDirWS.x);
OUT.tangentWS = half4(normalInputs.tangentWS, viewDirWS.y);
OUT.bitangentWS = half4(normalInputs.bitangentWS, viewDirWS.z);
#else
OUT.normalWS = NormalizeNormalPerVertex(normalInputs.normalWS);
//OUT.viewDirWS = viewDirWS;
#endif
OUTPUT_LIGHTMAP_UV(IN.lightmapUV, unity_LightmapST, OUT.lightmapUV);
OUTPUT_SH(OUT.normalWS.xyz, OUT.vertexSH);
#ifdef _ADDITIONAL_LIGHTS_VERTEX
OUT.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#else
OUT.fogFactor = fogFactor;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
OUT.shadowCoord = GetShadowCoord(positionInputs);
#endif
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
OUT.color = IN.color;
return OUT;
}
// Fragment Shader
half4 LitPassFragment(Varyings IN) : SV_Target {
//UNITY_SETUP_INSTANCE_ID(IN);
//UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
// Setup SurfaceData
SurfaceData surfaceData;
InitalizeSurfaceData(IN, surfaceData);
// Setup InputData
InputData inputData;
InitializeInputData(IN, surfaceData.normalTS, inputData);
// Simple Lighting (Lambert & BlinnPhong)
//half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData); // v12 only
half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData.albedo, half4(surfaceData.specular, 1),
surfaceData.smoothness, surfaceData.emission, surfaceData.alpha);
// See Lighting.hlsl to see how this is implemented.
// https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl
color.rgb = MixFog(color.rgb, inputData.fogCoord);
//color.a = OutputAlpha(color.a, _Surface);
return color;
}
ENDHLSL
}
// UsePass "Universal Render Pipeline/Lit/ShadowCaster"
// UsePass "Universal Render Pipeline/Lit/DepthOnly"
// Would be nice if we could just use the passes from existing shaders,
// However this breaks SRP Batcher compatibility. Instead, we should define them :
// ShadowCaster, for casting shadows
Pass {
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// GPU Instancing
#pragma multi_compile_instancing
//#pragma multi_compile _ DOTS_INSTANCING_ON
// Universal Pipeline Keywords
// (v11+) This is used during shadow map generation to differentiate between directional and punctual (point/spot) light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
// Note if we do any vertex displacement, we'll need to change the vertex function. e.g. :
/*
#pragma vertex DisplacedShadowPassVertex (instead of ShadowPassVertex above)
Varyings DisplacedShadowPassVertex(Attributes input) {
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
// Example Displacement
input.positionOS += float4(0, _SinTime.y, 0, 0);
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.positionCS = GetShadowPositionHClip(input);
return output;
}
*/
ENDHLSL
}
// DepthOnly, used for Camera Depth Texture (if cannot copy depth buffer instead, and the DepthNormals below isn't used)
Pass {
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ColorMask 0
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// GPU Instancing
#pragma multi_compile_instancing
//#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
// Note if we do any vertex displacement, we'll need to change the vertex function. e.g. :
/*
#pragma vertex DisplacedDepthOnlyVertex (instead of DepthOnlyVertex above)
Varyings DisplacedDepthOnlyVertex(Attributes input) {
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Example Displacement
input.positionOS += float4(0, _SinTime.y, 0, 0);
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.positionCS = TransformObjectToHClip(input.position.xyz);
return output;
}
*/
ENDHLSL
}
// DepthNormals, used for SSAO & other custom renderer features that request it
Pass {
Name "DepthNormals"
Tags { "LightMode"="DepthNormals" }
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// GPU Instancing
#pragma multi_compile_instancing
//#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
// Note if we do any vertex displacement, we'll need to change the vertex function. e.g. :
/*
#pragma vertex DisplacedDepthNormalsVertex (instead of DepthNormalsVertex above)
Varyings DisplacedDepthNormalsVertex(Attributes input) {
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Example Displacement
input.positionOS += float4(0, _SinTime.y, 0, 0);
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.positionCS = TransformObjectToHClip(input.position.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
return output;
}
*/
ENDHLSL
}
}
}