236 lines
6.9 KiB
Plaintext
236 lines
6.9 KiB
Plaintext
// Example Shader for Universal RP
|
|
// Written by @Cyanilux
|
|
// https://www.cyanilux.com/tutorials/urp-shader-code
|
|
|
|
Shader "Cyanilux/URPTemplates/Unlit+ShaderExample" {
|
|
Properties {
|
|
_BaseMap ("Example Texture", 2D) = "white" {}
|
|
_BaseColor ("Example Colour", Color) = (0, 0.66, 0.73, 1)
|
|
[Toggle(_ALPHATEST_ON)] _AlphaTestToggle ("Alpha Clipping", Float) = 0
|
|
_Cutoff ("Alpha Cutoff", Float) = 0.5
|
|
|
|
[HideInInspector] _Cull("__cull", Float) = 2.0
|
|
}
|
|
SubShader {
|
|
Tags {
|
|
"RenderPipeline"="UniversalPipeline"
|
|
"RenderType"="Opaque"
|
|
"Queue"="Geometry"
|
|
"UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"
|
|
}
|
|
|
|
HLSLINCLUDE
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _BaseMap_ST;
|
|
float4 _BaseColor;
|
|
float _Cutoff;
|
|
CBUFFER_END
|
|
ENDHLSL
|
|
|
|
Pass {
|
|
Name "Unlit"
|
|
//Tags { "LightMode"="SRPDefaultUnlit" } // (is default anyway)
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex UnlitPassVertex
|
|
#pragma fragment UnlitPassFragment
|
|
|
|
// Material Keywords
|
|
#pragma shader_feature _ALPHATEST_ON
|
|
|
|
// Structs
|
|
struct Attributes {
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct Varyings {
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
// Textures, Samplers & Global Properties
|
|
TEXTURE2D(_BaseMap);
|
|
SAMPLER(sampler_BaseMap);
|
|
|
|
// Vertex Shader
|
|
Varyings UnlitPassVertex(Attributes IN) {
|
|
Varyings OUT;
|
|
|
|
VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz);
|
|
OUT.positionCS = positionInputs.positionCS;
|
|
// Or :
|
|
//OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
|
|
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
|
|
OUT.color = IN.color;
|
|
return OUT;
|
|
}
|
|
|
|
// Fragment Shader
|
|
half4 UnlitPassFragment(Varyings IN) : SV_Target {
|
|
half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
// Alpha Clipping
|
|
clip(baseMap.a - _Cutoff);
|
|
#endif
|
|
|
|
return baseMap * _BaseColor * IN.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
|
|
ColorMask 0
|
|
Cull[_Cull]
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex ShadowPassVertex
|
|
#pragma fragment ShadowPassFragment
|
|
|
|
// Material Keywords
|
|
#pragma shader_feature _ALPHATEST_ON
|
|
#pragma shader_feature _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 _ALPHATEST_ON
|
|
#pragma shader_feature _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 _ALPHATEST_ON
|
|
#pragma shader_feature _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
|
|
}
|
|
|
|
}
|
|
} |