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

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// Example Shader for Universal RP
// Written by @Cyanilux
// https://www.cyanilux.com/tutorials/urp-shader-code
/*
This example reacts to Main Directional Light & Ambient/Baked light.
Ignores additional lights.
Diffuse/Lambert shading model.
No specular/smoothness/metallic/etc.
*/
Shader "Cyanilux/URPTemplates/DiffuseLitShaderExample" {
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
}
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;
float _Cutoff;
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 _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local_fragment _OCCLUSIONMAP
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// 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"
// Structs
struct Attributes {
float4 positionOS : POSITION;
float4 normalOS : NORMAL;
float2 uv : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
float4 color : COLOR;
};
struct Varyings {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float3 normalWS : TEXCOORD2;
float3 positionWS : TEXCOORD3;
float4 color : COLOR;
};
// Textures, Samplers & Global Properties
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
// Vertex Shader
Varyings LitPassVertex(Attributes IN) {
Varyings OUT;
VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz);
OUT.positionCS = positionInputs.positionCS;
OUT.positionWS = positionInputs.positionWS;
VertexNormalInputs normalInputs = GetVertexNormalInputs(IN.normalOS.xyz);
OUT.normalWS = normalInputs.normalWS;
OUTPUT_LIGHTMAP_UV(IN.lightmapUV, unity_LightmapST, OUT.lightmapUV);
OUTPUT_SH(OUT.normalWS.xyz, OUT.vertexSH);
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
OUT.color = IN.color;
return OUT;
}
// Fragment Shader
half4 LitPassFragment(Varyings IN) : SV_Target {
half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
#ifdef _ALPHATEST_ON
// Alpha Clipping
clip(baseMap.a - _Cutoff);
#endif
// Get Baked GI
half3 bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, IN.normalWS);
// Main Light & Shadows
float4 shadowCoord = TransformWorldToShadowCoord(IN.positionWS.xyz);
Light mainLight = GetMainLight(shadowCoord);
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
// Mix Realtime & Baked (if LIGHTMAP_SHADOW_MIXING / _MIXED_LIGHTING_SUBTRACTIVE is enabled)
MixRealtimeAndBakedGI(mainLight, IN.normalWS, bakedGI);
// Diffuse
half3 shading = bakedGI + LightingLambert(attenuatedLightColor, mainLight.direction, IN.normalWS);
half4 color = baseMap * _BaseColor * IN.color;
return half4(color.rgb * shading, color.a);
}
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
}
}
}