// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "DawnShaderHDRP/EyesShaderHDRP" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _VTInfoBlock( "VT( auto )", Vector ) = ( 0, 0, 0, 0 ) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [ASEBegin]_IrisBrightnessPower1("Iris Brightness Power", Float) = 1 _Normal("Normal", 2D) = "bump" {} _Mask("Mask", 2D) = "white" {} _Roughness("Roughness", 2D) = "white" {} _RoughnessBoost("Roughness Boost", Range( 0 , 4)) = 0 _BC("Base Color", 2D) = "white" {} _BlendColor01("Blend Color 01", Color) = (1,1,1,0) _BlendColorPower01("Blend Color Power 01", Range( 0 , 1)) = 0 _BlendColor02("Blend Color 02", Color) = (1,1,1,0) _BlendColorPower02("Blend Color Power 02", Range( 0 , 1)) = 0 _BlendColor03("Blend Color 03", Color) = (1,1,1,0) _BlendColorPower03("Blend Color Power 03", Range( 0 , 1)) = 0 _BlendColor04("Blend Color 04", Color) = (1,1,1,0) _BlendColorPower04("Blend Color Power 04", Range( 0 , 1)) = 0 _EmissiveColor1("Emissive Color 1", Color) = (0,0,0,0) _EmissivePower1("Emissive Power 1", Range( 0 , 2000)) = 0 _EmissiveColor2("Emissive Color 2", Color) = (0,0,0,0) _EmissivePower2("Emissive Power 2", Range( 0 , 2000)) = 0 _EmissiveColor3("Emissive Color 3", Color) = (0,0,0,0) _EmissivePower3("Emissive Power 3", Range( 0 , 2000)) = 0 _EmissiveColor4("Emissive Color 4", Color) = (0,0,0,0) _EmissivePower4("Emissive Power 4", Range( 0 , 2000)) = 0 _CubeMap("CubeMap", CUBE) = "white" {} _EyePOMmask1("Eye POM mask", 2D) = "white" {} _Scale1("Scale", Range( 0 , 0.5)) = 0.1 _CurvatureU1("Curvature U", Range( 0 , 100)) = 0 _CurvatureV1("Curvature V", Range( 0 , 100)) = 0 [Header(Parallax Occlusion Mapping)] [ASEEnd]_CurvFix("Curvature Bias", Range( 0 , 1)) = 1 [HideInInspector] _RenderQueueType("Render Queue Type", Float) = 1 [HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 [HideInInspector] _StencilRef("Stencil Ref", Int) = 0 [HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6 [HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8 [HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8 [HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40 [HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40 [HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4 [HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4 [HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14 [HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10 [HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4 [HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0 [HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1 [HideInInspector] _SurfaceType("Surface Type", Float) = 0 [HideInInspector] _BlendMode("Blend Mode", Float) = 0 [HideInInspector] _SrcBlend("Src Blend", Float) = 1 [HideInInspector] _DstBlend("Dst Blend", Float) = 0 [HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1 [HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0 [HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1 [HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 1 [HideInInspector] _CullMode("Cull Mode", Float) = 2 [HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0 [HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1 [HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2 [HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2 [HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4 [HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4 [HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0 [HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0 [HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0 [HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0 [HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2 [HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0) //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { LOD 0 Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch #pragma multi_compile_instancing #pragma instancing_options renderinglayer struct GlobalSurfaceDescription // GBuffer Forward META TransparentBackface { float3 Albedo; float3 Normal; float3 BentNormal; float3 Specular; float CoatMask; float Metallic; float3 Emission; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; float AlphaClipThresholdShadow; float AlphaClipThresholdDepthPrepass; float AlphaClipThresholdDepthPostpass; float SpecularAAScreenSpaceVariance; float SpecularAAThreshold; float SpecularOcclusion; float DepthOffset; //Refraction float RefractionIndex; float3 RefractionColor; float RefractionDistance; //SSS/Translucent float Thickness; float SubsurfaceMask; float DiffusionProfile; //Anisotropy float Anisotropy; float3 Tangent; //Iridescent float IridescenceMask; float IridescenceThickness; //BakedGI float3 BakedGI; float3 BakedBackGI; }; struct AlphaSurfaceDescription // ShadowCaster { float Alpha; float AlphaClipThreshold; float AlphaClipThresholdShadow; float DepthOffset; }; struct SceneSurfaceDescription // SceneSelection { float Alpha; float AlphaClipThreshold; float DepthOffset; }; struct PrePassSurfaceDescription // DepthPrePass { float Alpha; float AlphaClipThresholdDepthPrepass; float DepthOffset; }; struct PostPassSurfaceDescription //DepthPostPass { float Alpha; float AlphaClipThresholdDepthPostpass; float DepthOffset; }; struct SmoothSurfaceDescription // MotionVectors DepthOnly { float3 Normal; float Smoothness; float Alpha; float AlphaClipThreshold; float DepthOffset; }; struct DistortionSurfaceDescription //Distortion { float Alpha; float2 Distortion; float DistortionBlur; float AlphaClipThreshold; }; float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlaneASE (float3 pos, float4 plane) { return dot (float4(pos,1.0f), plane); } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } ENDHLSL Pass { Name "GBuffer" Tags { "LightMode"="GBuffer" } Cull [_CullMode] ZTest [_ZTestGBuffer] Stencil { Ref [_StencilRefGBuffer] WriteMask [_StencilWriteMaskGBuffer] Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define ASE_SRP_VERSION 70403 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON) #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #endif #define SHADERPASS SHADERPASS_GBUFFER #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ LIGHT_LAYERS #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; float3 interp01 : TEXCOORD1; float4 interp02 : TEXCOORD2; float4 interp03 : TEXCOORD3; float4 interp04 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; CBUFFER_START( UnityPerMaterial ) float4 _EmissiveColor4; float4 _EyePOMmask1_ST; float4 _EmissiveColor3; float4 _BlendColor01; float4 _BlendColor02; float4 _BlendColor03; float4 _BlendColor04; float4 _EmissiveColor2; float4 _EmissiveColor1; float _Scale1; float _EmissivePower3; float _EmissivePower2; float _EmissivePower1; float _BlendColorPower02; float _BlendColorPower03; float _EmissivePower4; float _BlendColorPower01; float _IrisBrightnessPower1; float _CurvatureV1; float _CurvatureU1; float _BlendColorPower04; float _RoughnessBoost; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _BC; sampler2D _EyePOMmask1; uniform float _CurvFix; sampler2D _Mask; SAMPLER(sampler_Mask); sampler2D _Normal; samplerCUBE _CubeMap; sampler2D _Roughness; inline float2 POM( sampler2D heightMap, float2 uvs, float2 dx, float2 dy, float3 normalWorld, float3 viewWorld, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv, int index ) { float3 result = 0; int stepIndex = 0; int numSteps = ( int )lerp( (float)maxSamples, (float)minSamples, saturate( dot( normalWorld, viewWorld ) ) ); float layerHeight = 1.0 / numSteps; float2 plane = parallax * ( viewDirTan.xy / viewDirTan.z ); uvs.xy += refPlane * plane; float2 deltaTex = -plane * layerHeight; float2 prevTexOffset = 0; float prevRayZ = 1.0f; float prevHeight = 0.0f; float2 currTexOffset = deltaTex; float currRayZ = 1.0f - layerHeight; float currHeight = 0.0f; float intersection = 0; float2 finalTexOffset = 0; while ( stepIndex < numSteps + 1 ) { result.z = dot( curv, currTexOffset * currTexOffset ); currHeight = tex2Dgrad( heightMap, uvs + currTexOffset, dx, dy ).r * ( 1 - result.z ); if ( currHeight > currRayZ ) { stepIndex = numSteps + 1; } else { stepIndex++; prevTexOffset = currTexOffset; prevRayZ = currRayZ; prevHeight = currHeight; currTexOffset += deltaTex; currRayZ -= layerHeight * ( 1 - result.z ) * (1+_CurvFix); } } int sectionSteps = 2; int sectionIndex = 0; float newZ = 0; float newHeight = 0; while ( sectionIndex < sectionSteps ) { intersection = ( prevHeight - prevRayZ ) / ( prevHeight - currHeight + currRayZ - prevRayZ ); finalTexOffset = prevTexOffset + intersection * deltaTex; newZ = prevRayZ - intersection * layerHeight; newHeight = tex2Dgrad( heightMap, uvs + finalTexOffset, dx, dy ).r; if ( newHeight > newZ ) { currTexOffset = finalTexOffset; currHeight = newHeight; currRayZ = newZ; deltaTex = intersection * deltaTex; layerHeight = intersection * layerHeight; } else { prevTexOffset = finalTexOffset; prevHeight = newHeight; prevRayZ = newZ; deltaTex = ( 1 - intersection ) * deltaTex; layerHeight = ( 1 - intersection ) * layerHeight; } sectionIndex++; } #ifdef UNITY_PASS_SHADOWCASTER if ( unity_LightShadowBias.z == 0.0 ) { #endif if ( result.z > 1 ) clip( -1 ); #ifdef UNITY_PASS_SHADOWCASTER } #endif return uvs.xy + finalTexOffset; } void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.coatMask = surfaceDescription.CoatMask; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.thickness = surfaceDescription.Thickness; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.specularColor = surfaceDescription.Specular; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.anisotropy = surfaceDescription.Anisotropy; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #endif // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.ior = surfaceDescription.RefractionIndex; surfaceData.transmittanceColor = surfaceDescription.RefractionColor; surfaceData.atDistance = surfaceDescription.RefractionDistance; surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; bentNormalWS = surfaceData.normalWS; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld ); #endif surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha ); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); #ifdef _ASE_BAKEDGI builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI; #endif #ifdef _ASE_BAKEDBACKGI builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI; #endif builtinData.emissiveColor = surfaceDescription.Emission; #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceDescription.Distortion; builtinData.distortionBlur = surfaceDescription.DistortionBlur; #else builtinData.distortion = float2(0.0, 0.0); builtinData.distortionBlur = 0.0; #endif PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz); float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; outputPackedVaryingsMeshToPS.ase_texcoord6.xyz = ase_worldBitangent; outputPackedVaryingsMeshToPS.ase_texcoord5.xyz = inputMesh.ase_texcoord.xyz; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord5.w = 0; outputPackedVaryingsMeshToPS.ase_texcoord6.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; inputMesh.tangentOS = inputMesh.tangentOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; outputPackedVaryingsMeshToPS.interp01.xyz = normalWS; outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS; outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1; outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2; return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; o.uv1 = v.uv1; o.uv2 = v.uv2; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z; o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag( PackedVaryingsMeshToPS packedInput, OUTPUT_GBUFFER(outGBuffer) #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; float3 positionRWS = packedInput.interp00.xyz; float3 normalWS = packedInput.interp01.xyz; float4 tangentWS = packedInput.interp02.xyzw; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS); input.texCoord1 = packedInput.interp03.xyzw; input.texCoord2 = packedInput.interp04.xyzw; #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false ); #endif #endif half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0; float2 texCoord204 = packedInput.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); float3 ase_worldBitangent = packedInput.ase_texcoord6.xyz; float3 tanToWorld0 = float3( tangentWS.xyz.x, ase_worldBitangent.x, normalWS.x ); float3 tanToWorld1 = float3( tangentWS.xyz.y, ase_worldBitangent.y, normalWS.y ); float3 tanToWorld2 = float3( tangentWS.xyz.z, ase_worldBitangent.z, normalWS.z ); float3 ase_tanViewDir = tanToWorld0 * V.x + tanToWorld1 * V.y + tanToWorld2 * V.z; ase_tanViewDir = normalize(ase_tanViewDir); float2 appendResult201 = (float2(_CurvatureU1 , _CurvatureV1)); float2 OffsetPOM205 = POM( _EyePOMmask1, texCoord204, ddx(texCoord204), ddy(texCoord204), normalWS, V, ase_tanViewDir, 8, 8, _Scale1, 0, _EyePOMmask1_ST.xy, appendResult201, 0 ); float2 myVarName207 = OffsetPOM205; float2 temp_output_206_0 = ddx( texCoord204 ); float4 tex2DNode1 = tex2D( _BC, myVarName207, temp_output_206_0, temp_output_206_0 ); float2 temp_output_208_0 = ddy( texCoord204 ); float4 tex2DNode2 = tex2D( _Mask, myVarName207, temp_output_206_0, temp_output_208_0 ); float4 lerpResult211 = lerp( tex2DNode1 , ( tex2DNode1 * _IrisBrightnessPower1 ) , tex2DNode2.r); float4 lerpResult28 = lerp( float4( 0,0,0,0 ) , _BlendColor01 , tex2DNode2.r); float4 lerpResult29 = lerp( float4( 0,0,0,0 ) , _BlendColor02 , tex2DNode2.g); float4 lerpResult30 = lerp( float4( 0,0,0,0 ) , _BlendColor03 , tex2DNode2.b); float4 lerpResult31 = lerp( float4( 0,0,0,0 ) , _BlendColor04 , tex2DNode2.a); float4 lerpResult132 = lerp( lerpResult211 , ( lerpResult28 + lerpResult29 + lerpResult30 + lerpResult31 ) , ( ( _BlendColorPower01 * tex2DNode2.r ) + ( _BlendColorPower02 * tex2DNode2.g ) + ( _BlendColorPower03 * tex2DNode2.b ) + ( _BlendColorPower04 * tex2DNode2.a ) )); float3 tex2DNode75 = UnpackNormalScale( tex2D( _Normal, myVarName207, temp_output_206_0, temp_output_208_0 ), 1.0f ); float3 worldRefl156 = reflect( -V, float3( dot( tanToWorld0, tex2DNode75 ), dot( tanToWorld1, tex2DNode75 ), dot( tanToWorld2, tex2DNode75 ) ) ); surfaceDescription.Albedo = lerpResult132.rgb; surfaceDescription.Normal = tex2DNode75; surfaceDescription.BentNormal = float3( 0, 0, 1 ); surfaceDescription.CoatMask = 0; surfaceDescription.Metallic = texCUBE( _CubeMap, worldRefl156 ).r; #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceDescription.Specular = 0; #endif surfaceDescription.Emission = ( ( tex2DNode2.r * _EmissiveColor1 * _EmissivePower1 ) + ( tex2DNode2.g * _EmissiveColor2 * _EmissivePower2 ) + ( tex2DNode2.b * _EmissiveColor3 * _EmissivePower3 ) + ( tex2DNode2.a * _EmissiveColor4 * _EmissivePower4 ) ).rgb; surfaceDescription.Smoothness = ( _RoughnessBoost * ( 1.0 - tex2D( _Roughness, myVarName207, temp_output_206_0, temp_output_206_0 ) ) ).r; surfaceDescription.Occlusion = 1; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ALPHATEST_SHADOW_ON surfaceDescription.AlphaClipThresholdShadow = 0.5; #endif surfaceDescription.AlphaClipThresholdDepthPrepass = 0.5; surfaceDescription.AlphaClipThresholdDepthPostpass = 0.5; #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceDescription.SpecularAAScreenSpaceVariance = 0; surfaceDescription.SpecularAAThreshold = 0; #endif #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceDescription.SpecularOcclusion = 0; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.Thickness = 1; #endif #ifdef _HAS_REFRACTION surfaceDescription.RefractionIndex = 1; surfaceDescription.RefractionColor = float3( 1, 1, 1 ); surfaceDescription.RefractionDistance = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 1; surfaceDescription.Tangent = float3( 1, 0, 0 ); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceMask = 0; surfaceDescription.IridescenceThickness = 0; #endif #ifdef _ASE_DISTORTION surfaceDescription.Distortion = float2 ( 2, -1 ); surfaceDescription.DistortionBlur = 1; #endif #ifdef _ASE_BAKEDGI surfaceDescription.BakedGI = 0; #endif #ifdef _ASE_BAKEDBACKGI surfaceDescription.BakedBackGI = 0; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData ); ENCODE_INTO_GBUFFER( surfaceData, builtinData, posInput.positionSS, outGBuffer ); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } Pass { Name "META" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define ASE_SRP_VERSION 70403 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_VERT_NORMAL #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; CBUFFER_START( UnityPerMaterial ) float4 _EmissiveColor4; float4 _EyePOMmask1_ST; float4 _EmissiveColor3; float4 _BlendColor01; float4 _BlendColor02; float4 _BlendColor03; float4 _BlendColor04; float4 _EmissiveColor2; float4 _EmissiveColor1; float _Scale1; float _EmissivePower3; float _EmissivePower2; float _EmissivePower1; float _BlendColorPower02; float _BlendColorPower03; float _EmissivePower4; float _BlendColorPower01; float _IrisBrightnessPower1; float _CurvatureV1; float _CurvatureU1; float _BlendColorPower04; float _RoughnessBoost; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _BC; sampler2D _EyePOMmask1; uniform float _CurvFix; sampler2D _Mask; SAMPLER(sampler_Mask); sampler2D _Normal; samplerCUBE _CubeMap; sampler2D _Roughness; inline float2 POM( sampler2D heightMap, float2 uvs, float2 dx, float2 dy, float3 normalWorld, float3 viewWorld, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv, int index ) { float3 result = 0; int stepIndex = 0; int numSteps = ( int )lerp( (float)maxSamples, (float)minSamples, saturate( dot( normalWorld, viewWorld ) ) ); float layerHeight = 1.0 / numSteps; float2 plane = parallax * ( viewDirTan.xy / viewDirTan.z ); uvs.xy += refPlane * plane; float2 deltaTex = -plane * layerHeight; float2 prevTexOffset = 0; float prevRayZ = 1.0f; float prevHeight = 0.0f; float2 currTexOffset = deltaTex; float currRayZ = 1.0f - layerHeight; float currHeight = 0.0f; float intersection = 0; float2 finalTexOffset = 0; while ( stepIndex < numSteps + 1 ) { result.z = dot( curv, currTexOffset * currTexOffset ); currHeight = tex2Dgrad( heightMap, uvs + currTexOffset, dx, dy ).r * ( 1 - result.z ); if ( currHeight > currRayZ ) { stepIndex = numSteps + 1; } else { stepIndex++; prevTexOffset = currTexOffset; prevRayZ = currRayZ; prevHeight = currHeight; currTexOffset += deltaTex; currRayZ -= layerHeight * ( 1 - result.z ) * (1+_CurvFix); } } int sectionSteps = 2; int sectionIndex = 0; float newZ = 0; float newHeight = 0; while ( sectionIndex < sectionSteps ) { intersection = ( prevHeight - prevRayZ ) / ( prevHeight - currHeight + currRayZ - prevRayZ ); finalTexOffset = prevTexOffset + intersection * deltaTex; newZ = prevRayZ - intersection * layerHeight; newHeight = tex2Dgrad( heightMap, uvs + finalTexOffset, dx, dy ).r; if ( newHeight > newZ ) { currTexOffset = finalTexOffset; currHeight = newHeight; currRayZ = newZ; deltaTex = intersection * deltaTex; layerHeight = intersection * layerHeight; } else { prevTexOffset = finalTexOffset; prevHeight = newHeight; prevRayZ = newZ; deltaTex = ( 1 - intersection ) * deltaTex; layerHeight = ( 1 - intersection ) * layerHeight; } sectionIndex++; } #ifdef UNITY_PASS_SHADOWCASTER if ( unity_LightShadowBias.z == 0.0 ) { #endif if ( result.z > 1 ) clip( -1 ); #ifdef UNITY_PASS_SHADOWCASTER } #endif return uvs.xy + finalTexOffset; } void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.coatMask = surfaceDescription.CoatMask; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.thickness = surfaceDescription.Thickness; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.specularColor = surfaceDescription.Specular; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.anisotropy = surfaceDescription.Anisotropy; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #endif // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.ior = surfaceDescription.RefractionIndex; surfaceData.transmittanceColor = surfaceDescription.RefractionColor; surfaceData.atDistance = surfaceDescription.RefractionDistance; surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; bentNormalWS = surfaceData.normalWS; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld ); #endif surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha ); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); builtinData.emissiveColor = surfaceDescription.Emission; #if (SHADERPASS == SHADERPASS_DISTORTION) builtinData.distortion = surfaceDescription.Distortion; builtinData.distortionBlur = surfaceDescription.DistortionBlur; #else builtinData.distortion = float2(0.0, 0.0); builtinData.distortionBlur = 0.0; #endif PostInitBuiltinData(V, posInput, surfaceData, builtinData); } CBUFFER_START(UnityMetaPass) bool4 unity_MetaVertexControl; bool4 unity_MetaFragmentControl; CBUFFER_END float unity_OneOverOutputBoost; float unity_MaxOutputValue; PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz); outputPackedVaryingsMeshToPS.ase_texcoord1.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); outputPackedVaryingsMeshToPS.ase_texcoord2.xyz = ase_worldNormal; float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; outputPackedVaryingsMeshToPS.ase_texcoord3.xyz = ase_worldBitangent; float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) ); outputPackedVaryingsMeshToPS.ase_texcoord4.xyz = ase_worldPos; outputPackedVaryingsMeshToPS.ase_texcoord.xyz = inputMesh.uv0.xyz; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord.w = 0; outputPackedVaryingsMeshToPS.ase_texcoord1.w = 0; outputPackedVaryingsMeshToPS.ase_texcoord2.w = 0; outputPackedVaryingsMeshToPS.ase_texcoord3.w = 0; outputPackedVaryingsMeshToPS.ase_texcoord4.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; inputMesh.tangentOS = inputMesh.tangentOS ; float2 uv = float2(0.0, 0.0); if (unity_MetaVertexControl.x) { uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } outputPackedVaryingsMeshToPS.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0); return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; o.uv0 = v.uv0; o.uv1 = v.uv1; o.uv2 = v.uv2; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z; o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z; o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif float4 Frag(PackedVaryingsMeshToPS packedInput ) : SV_Target { UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false); #endif #endif half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = float3(1.0, 1.0, 1.0); SurfaceData surfaceData; BuiltinData builtinData; GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0; float2 texCoord204 = packedInput.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float3 ase_worldTangent = packedInput.ase_texcoord1.xyz; float3 ase_worldNormal = packedInput.ase_texcoord2.xyz; float3 ase_worldBitangent = packedInput.ase_texcoord3.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 ase_worldPos = packedInput.ase_texcoord4.xyz; float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z; ase_tanViewDir = normalize(ase_tanViewDir); float2 appendResult201 = (float2(_CurvatureU1 , _CurvatureV1)); float2 OffsetPOM205 = POM( _EyePOMmask1, texCoord204, ddx(texCoord204), ddy(texCoord204), ase_worldNormal, ase_worldViewDir, ase_tanViewDir, 8, 8, _Scale1, 0, _EyePOMmask1_ST.xy, appendResult201, 0 ); float2 myVarName207 = OffsetPOM205; float2 temp_output_206_0 = ddx( texCoord204 ); float4 tex2DNode1 = tex2D( _BC, myVarName207, temp_output_206_0, temp_output_206_0 ); float2 temp_output_208_0 = ddy( texCoord204 ); float4 tex2DNode2 = tex2D( _Mask, myVarName207, temp_output_206_0, temp_output_208_0 ); float4 lerpResult211 = lerp( tex2DNode1 , ( tex2DNode1 * _IrisBrightnessPower1 ) , tex2DNode2.r); float4 lerpResult28 = lerp( float4( 0,0,0,0 ) , _BlendColor01 , tex2DNode2.r); float4 lerpResult29 = lerp( float4( 0,0,0,0 ) , _BlendColor02 , tex2DNode2.g); float4 lerpResult30 = lerp( float4( 0,0,0,0 ) , _BlendColor03 , tex2DNode2.b); float4 lerpResult31 = lerp( float4( 0,0,0,0 ) , _BlendColor04 , tex2DNode2.a); float4 lerpResult132 = lerp( lerpResult211 , ( lerpResult28 + lerpResult29 + lerpResult30 + lerpResult31 ) , ( ( _BlendColorPower01 * tex2DNode2.r ) + ( _BlendColorPower02 * tex2DNode2.g ) + ( _BlendColorPower03 * tex2DNode2.b ) + ( _BlendColorPower04 * tex2DNode2.a ) )); float3 tex2DNode75 = UnpackNormalScale( tex2D( _Normal, myVarName207, temp_output_206_0, temp_output_208_0 ), 1.0f ); float3 worldRefl156 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, tex2DNode75 ), dot( tanToWorld1, tex2DNode75 ), dot( tanToWorld2, tex2DNode75 ) ) ); surfaceDescription.Albedo = lerpResult132.rgb; surfaceDescription.Normal = tex2DNode75; surfaceDescription.BentNormal = float3( 0, 0, 1 ); surfaceDescription.CoatMask = 0; surfaceDescription.Metallic = texCUBE( _CubeMap, worldRefl156 ).r; #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceDescription.Specular = 0; #endif surfaceDescription.Emission = ( ( tex2DNode2.r * _EmissiveColor1 * _EmissivePower1 ) + ( tex2DNode2.g * _EmissiveColor2 * _EmissivePower2 ) + ( tex2DNode2.b * _EmissiveColor3 * _EmissivePower3 ) + ( tex2DNode2.a * _EmissiveColor4 * _EmissivePower4 ) ).rgb; surfaceDescription.Smoothness = ( _RoughnessBoost * ( 1.0 - tex2D( _Roughness, myVarName207, temp_output_206_0, temp_output_206_0 ) ) ).r; surfaceDescription.Occlusion = 1; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceDescription.SpecularAAScreenSpaceVariance = 0; surfaceDescription.SpecularAAThreshold = 0; #endif #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceDescription.SpecularOcclusion = 0; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.Thickness = 1; #endif #ifdef _HAS_REFRACTION surfaceDescription.RefractionIndex = 1; surfaceDescription.RefractionColor = float3( 1, 1, 1 ); surfaceDescription.RefractionDistance = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 1; surfaceDescription.Tangent = float3( 1, 0, 0 ); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceMask = 0; surfaceDescription.IridescenceThickness = 0; #endif GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData); float4 res = float4(0.0, 0.0, 0.0, 1.0); if (unity_MetaFragmentControl.x) { res.rgb = clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue); } if (unity_MetaFragmentControl.y) { res.rgb = lightTransportData.emissiveColor; } return res; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Cull [_CullMode] ZWrite On ZClip [_ZClip] ZTest LEqual ColorMask 0 HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define ASE_SRP_VERSION 70403 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_SHADOWS #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" //#define USE_LEGACY_UNITY_MATRIX_VARIABLES #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; CBUFFER_START( UnityPerMaterial ) float4 _EmissiveColor4; float4 _EyePOMmask1_ST; float4 _EmissiveColor3; float4 _BlendColor01; float4 _BlendColor02; float4 _BlendColor03; float4 _BlendColor04; float4 _EmissiveColor2; float4 _EmissiveColor1; float _Scale1; float _EmissivePower3; float _EmissivePower2; float _EmissivePower1; float _BlendColorPower02; float _BlendColorPower03; float _EmissivePower4; float _BlendColorPower01; float _IrisBrightnessPower1; float _CurvatureV1; float _CurvatureU1; float _BlendColorPower04; float _RoughnessBoost; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END void BuildSurfaceData(FragInputs fragInputs, inout AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha ); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(AlphaSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON #ifdef _ALPHATEST_SHADOW_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdShadow ); #else DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag( PackedVaryingsMeshToPS packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.interp00.xyz; FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false ); #endif #endif half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); AlphaSurfaceDescription surfaceDescription = (AlphaSurfaceDescription)0; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ALPHATEST_SHADOW_ON surfaceDescription.AlphaClipThresholdShadow = 0.5; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); #endif } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } ColorMask 0 HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define ASE_SRP_VERSION 70403 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS #pragma editor_sync_compilation #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; int _ObjectId; int _PassValue; CBUFFER_START( UnityPerMaterial ) float4 _EmissiveColor4; float4 _EyePOMmask1_ST; float4 _EmissiveColor3; float4 _BlendColor01; float4 _BlendColor02; float4 _BlendColor03; float4 _BlendColor04; float4 _EmissiveColor2; float4 _EmissiveColor1; float _Scale1; float _EmissivePower3; float _EmissivePower2; float _EmissivePower1; float _BlendColorPower02; float _BlendColorPower03; float _EmissivePower4; float _BlendColorPower01; float _IrisBrightnessPower1; float _CurvatureV1; float _CurvatureU1; float _BlendColorPower04; float _RoughnessBoost; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END void BuildSurfaceData(FragInputs fragInputs, inout SceneSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha ); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(SceneSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag( PackedVaryingsMeshToPS packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.interp00.xyz; FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false ); #endif #endif half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SceneSurfaceDescription surfaceDescription = (SceneSurfaceDescription)0; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); #endif } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } Cull [_CullMode] ZWrite On Stencil { Ref [_StencilRefDepth] WriteMask [_StencilWriteMaskDepth] Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define ASE_SRP_VERSION 70403 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_DEPTH_ONLY #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; float3 interp01 : TEXCOORD1; float4 interp02 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; CBUFFER_START( UnityPerMaterial ) float4 _EmissiveColor4; float4 _EyePOMmask1_ST; float4 _EmissiveColor3; float4 _BlendColor01; float4 _BlendColor02; float4 _BlendColor03; float4 _BlendColor04; float4 _EmissiveColor2; float4 _EmissiveColor1; float _Scale1; float _EmissivePower3; float _EmissivePower2; float _EmissivePower1; float _BlendColorPower02; float _BlendColorPower03; float _EmissivePower4; float _BlendColorPower01; float _IrisBrightnessPower1; float _CurvatureV1; float _CurvatureU1; float _BlendColorPower04; float _RoughnessBoost; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Normal; sampler2D _EyePOMmask1; uniform float _CurvFix; sampler2D _Roughness; inline float2 POM( sampler2D heightMap, float2 uvs, float2 dx, float2 dy, float3 normalWorld, float3 viewWorld, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv, int index ) { float3 result = 0; int stepIndex = 0; int numSteps = ( int )lerp( (float)maxSamples, (float)minSamples, saturate( dot( normalWorld, viewWorld ) ) ); float layerHeight = 1.0 / numSteps; float2 plane = parallax * ( viewDirTan.xy / viewDirTan.z ); uvs.xy += refPlane * plane; float2 deltaTex = -plane * layerHeight; float2 prevTexOffset = 0; float prevRayZ = 1.0f; float prevHeight = 0.0f; float2 currTexOffset = deltaTex; float currRayZ = 1.0f - layerHeight; float currHeight = 0.0f; float intersection = 0; float2 finalTexOffset = 0; while ( stepIndex < numSteps + 1 ) { result.z = dot( curv, currTexOffset * currTexOffset ); currHeight = tex2Dgrad( heightMap, uvs + currTexOffset, dx, dy ).r * ( 1 - result.z ); if ( currHeight > currRayZ ) { stepIndex = numSteps + 1; } else { stepIndex++; prevTexOffset = currTexOffset; prevRayZ = currRayZ; prevHeight = currHeight; currTexOffset += deltaTex; currRayZ -= layerHeight * ( 1 - result.z ) * (1+_CurvFix); } } int sectionSteps = 2; int sectionIndex = 0; float newZ = 0; float newHeight = 0; while ( sectionIndex < sectionSteps ) { intersection = ( prevHeight - prevRayZ ) / ( prevHeight - currHeight + currRayZ - prevRayZ ); finalTexOffset = prevTexOffset + intersection * deltaTex; newZ = prevRayZ - intersection * layerHeight; newHeight = tex2Dgrad( heightMap, uvs + finalTexOffset, dx, dy ).r; if ( newHeight > newZ ) { currTexOffset = finalTexOffset; currHeight = newHeight; currRayZ = newZ; deltaTex = intersection * deltaTex; layerHeight = intersection * layerHeight; } else { prevTexOffset = finalTexOffset; prevHeight = newHeight; prevRayZ = newZ; deltaTex = ( 1 - intersection ) * deltaTex; layerHeight = ( 1 - intersection ) * layerHeight; } sectionIndex++; } #ifdef UNITY_PASS_SHADOWCASTER if ( unity_LightShadowBias.z == 0.0 ) { #endif if ( result.z > 1 ) clip( -1 ); #ifdef UNITY_PASS_SHADOWCASTER } #endif return uvs.xy + finalTexOffset; } void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha ); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(SmoothSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh ) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz); float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; outputPackedVaryingsMeshToPS.ase_texcoord4.xyz = ase_worldBitangent; outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0; outputPackedVaryingsMeshToPS.ase_texcoord4.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; inputMesh.tangentOS = inputMesh.tangentOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; outputPackedVaryingsMeshToPS.interp01.xyz = normalWS; outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS; return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag( PackedVaryingsMeshToPS packedInput #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target1 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target0 , out float1 depthColor : SV_Target1 #elif defined(SCENESELECTIONPASS) , out float4 outColor : SV_Target0 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.interp00.xyz; float3 normalWS = packedInput.interp01.xyz; float4 tangentWS = packedInput.interp02.xyzw; FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS); #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false ); #endif #endif half isFrontFace = input.isFrontFace; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0; float2 texCoord204 = packedInput.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float3 ase_worldBitangent = packedInput.ase_texcoord4.xyz; float3 tanToWorld0 = float3( tangentWS.xyz.x, ase_worldBitangent.x, normalWS.x ); float3 tanToWorld1 = float3( tangentWS.xyz.y, ase_worldBitangent.y, normalWS.y ); float3 tanToWorld2 = float3( tangentWS.xyz.z, ase_worldBitangent.z, normalWS.z ); float3 ase_tanViewDir = tanToWorld0 * V.x + tanToWorld1 * V.y + tanToWorld2 * V.z; ase_tanViewDir = normalize(ase_tanViewDir); float2 appendResult201 = (float2(_CurvatureU1 , _CurvatureV1)); float2 OffsetPOM205 = POM( _EyePOMmask1, texCoord204, ddx(texCoord204), ddy(texCoord204), normalWS, V, ase_tanViewDir, 8, 8, _Scale1, 0, _EyePOMmask1_ST.xy, appendResult201, 0 ); float2 myVarName207 = OffsetPOM205; float2 temp_output_206_0 = ddx( texCoord204 ); float2 temp_output_208_0 = ddy( texCoord204 ); float3 tex2DNode75 = UnpackNormalScale( tex2D( _Normal, myVarName207, temp_output_206_0, temp_output_208_0 ), 1.0f ); surfaceDescription.Normal = tex2DNode75; surfaceDescription.Smoothness = ( _RoughnessBoost * ( 1.0 - tex2D( _Roughness, myVarName207, temp_output_206_0, temp_output_206_0 ) ) ).r; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.positionCS.z; #elif defined(SCENESELECTIONPASS) outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); #endif } ENDHLSL } Pass { Name "Motion Vectors" Tags { "LightMode"="MotionVectors" } Cull [_CullMode] ZWrite On Stencil { Ref [_StencilRefMV] WriteMask [_StencilWriteMaskMV] Comp Always Pass Replace Fail Keep ZFail Keep } HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define ASE_SRP_VERSION 70403 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_MOTION_VECTORS #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 vmeshPositionCS : SV_Position; float3 vmeshInterp00 : TEXCOORD0; float3 vpassInterpolators0 : TEXCOORD1; //interpolators0 float3 vpassInterpolators1 : TEXCOORD2; //interpolators1 float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; CBUFFER_START( UnityPerMaterial ) float4 _EmissiveColor4; float4 _EyePOMmask1_ST; float4 _EmissiveColor3; float4 _BlendColor01; float4 _BlendColor02; float4 _BlendColor03; float4 _BlendColor04; float4 _EmissiveColor2; float4 _EmissiveColor1; float _Scale1; float _EmissivePower3; float _EmissivePower2; float _EmissivePower1; float _BlendColorPower02; float _BlendColorPower03; float _EmissivePower4; float _BlendColorPower01; float _IrisBrightnessPower1; float _CurvatureV1; float _CurvatureU1; float _BlendColorPower04; float _RoughnessBoost; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Normal; sampler2D _EyePOMmask1; uniform float _CurvFix; sampler2D _Roughness; inline float2 POM( sampler2D heightMap, float2 uvs, float2 dx, float2 dy, float3 normalWorld, float3 viewWorld, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv, int index ) { float3 result = 0; int stepIndex = 0; int numSteps = ( int )lerp( (float)maxSamples, (float)minSamples, saturate( dot( normalWorld, viewWorld ) ) ); float layerHeight = 1.0 / numSteps; float2 plane = parallax * ( viewDirTan.xy / viewDirTan.z ); uvs.xy += refPlane * plane; float2 deltaTex = -plane * layerHeight; float2 prevTexOffset = 0; float prevRayZ = 1.0f; float prevHeight = 0.0f; float2 currTexOffset = deltaTex; float currRayZ = 1.0f - layerHeight; float currHeight = 0.0f; float intersection = 0; float2 finalTexOffset = 0; while ( stepIndex < numSteps + 1 ) { result.z = dot( curv, currTexOffset * currTexOffset ); currHeight = tex2Dgrad( heightMap, uvs + currTexOffset, dx, dy ).r * ( 1 - result.z ); if ( currHeight > currRayZ ) { stepIndex = numSteps + 1; } else { stepIndex++; prevTexOffset = currTexOffset; prevRayZ = currRayZ; prevHeight = currHeight; currTexOffset += deltaTex; currRayZ -= layerHeight * ( 1 - result.z ) * (1+_CurvFix); } } int sectionSteps = 2; int sectionIndex = 0; float newZ = 0; float newHeight = 0; while ( sectionIndex < sectionSteps ) { intersection = ( prevHeight - prevRayZ ) / ( prevHeight - currHeight + currRayZ - prevRayZ ); finalTexOffset = prevTexOffset + intersection * deltaTex; newZ = prevRayZ - intersection * layerHeight; newHeight = tex2Dgrad( heightMap, uvs + finalTexOffset, dx, dy ).r; if ( newHeight > newZ ) { currTexOffset = finalTexOffset; currHeight = newHeight; currRayZ = newZ; deltaTex = intersection * deltaTex; layerHeight = intersection * layerHeight; } else { prevTexOffset = finalTexOffset; prevHeight = newHeight; prevRayZ = newZ; deltaTex = ( 1 - intersection ) * deltaTex; layerHeight = ( 1 - intersection ) * layerHeight; } sectionIndex++; } #ifdef UNITY_PASS_SHADOWCASTER if ( unity_LightShadowBias.z == 0.0 ) { #endif if ( result.z > 1 ) clip( -1 ); #ifdef UNITY_PASS_SHADOWCASTER } #endif return uvs.xy + finalTexOffset; } void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; bentNormalWS = surfaceData.normalWS; surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha ); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(SmoothSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); PostInitBuiltinData(V, posInput, surfaceData, builtinData); } AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS ) { _TimeParameters.xyz = timeParameters; float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.ase_tangent.xyz); outputPackedVaryingsMeshToPS.ase_texcoord4.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); outputPackedVaryingsMeshToPS.ase_texcoord5.xyz = ase_worldNormal; float ase_vertexTangentSign = inputMesh.ase_tangent.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; outputPackedVaryingsMeshToPS.ase_texcoord6.xyz = ase_worldBitangent; outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0; outputPackedVaryingsMeshToPS.ase_texcoord4.w = 0; outputPackedVaryingsMeshToPS.ase_texcoord5.w = 0; outputPackedVaryingsMeshToPS.ase_texcoord6.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; return inputMesh; } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0; AttributesMesh defaultMesh = inputMesh; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS); float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float3 VMESHpositionRWS = positionRWS; float4 VMESHpositionCS = TransformWorldToHClip(positionRWS); float4 VPASSpreviousPositionCS; float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0)); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= inputMesh.precomputedVelocity; #endif #if defined(HAVE_MESH_MODIFICATION) AttributesMesh previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0; float3 curTime = _TimeParameters.xyz; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test); _TimeParameters.xyz = curTime; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS); #else float3 normalWS = float3(0.0, 0.0, 0.0); #endif #if defined(HAVE_VERTEX_MODIFICATION) //ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz); #endif VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } outputPackedVaryingsMeshToPS.vmeshPositionCS = VMESHpositionCS; outputPackedVaryingsMeshToPS.vmeshInterp00.xyz = VMESHpositionRWS; outputPackedVaryingsMeshToPS.vpassInterpolators0 = float3(VPASSpositionCS.xyw); outputPackedVaryingsMeshToPS.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw); return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.previousPositionOS = v.previousPositionOS; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = v.precomputedVelocity; #endif o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z; #endif o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag( PackedVaryingsMeshToPS packedInput , out float4 outMotionVector : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #ifdef WRITE_MSAA_DEPTH , out float1 depthColor : SV_Target2 #endif #elif defined(WRITE_MSAA_DEPTH) , out float4 outNormalBuffer : SV_Target1 , out float1 depthColor : SV_Target2 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.vmeshPositionCS; input.positionRWS = packedInput.vmeshInterp00.xyz; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceData surfaceData; BuiltinData builtinData; SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0; float2 texCoord204 = packedInput.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float3 ase_worldTangent = packedInput.ase_texcoord4.xyz; float3 ase_worldNormal = packedInput.ase_texcoord5.xyz; float3 ase_worldBitangent = packedInput.ase_texcoord6.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 ase_tanViewDir = tanToWorld0 * V.x + tanToWorld1 * V.y + tanToWorld2 * V.z; ase_tanViewDir = normalize(ase_tanViewDir); float2 appendResult201 = (float2(_CurvatureU1 , _CurvatureV1)); float2 OffsetPOM205 = POM( _EyePOMmask1, texCoord204, ddx(texCoord204), ddy(texCoord204), ase_worldNormal, V, ase_tanViewDir, 8, 8, _Scale1, 0, _EyePOMmask1_ST.xy, appendResult201, 0 ); float2 myVarName207 = OffsetPOM205; float2 temp_output_206_0 = ddx( texCoord204 ); float2 temp_output_208_0 = ddy( texCoord204 ); float3 tex2DNode75 = UnpackNormalScale( tex2D( _Normal, myVarName207, temp_output_206_0, temp_output_208_0 ), 1.0f ); surfaceDescription.Normal = tex2DNode75; surfaceDescription.Smoothness = ( _RoughnessBoost * ( 1.0 - tex2D( _Roughness, myVarName207, temp_output_206_0, temp_output_206_0 ) ) ).r; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData ); float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z); float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z); #ifdef _DEPTHOFFSET_ON VPASSpositionCS.w += builtinData.depthOffset; VPASSpreviousPositionCS.w += builtinData.depthOffset; #endif float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS ); EncodeMotionVector( motionVector * 0.5, outMotionVector ); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if( forceNoMotion ) outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 ); #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer ); #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.vmeshPositionCS.z; #endif #elif defined(WRITE_MSAA_DEPTH) outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 ); depthColor = packedInput.vmeshPositionCS.z; #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } Pass { Name "Forward" Tags { "LightMode"="Forward" } Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] Cull [_CullModeForward] ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] Stencil { Ref [_StencilRef] WriteMask [_StencilWriteMask] Comp Always Pass Replace Fail Keep ZFail Keep } ColorMask RGBA 1 HLSLPROGRAM #define _SPECULAR_OCCLUSION_FROM_AO 1 #define ASE_SRP_VERSION 70403 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON) #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #endif #define SHADERPASS SHADERPASS_FORWARD #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH #pragma vertex Vert #pragma fragment Frag //#define UNITY_MATERIAL_LIT #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" #define HAS_LIGHTLOOP #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE) #define ASE_NEED_CULLFACE 1 #endif struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif #endif float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryingsMeshToPS { float4 positionCS : SV_Position; float3 interp00 : TEXCOORD0; float3 interp01 : TEXCOORD1; float4 interp02 : TEXCOORD2; float4 interp03 : TEXCOORD3; float4 interp04 : TEXCOORD4; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 vpassPositionCS : TEXCOORD5; float3 vpassPreviousPositionCS : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; float4 ase_texcoord8 : TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO #if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; CBUFFER_START( UnityPerMaterial ) float4 _EmissiveColor4; float4 _EyePOMmask1_ST; float4 _EmissiveColor3; float4 _BlendColor01; float4 _BlendColor02; float4 _BlendColor03; float4 _BlendColor04; float4 _EmissiveColor2; float4 _EmissiveColor1; float _Scale1; float _EmissivePower3; float _EmissivePower2; float _EmissivePower1; float _BlendColorPower02; float _BlendColorPower03; float _EmissivePower4; float _BlendColorPower01; float _IrisBrightnessPower1; float _CurvatureV1; float _CurvatureU1; float _BlendColorPower04; float _RoughnessBoost; float4 _EmissionColor; float _AlphaCutoff; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _BC; sampler2D _EyePOMmask1; uniform float _CurvFix; sampler2D _Mask; SAMPLER(sampler_Mask); sampler2D _Normal; samplerCUBE _CubeMap; sampler2D _Roughness; inline float2 POM( sampler2D heightMap, float2 uvs, float2 dx, float2 dy, float3 normalWorld, float3 viewWorld, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv, int index ) { float3 result = 0; int stepIndex = 0; int numSteps = ( int )lerp( (float)maxSamples, (float)minSamples, saturate( dot( normalWorld, viewWorld ) ) ); float layerHeight = 1.0 / numSteps; float2 plane = parallax * ( viewDirTan.xy / viewDirTan.z ); uvs.xy += refPlane * plane; float2 deltaTex = -plane * layerHeight; float2 prevTexOffset = 0; float prevRayZ = 1.0f; float prevHeight = 0.0f; float2 currTexOffset = deltaTex; float currRayZ = 1.0f - layerHeight; float currHeight = 0.0f; float intersection = 0; float2 finalTexOffset = 0; while ( stepIndex < numSteps + 1 ) { result.z = dot( curv, currTexOffset * currTexOffset ); currHeight = tex2Dgrad( heightMap, uvs + currTexOffset, dx, dy ).r * ( 1 - result.z ); if ( currHeight > currRayZ ) { stepIndex = numSteps + 1; } else { stepIndex++; prevTexOffset = currTexOffset; prevRayZ = currRayZ; prevHeight = currHeight; currTexOffset += deltaTex; currRayZ -= layerHeight * ( 1 - result.z ) * (1+_CurvFix); } } int sectionSteps = 2; int sectionIndex = 0; float newZ = 0; float newHeight = 0; while ( sectionIndex < sectionSteps ) { intersection = ( prevHeight - prevRayZ ) / ( prevHeight - currHeight + currRayZ - prevRayZ ); finalTexOffset = prevTexOffset + intersection * deltaTex; newZ = prevRayZ - intersection * layerHeight; newHeight = tex2Dgrad( heightMap, uvs + finalTexOffset, dx, dy ).r; if ( newHeight > newZ ) { currTexOffset = finalTexOffset; currHeight = newHeight; currRayZ = newZ; deltaTex = intersection * deltaTex; layerHeight = intersection * layerHeight; } else { prevTexOffset = finalTexOffset; prevHeight = newHeight; prevRayZ = newZ; deltaTex = ( 1 - intersection ) * deltaTex; layerHeight = ( 1 - intersection ) * layerHeight; } sectionIndex++; } #ifdef UNITY_PASS_SHADOWCASTER if ( unity_LightShadowBias.z == 0.0 ) { #endif if ( result.z > 1 ) clip( -1 ); #ifdef UNITY_PASS_SHADOWCASTER } #endif return uvs.xy + finalTexOffset; } void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.specularOcclusion = 1.0; // surface data surfaceData.baseColor = surfaceDescription.Albedo; surfaceData.perceptualSmoothness = surfaceDescription.Smoothness; surfaceData.ambientOcclusion = surfaceDescription.Occlusion; surfaceData.metallic = surfaceDescription.Metallic; surfaceData.coatMask = surfaceDescription.CoatMask; #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceData.thickness = surfaceDescription.Thickness; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile); #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.specularColor = surfaceDescription.Specular; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.anisotropy = surfaceDescription.Anisotropy; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.iridescenceMask = surfaceDescription.IridescenceMask; surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness; #endif // refraction #ifdef _HAS_REFRACTION if( _EnableSSRefraction ) { surfaceData.ior = surfaceDescription.RefractionIndex; surfaceData.transmittanceColor = surfaceDescription.RefractionColor; surfaceData.atDistance = surfaceDescription.RefractionDistance; surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha ); surfaceDescription.Alpha = 1.0; } else { surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; surfaceDescription.Alpha = 1.0; } #else surfaceData.ior = 1.0; surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 ); surfaceData.atDistance = 1.0; surfaceData.transmittanceMask = 0.0; #endif // material features surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD; #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; #endif #ifdef _MATERIAL_FEATURE_TRANSMISSION surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; #endif #ifdef ASE_LIT_CLEAR_COAT surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT; #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE; #endif #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR; #endif // others #if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR) surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) ); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif // normals float3 normalTS = float3(0.0f, 0.0f, 1.0f); normalTS = surfaceDescription.Normal; GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants ); surfaceData.geomNormalWS = fragInputs.tangentToWorld[2]; bentNormalWS = surfaceData.normalWS; #ifdef ASE_BENT_NORMAL GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants ); #endif surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz ); #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld ); #endif surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS ); // decals #if HAVE_DECALS if( _EnableDecals ) { DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha ); ApplyDecalToSurfaceData( decalSurfaceData, surfaceData ); } #endif #if defined(_SPECULAR_OCCLUSION_CUSTOM) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) ); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) ); #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold ); #endif // debug #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { surfaceData.metallic = 0; } ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif } void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; #else float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 ); #endif ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants ); #ifdef _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput ); #endif float3 bentNormalWS; BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS ); InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData ); #ifdef _ASE_BAKEDGI builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI; #endif #ifdef _ASE_BAKEDBACKGI builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI; #endif builtinData.emissiveColor = surfaceDescription.Emission; PostInitBuiltinData(V, posInput, surfaceData, builtinData); } AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS ) { _TimeParameters.xyz = timeParameters; float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS); float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz); float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; outputPackedVaryingsMeshToPS.ase_texcoord8.xyz = ase_worldBitangent; outputPackedVaryingsMeshToPS.ase_texcoord7.xyz = inputMesh.ase_texcoord.xyz; //setting value to unused interpolator channels and avoid initialization warnings outputPackedVaryingsMeshToPS.ase_texcoord7.w = 0; outputPackedVaryingsMeshToPS.ase_texcoord8.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS; inputMesh.tangentOS = inputMesh.tangentOS; return inputMesh; } PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh) { PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0; AttributesMesh defaultMesh = inputMesh; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS ); inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS); float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float4 VPASSpreviousPositionCS; float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 1.0)); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= inputMesh.precomputedVelocity; #endif #if defined(HAVE_MESH_MODIFICATION) AttributesMesh previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0; float3 curTime = _TimeParameters.xyz; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test); _TimeParameters.xyz = curTime; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS); #else float3 normalWS = float3(0.0, 0.0, 0.0); #endif #if defined(HAVE_VERTEX_MODIFICATION) //ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz); #endif VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } #endif outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS); outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS; outputPackedVaryingsMeshToPS.interp01.xyz = normalWS; outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS; outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1; outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR outputPackedVaryingsMeshToPS.vpassPositionCS = float3(VPASSpositionCS.xyw); outputPackedVaryingsMeshToPS.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw); #endif return outputPackedVaryingsMeshToPS; } #if defined(TESSELLATION_ON) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float3 previousPositionOS : TEXCOORD4; #if defined (_ADD_PRECOMPUTED_VELOCITY) float3 precomputedVelocity : TEXCOORD5; #endif #endif float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( AttributesMesh v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; o.uv1 = v.uv1; o.uv2 = v.uv2; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR o.previousPositionOS = v.previousPositionOS; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = v.precomputedVelocity; #endif #endif o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { AttributesMesh o = (AttributesMesh) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z; o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z; #endif #endif o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else PackedVaryingsMeshToPS Vert ( AttributesMesh v ) { return VertexFunction( v ); } #endif void Frag(PackedVaryingsMeshToPS packedInput, #ifdef OUTPUT_SPLIT_LIGHTING out float4 outColor : SV_Target0, out float4 outDiffuseLighting : SV_Target1, OUTPUT_SSSBUFFER(outSSSBuffer) #else out float4 outColor : SV_Target0 #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR , out float4 outMotionVec : SV_Target1 #endif #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR outMotionVec = float4(2.0, 0.0, 0.0, 0.0); #endif UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); float3 positionRWS = packedInput.interp00.xyz; float3 normalWS = packedInput.interp01.xyz; float4 tangentWS = packedInput.interp02.xyzw; FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS); input.texCoord1 = packedInput.interp03.xyzw; input.texCoord2 = packedInput.interp04.xyzw; #if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false); #elif SHADER_STAGE_FRAGMENT #if defined(ASE_NEED_CULLFACE) input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false); #endif #endif half isFrontFace = input.isFrontFace; input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy; uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize (); PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex ); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0; float2 texCoord204 = packedInput.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 ); float3 ase_worldBitangent = packedInput.ase_texcoord8.xyz; float3 tanToWorld0 = float3( tangentWS.xyz.x, ase_worldBitangent.x, normalWS.x ); float3 tanToWorld1 = float3( tangentWS.xyz.y, ase_worldBitangent.y, normalWS.y ); float3 tanToWorld2 = float3( tangentWS.xyz.z, ase_worldBitangent.z, normalWS.z ); float3 ase_tanViewDir = tanToWorld0 * V.x + tanToWorld1 * V.y + tanToWorld2 * V.z; ase_tanViewDir = normalize(ase_tanViewDir); float2 appendResult201 = (float2(_CurvatureU1 , _CurvatureV1)); float2 OffsetPOM205 = POM( _EyePOMmask1, texCoord204, ddx(texCoord204), ddy(texCoord204), normalWS, V, ase_tanViewDir, 8, 8, _Scale1, 0, _EyePOMmask1_ST.xy, appendResult201, 0 ); float2 myVarName207 = OffsetPOM205; float2 temp_output_206_0 = ddx( texCoord204 ); float4 tex2DNode1 = tex2D( _BC, myVarName207, temp_output_206_0, temp_output_206_0 ); float2 temp_output_208_0 = ddy( texCoord204 ); float4 tex2DNode2 = tex2D( _Mask, myVarName207, temp_output_206_0, temp_output_208_0 ); float4 lerpResult211 = lerp( tex2DNode1 , ( tex2DNode1 * _IrisBrightnessPower1 ) , tex2DNode2.r); float4 lerpResult28 = lerp( float4( 0,0,0,0 ) , _BlendColor01 , tex2DNode2.r); float4 lerpResult29 = lerp( float4( 0,0,0,0 ) , _BlendColor02 , tex2DNode2.g); float4 lerpResult30 = lerp( float4( 0,0,0,0 ) , _BlendColor03 , tex2DNode2.b); float4 lerpResult31 = lerp( float4( 0,0,0,0 ) , _BlendColor04 , tex2DNode2.a); float4 lerpResult132 = lerp( lerpResult211 , ( lerpResult28 + lerpResult29 + lerpResult30 + lerpResult31 ) , ( ( _BlendColorPower01 * tex2DNode2.r ) + ( _BlendColorPower02 * tex2DNode2.g ) + ( _BlendColorPower03 * tex2DNode2.b ) + ( _BlendColorPower04 * tex2DNode2.a ) )); float3 tex2DNode75 = UnpackNormalScale( tex2D( _Normal, myVarName207, temp_output_206_0, temp_output_208_0 ), 1.0f ); float3 worldRefl156 = reflect( -V, float3( dot( tanToWorld0, tex2DNode75 ), dot( tanToWorld1, tex2DNode75 ), dot( tanToWorld2, tex2DNode75 ) ) ); surfaceDescription.Albedo = lerpResult132.rgb; surfaceDescription.Normal = tex2DNode75; surfaceDescription.BentNormal = float3( 0, 0, 1 ); surfaceDescription.CoatMask = 0; surfaceDescription.Metallic = texCUBE( _CubeMap, worldRefl156 ).r; #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR surfaceDescription.Specular = 0; #endif surfaceDescription.Emission = ( ( tex2DNode2.r * _EmissiveColor1 * _EmissivePower1 ) + ( tex2DNode2.g * _EmissiveColor2 * _EmissivePower2 ) + ( tex2DNode2.b * _EmissiveColor3 * _EmissivePower3 ) + ( tex2DNode2.a * _EmissiveColor4 * _EmissivePower4 ) ).rgb; surfaceDescription.Smoothness = ( _RoughnessBoost * ( 1.0 - tex2D( _Roughness, myVarName207, temp_output_206_0, temp_output_206_0 ) ) ).r; surfaceDescription.Occlusion = 1; surfaceDescription.Alpha = 1; #ifdef _ALPHATEST_ON surfaceDescription.AlphaClipThreshold = _AlphaCutoff; #endif #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceDescription.SpecularAAScreenSpaceVariance = 0; surfaceDescription.SpecularAAThreshold = 0; #endif #ifdef _SPECULAR_OCCLUSION_CUSTOM surfaceDescription.SpecularOcclusion = 0; #endif #if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION) surfaceDescription.Thickness = 1; #endif #ifdef _HAS_REFRACTION surfaceDescription.RefractionIndex = 1; surfaceDescription.RefractionColor = float3( 1, 1, 1 ); surfaceDescription.RefractionDistance = 0; #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING surfaceDescription.SubsurfaceMask = 1; #endif #if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION ) surfaceDescription.DiffusionProfile = 0; #endif #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceDescription.Anisotropy = 1; surfaceDescription.Tangent = float3( 1, 0, 0 ); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE surfaceDescription.IridescenceMask = 0; surfaceDescription.IridescenceThickness = 0; #endif #ifdef _ASE_BAKEDGI surfaceDescription.BakedGI = 0; #endif #ifdef _ASE_BAKEDBACKGI surfaceDescription.BakedBackGI = 0; #endif #ifdef _DEPTHOFFSET_ON surfaceDescription.DepthOffset = 0; #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); outColor = float4(0.0, 0.0, 0.0, 0.0); #ifdef DEBUG_DISPLAY #ifdef OUTPUT_SPLIT_LIGHTING outDiffuseLighting = 0; ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer); #endif bool viewMaterial = false; int bufferSize = int(_DebugViewMaterialArray[0]); if (bufferSize != 0) { bool needLinearToSRGB = false; float3 result = float3(1.0, 0.0, 1.0); for (int index = 1; index <= bufferSize; index++) { int indexMaterialProperty = int(_DebugViewMaterialArray[index]); if (indexMaterialProperty != 0) { viewMaterial = true; GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB); GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB); GetBuiltinDataDebug(indexMaterialProperty, builtinData, result, needLinearToSRGB); GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB); GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB); } } if (!needLinearToSRGB) result = SRGBToLinear(max(0, result)); outColor = float4(result, 1.0); } if (!viewMaterial) { if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR) { float3 result = float3(0.0, 0.0, 0.0); GetPBRValidatorDebug(surfaceData, result); outColor = float4(result, 1.0f); } else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW) { float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A); outColor = result; } else #endif { #ifdef _SURFACE_TYPE_TRANSPARENT uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT; #else uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE; #endif float3 diffuseLighting; float3 specularLighting; LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting); diffuseLighting *= GetCurrentExposureMultiplier(); specularLighting *= GetCurrentExposureMultiplier(); #ifdef OUTPUT_SPLIT_LIGHTING if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData)) { outColor = float4(specularLighting, 1.0); outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0); } else { outColor = float4(diffuseLighting + specularLighting, 1.0); outDiffuseLighting = 0; } ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer); #else outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity); outColor = EvaluateAtmosphericScattering(posInput, V, outColor); #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z); float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z); bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0); if (!forceNoMotion) { float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS); EncodeMotionVector(motionVec * 0.5, outMotionVec); outMotionVec.zw = 1.0; } #endif } #ifdef DEBUG_DISPLAY } #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } } CustomEditor "UnityEditor.Rendering.HighDefinition.HDLitGUI" } /*ASEBEGIN Version=18500 2560;0;2560;1059;149.3228;1878.2;1;True;False Node;AmplifyShaderEditor.RangedFloatNode;198;-3335.916,-1658.618;Inherit;False;Property;_CurvatureV1;Curvature V;26;0;Create;True;0;0;False;0;False;0;0;0;100;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;199;-3330.364,-1762.223;Inherit;False;Property;_CurvatureU1;Curvature U;25;0;Create;True;0;0;False;0;False;0;0;0;100;0;1;FLOAT;0 Node;AmplifyShaderEditor.ViewDirInputsCoordNode;200;-3136.788,-1954.903;Inherit;False;Tangent;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.DynamicAppendNode;201;-2986.357,-1748.323;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode;202;-3132.467,-2041.393;Inherit;False;Property;_Scale1;Scale;24;0;Create;True;0;0;False;0;False;0.1;0;0;0.5;0;1;FLOAT;0 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