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2024-11-20 15:21:28 +01:00

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Shader "Scanner/WorldScanning/Standard" {
Properties {
[Header(Surface)]
_BaseMap ("Base Map", 2D) = "white" {}
_BaseColor ("Base Color", Color) = (1, 1, 1, 1)
_Smoothness ("Smoothness", Range(0, 1)) = 0
_Metallic ("Metallic", Range(0, 1)) = 0
[HDR]_Emission ("Emission", Color) = (0, 0, 0, 1)
[Normal][NoScaleOffset]_BumpMap ("Normal Map", 2D) = "bump" {}
[Header(Scan)]
_LightSweepVector ("Light Sweep Vector", Vector) = (0, 0, 1, 0)
_LightSweepAmp ("Light Sweep Amp", Range(0, 2)) = 1
_LightSweepExp ("Light Sweep Exp", Range(0, 32)) = 10
_LightSweepInterval ("Light Sweep Interval", Range(0, 32)) = 20
_LightSweepSpeed ("Light Sweep Speed", Range(0, 16)) = 10
_LightSweepColor ("Light Sweep Color", Color) = (1, 0, 0, 0)
_LightSweepAddColor ("Light Sweep Add Color", Color) = (0, 0, 0, 0)
}
SubShader {
Tags { "RenderPipeline" = "UniversalRenderPipeline" "IgnoreProjector" = "True" }
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
float4 _BaseMap_ST;
half4 _BaseColor, _Emission;
half _Metallic, _Smoothness;
ENDHLSL
Pass {
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma vertex SurfaceVertex
#pragma fragment SurfaceFragment
#include "Utils.cginc"
// -------------------------------------
// Universal Render Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile ALS_DIRECTIONAL ALS_SPHERICAL
TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
void SurfaceFunction (Varyings IN, out CustomSurfaceData surfaceData)
{
surfaceData = (CustomSurfaceData)0;
float2 uv = TRANSFORM_TEX(IN.uv, _BaseMap);
half3 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv).rgb * _BaseColor.rgb;
surfaceData.diffuse = baseColor.rgb;//ComputeDiffuseColor(baseColor.rgb, _Metallic);
surfaceData.reflectance = ComputeFresnel0(baseColor.rgb, _Metallic, 0.25 * 0.16);
surfaceData.ao = 1.0;
surfaceData.perceptualRoughness = 1.0 - _Smoothness;
surfaceData.normalWS = GetPerPixelNormalScaled(TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), uv, IN.normalWS, IN.tangentWS, 1.0);
surfaceData.emission = _Emission.rgb;
surfaceData.alpha = 1.0;
surfaceData.positionWS = IN.positionWS;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
half4 LightingFunction (CustomSurfaceData surfaceData, LightingData lightingData)
{
half perceptualRoughness = max(surfaceData.perceptualRoughness, 0.089);
half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
half3 environmentReflection = lightingData.environmentReflections;
environmentReflection *= EnvironmentBRDF(surfaceData.reflectance, roughness, lightingData.NdotV);
half3 environmentLighting = lightingData.environmentLighting * surfaceData.diffuse;
half3 diffuse = surfaceData.diffuse;
half DV = DV_SmithJointGGX(lightingData.NdotH, lightingData.NdotL, lightingData.NdotV, roughness);
half3 F = F_Schlick(surfaceData.reflectance, lightingData.LdotH);
half3 specular = DV * F;
half3 finalColor = (diffuse + specular) * lightingData.light.color * lightingData.NdotL;
finalColor += environmentReflection + environmentLighting + surfaceData.emission;
finalColor += LightSweepColor(float4(surfaceData.positionWS, 1.0)).rgb;
return half4(finalColor * lightingData.light.shadowAttenuation, surfaceData.alpha);
}
ENDHLSL
}
UsePass "Universal Render Pipeline/Lit/ShadowCaster"
UsePass "Universal Render Pipeline/Lit/DepthOnly"
UsePass "Universal Render Pipeline/Lit/Meta"
}
FallBack Off
}