Files
beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Tree Creator/Lux URP Tree Creator Leaves Optimized.shader
2024-11-20 15:21:28 +01:00

478 lines
18 KiB
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// Shader uses custom editor to set double sided GI
// Needs _Culling to be set properly
Shader "Lux URP/Nature/Tree Creator Leaves Optimized"
{
Properties
{
[Header(Surface Options)]
[Space(5)]
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
_ReceiveShadows ("Receive Shadows", Float) = 1.0
[Toggle(_ENABLEDITHERING)]
_EnableDither ("Enable Dithering for VR", Float) = 0.0
[Header(Surface Inputs)]
[Space(5)]
[MainColor]
_Color ("Main Color", Color) = (1,1,1,1)
[MainTexture]
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0.0, 1.0)) = 0.5
[NoScaleOffset]
_BumpSpecMap ("Normalmap (GA) Spec (R)", 2D) = "bump" {}
[NoScaleOffset]
_TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
[Space(5)]
_SpecColor ("Specular Color", Color) = (0.2, 0.2, 0.2)
[Header(Transmission)]
[Space(5)]
_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
_ShadowStrength ("Shadow Strength", Range(0,1)) = 0.8
[HideInInspector] _ShadowOffsetScale ("Shadow Offset Scale", Float) = 1
[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
[HideInInspector] _SquashAmount ("Squash", Float) = 1
// Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "TransparentCutout"
"IgnoreProjector" = "True"
"Queue"="AlphaTest"
}
LOD 100
Pass
{
Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
ZWrite On
Cull Back
HLSLPROGRAM
// Required to compile gles 2.0 with standard SRP library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
// Shader target needs to be 3.0 due to tex2Dlod in the vertex shader and VFACE
#pragma target 2.0
// -------------------------------------
// Material Keywords
// #define _SPECULAR_SETUP 1
#define _ALPHATEST_ON
#pragma shader_feature _ENABLEDITHERING
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
// We always have a combined normal map
// #pragma shader_feature _NORMALMAP
// We do not use PBR
// #pragma shader_feature _SPECULARHIGHLIGHTS_OFF
//#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
// Trees do not support lightmapping
// #pragma multi_compile _ DIRLIGHTMAP_COMBINED
// #pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// Include base inputs and all other needed "base" includes
#include "Includes/Lux URP Tree Creator Inputs.hlsl"
#include "Includes/Lux URP Tree Creator Library.hlsl"
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
//--------------------------------------
// Vertex shader
VertexOutput LitPassVertex(VertexInput input)
{
VertexOutput output = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
TreeVertLeaf(input);
VertexPositionInputs vertexInput; //
vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
output.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
output.color = input.color;
#if defined(BILLBOARD_FACE_CAMERA_POS) && defined(_ENABLEDITHERING)
output.screenPos = ComputeScreenPos(output.positionCS);
#endif
return output;
}
//--------------------------------------
// Fragment shader and functions
inline void InitializeSurfaceData(
float2 uv,
#if defined(BILLBOARD_FACE_CAMERA_POS) && defined(_ENABLEDITHERING)
float4 screenPos,
half dither,
#endif
out SurfaceDescription outSurfaceData)
{
half4 albedoAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
// Dither
#if defined(BILLBOARD_FACE_CAMERA_POS) && defined(_ENABLEDITHERING)
half coverage = 1.0h;
[branch]
if (dither < 1.0h) {
coverage = ComputeAlphaCoverage(screenPos, dither);
}
albedoAlpha.a *= coverage;
#endif
outSurfaceData.alpha = Alpha(albedoAlpha.a, half4(1,1,1,1), _Cutoff);
outSurfaceData.albedo = albedoAlpha.rgb; // * _Color.rgb;
// Normal
half4 normalSample = SAMPLE_TEXTURE2D(_BumpSpecMap, sampler_BumpSpecMap, uv);
half3 normal;
normal.xy = normalSample.ag * 2 - 1;
normal.xy *= UNITY_ACCESS_INSTANCED_PROP(Props, _SquashAmount);
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
outSurfaceData.normalTS = normal;
outSurfaceData.specular = normalSample.rrr;
outSurfaceData.occlusion = 1;
// Transmission
half4 maskSample = SAMPLE_TEXTURE2D(_TranslucencyMap, sampler_TranslucencyMap, uv);
outSurfaceData.translucency = maskSample.b;
outSurfaceData.gloss = maskSample.a * _Color.a;
}
void InitializeInputData(VertexOutput input, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
inputData.positionWS = input.positionWS;
#endif
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
viewDirWS = SafeNormalize(viewDirWS);
inputData.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = input.fogFactorAndVertexLight.x;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
}
half4 LitPassFragment(VertexOutput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Get the surface description
SurfaceDescription surfaceData;
InitializeSurfaceData(input.uv,
#if defined(BILLBOARD_FACE_CAMERA_POS) && defined(_ENABLEDITHERING)
input.screenPos, UNITY_ACCESS_INSTANCED_PROP(Props, _TreeInstanceColor).a,
#endif
surfaceData);
// Apply tree color and occlusion
surfaceData.albedo *= input.color.rgb;
surfaceData.occlusion = input.color.a;
// Prepare surface data (like bring normal into world space and get missing inputs like gi)
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, inputData);
// Apply lighting
half4 color = LuxURPTreeLeafFragmentPBR (
inputData,
surfaceData.albedo,
surfaceData.specular,
surfaceData.gloss,
surfaceData.occlusion,
surfaceData.alpha,
half2(surfaceData.translucency, _TranslucencyViewDependency),
_TranslucencyColor,
UNITY_ACCESS_INSTANCED_PROP(Props, _SquashAmount),
_ShadowStrength
);
// Add fog
color.rgb = MixFog(color.rgb, inputData.fogCoord);
return color;
}
ENDHLSL
}
// Shadows -----------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull Back
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON
// Usually no shadows during the transition...
#pragma shader_feature _ENABLEDITHERING
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
// Include base inputs and all other needed "base" includes
#include "Includes/Lux URP Tree Creator Inputs.hlsl"
#include "Includes/Lux URP Tree Creator Library.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
// Shadow caster specific input
float3 _LightDirection;
VertexOutput ShadowPassVertex(VertexInput input)
{
VertexOutput output = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
TreeVertLeaf(input);
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
#if defined(_ALPHATEST_ON)
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
#endif
output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
// Dither coords - not perfect for shadows but ok.
#if defined(BILLBOARD_FACE_CAMERA_POS) && defined(_ENABLEDITHERING)
output.screenPos = ComputeScreenPos(output.positionCS);
#endif
#if UNITY_REVERSED_Z
output.positionCS.z = min(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
output.positionCS.z = max(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
return output;
}
half4 ShadowPassFragment(VertexOutput input) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined(_ALPHATEST_ON)
half mask = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a;
// Dither
#if defined(BILLBOARD_FACE_CAMERA_POS) && defined(_ENABLEDITHERING)
half coverage = 1.0h;
half dither = UNITY_ACCESS_INSTANCED_PROP(Props, _TreeInstanceColor).a;
[branch]
if ( dither < 1.0h) {
coverage = ComputeAlphaCoverage(input.screenPos, dither );
}
mask *= coverage;
#endif
clip (mask - _Cutoff);
#endif
return 0;
}
ENDHLSL
}
// Depth -----------------------------------------------------
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Back
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON
#pragma shader_feature _ENABLEDITHERING
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#define DEPTHONLYPASS
#include "Includes/Lux URP Tree Creator Inputs.hlsl"
#include "Includes/Lux URP Tree Creator Library.hlsl"
VertexOutput DepthOnlyVertex(VertexInput input)
{
VertexOutput output = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
TreeVertLeaf(input);
#if defined(_ALPHATEST_ON)
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
#endif
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
#if defined(BILLBOARD_FACE_CAMERA_POS) && defined(_ENABLEDITHERING)
output.screenPos = ComputeScreenPos(output.positionCS);
#endif
return output;
}
half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined(_ALPHATEST_ON)
half mask = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a;
// Dither
#if defined(BILLBOARD_FACE_CAMERA_POS) && defined(_ENABLEDITHERING)
half coverage = 1.0h;
half dither = UNITY_ACCESS_INSTANCED_PROP(Props, _TreeInstanceColor).a;
[branch]
if ( dither < 1.0h) {
coverage = ComputeAlphaCoverage(input.screenPos, dither );
}
mask *= coverage;
#endif
clip (mask - _Cutoff);
#endif
return 0;
}
ENDHLSL
}
// End Passes -----------------------------------------------------
}
FallBack "Hidden/InternalErrorShader"
Dependency "BillboardShader" = "Hidden/Nature/Lux Tree Creator Leaves Rendertex"
}