370 lines
13 KiB
GLSL
370 lines
13 KiB
GLSL
// Shader uses custom editor to set double sided GI
|
|
// Needs _Culling to be set properly
|
|
// See: http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Scheuermann_HairSketchSlides.pdf
|
|
|
|
Shader "Lux URP/Human/Hair"
|
|
{
|
|
Properties
|
|
{
|
|
[HeaderHelpLuxURP_URL(7a3r84ualf3h)]
|
|
|
|
[Header(Surface Options)]
|
|
[Space(5)]
|
|
[Enum(UnityEngine.Rendering.CullMode)]
|
|
_Cull ("Culling", Float) = 0
|
|
[Toggle(_ENABLEVFACE)]
|
|
_EnableVFACE (" Enable VFACE", Float) = 0
|
|
[Enum(UnityEngine.Rendering.CullMode)]
|
|
_ShadowCull ("Shadow Culling", Float) = 0
|
|
[Enum(Off,0,On,1)]_Coverage ("Alpha To Coverage", Float) = 1
|
|
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
|
|
_ReceiveShadows ("Receive Shadows", Float) = 1.0
|
|
|
|
[Header(Surface Inputs)]
|
|
[Space(5)]
|
|
[MainColor]
|
|
_BaseColor ("Base Color", Color) = (1,1,1,1)
|
|
_SecondaryColor ("Secondary Color", Color) = (1,1,1,1)
|
|
[NoScaleOffset] [MainTexture]
|
|
_BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
|
|
_Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
|
|
|
[Space(5)]
|
|
[Toggle(_NORMALMAP)]
|
|
_ApplyNormal ("Enable Normal Map", Float) = 0.0
|
|
[NoScaleOffset]
|
|
_BumpMap (" Normal Map", 2D) = "bump" {}
|
|
_BumpScale (" Normal Scale", Float) = 1.0
|
|
|
|
[Space(5)]
|
|
[Toggle(_MASKMAP)]
|
|
_EnableMaskMap ("Enable Mask Map", Float) = 0
|
|
[NoScaleOffset] _MaskMap (" Shift (B) Occlusion (G)", 2D) = "white" {}
|
|
|
|
[Space(5)]
|
|
_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
|
|
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 1
|
|
|
|
[Header(Hair Lighting)]
|
|
[Space(5)]
|
|
[KeywordEnum(Bitangent,Tangent)]
|
|
_StrandDir ("Strand Direction", Float) = 0
|
|
|
|
[Space(5)]
|
|
_SpecularShift ("Primary Specular Shift", Range(-1.0, 1.0)) = 0.1
|
|
[HDR] _SpecularTint ("Primary Specular Tint", Color) = (1, 1, 1, 1)
|
|
_SpecularExponent ("Primary Smoothness", Range(0.0, 1)) = .85
|
|
|
|
[Space(5)]
|
|
[Toggle(_SECONDARYLOBE)]
|
|
_SecondaryLobe ("Enable Secondary Highlight", Float) = 1
|
|
[Space(5)]
|
|
_SecondarySpecularShift ("Secondary Specular Shift", Range(-1.0, 1.0)) = 0.1
|
|
[HDR] _SecondarySpecularTint("Secondary Specular Tint", Color) = (1, 1, 1, 1)
|
|
_SecondarySpecularExponent ("Secondary Smoothness", Range(0.0, 1)) = .8
|
|
|
|
[Space(5)]
|
|
_RimTransmissionIntensity ("Rim Transmission Intensity", Range(0.0, 8.0)) = 0.5
|
|
_AmbientReflection ("Ambient Reflection Strength", Range(0.0, 1.0)) = 1
|
|
|
|
[Header(Rim Lighting)]
|
|
[Space(5)]
|
|
[Toggle(_RIMLIGHTING)]
|
|
_Rim ("Enable Rim Lighting", Float) = 0
|
|
[HDR] _RimColor ("Rim Color", Color) = (0.5,0.5,0.5,1)
|
|
_RimPower ("Rim Power", Float) = 2
|
|
_RimFrequency ("Rim Frequency", Float) = 0
|
|
_RimMinPower (" Rim Min Power", Float) = 1
|
|
_RimPerPositionFrequency (" Rim Per Position Frequency", Range(0.0, 1.0)) = 1
|
|
|
|
[Header(Advanced)]
|
|
[Space(5)]
|
|
//[ToggleOff]
|
|
//_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
|
|
[ToggleOff]
|
|
_EnvironmentReflections ("Environment Reflections", Float) = 1.0
|
|
|
|
|
|
[Header(Stencil)]
|
|
[Space(5)]
|
|
[IntRange] _Stencil ("Stencil Reference", Range (0, 255)) = 0
|
|
[IntRange] _ReadMask (" Read Mask", Range (0, 255)) = 255
|
|
[IntRange] _WriteMask (" Write Mask", Range (0, 255)) = 255
|
|
[Enum(UnityEngine.Rendering.CompareFunction)]
|
|
_StencilComp ("Stencil Comparison", Int) = 8 // always
|
|
[Enum(UnityEngine.Rendering.StencilOp)]
|
|
_StencilOp ("Stencil Operation", Int) = 0 // 0 = keep, 2 = replace
|
|
[Enum(UnityEngine.Rendering.StencilOp)]
|
|
_StencilFail ("Stencil Fail Op", Int) = 0 // 0 = keep
|
|
[Enum(UnityEngine.Rendering.StencilOp)]
|
|
_StencilZFail ("Stencil ZFail Op", Int) = 0 // 0 = keep
|
|
|
|
// Needed by the inspector
|
|
[HideInInspector] _Culling ("Culling", Float) = 0.0
|
|
|
|
// Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff
|
|
[HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
|
|
[HideInInspector] _Color ("Color", Color) = (1,1,1,1)
|
|
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"RenderPipeline" = "UniversalPipeline"
|
|
"RenderType" = "TransparentCutout"
|
|
"Queue" = "AlphaTest"
|
|
}
|
|
LOD 100
|
|
|
|
Pass
|
|
{
|
|
Name "ForwardLit"
|
|
Tags{"LightMode" = "UniversalForward"}
|
|
|
|
Stencil {
|
|
Ref [_Stencil]
|
|
ReadMask [_ReadMask]
|
|
WriteMask [_WriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilOp]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
|
|
ZWrite On
|
|
Cull [_Cull]
|
|
AlphaToMask [_Coverage]
|
|
|
|
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 1
|
|
|
|
#pragma shader_feature_local _ENABLEVFACE
|
|
|
|
#pragma shader_feature_local _STRANDDIR_BITANGENT
|
|
#pragma shader_feature_local _MASKMAP
|
|
#pragma shader_feature_local _SECONDARYLOBE
|
|
|
|
#pragma shader_feature _NORMALMAP
|
|
#pragma shader_feature_local _RIMLIGHTING
|
|
|
|
//#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
|
|
#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 Hair Inputs.hlsl"
|
|
#include "Includes/Lux URP Hair Core.hlsl"
|
|
|
|
#pragma vertex LitPassVertex
|
|
#pragma fragment LitPassFragment
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
// Shadows -----------------------------------------------------
|
|
|
|
Pass
|
|
{
|
|
Name "ShadowCaster"
|
|
Tags{"LightMode" = "ShadowCaster"}
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Cull [_ShadowCull]
|
|
|
|
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 1
|
|
|
|
//--------------------------------------
|
|
// 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 Hair Inputs.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);
|
|
|
|
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
|
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
|
|
|
|
output.uv = input.texcoord;
|
|
|
|
output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
|
|
#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);
|
|
|
|
half alpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
|
|
alpha *= _BaseColor.a;
|
|
clip(alpha - _Cutoff);
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
// Depth -----------------------------------------------------
|
|
|
|
Pass
|
|
{
|
|
Tags{"LightMode" = "DepthOnly"}
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
Cull [_Cull]
|
|
|
|
HLSLPROGRAM
|
|
// Required to compile gles 2.0 with standard srp library
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma target 2.0
|
|
|
|
#define _ALPHATEST_ON 1
|
|
|
|
#pragma vertex DepthOnlyVertex
|
|
#pragma fragment DepthOnlyFragment
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
#define DEPTHONLYPASS
|
|
#include "Includes/Lux URP Hair Inputs.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);
|
|
|
|
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.texcoord;
|
|
return output;
|
|
}
|
|
|
|
half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
half alpha = SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
|
|
alpha *= _BaseColor.a;
|
|
clip(alpha - _Cutoff);
|
|
|
|
return 0;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Meta -----------------------------------------------------
|
|
|
|
Pass
|
|
{
|
|
Tags{"LightMode" = "Meta"}
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
// Required to compile gles 2.0 with standard srp library
|
|
#pragma prefer_hlslcc gles
|
|
|
|
#pragma vertex UniversalVertexMeta
|
|
#pragma fragment UniversalFragmentMeta
|
|
|
|
#define _SPECULAR_SETUP
|
|
|
|
// First include all our custom stuff
|
|
#include "Includes/Lux URP Hair Inputs.hlsl"
|
|
|
|
//--------------------------------------
|
|
// Fragment shader and functions
|
|
|
|
inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
|
|
{
|
|
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
|
|
outSurfaceData.alpha = 1;
|
|
outSurfaceData.albedo = albedoAlpha.rgb;
|
|
outSurfaceData.metallic = 0;
|
|
outSurfaceData.specular = _SpecColor;
|
|
outSurfaceData.smoothness = _Smoothness;
|
|
outSurfaceData.normalTS = half3(0,0,1);
|
|
outSurfaceData.occlusion = 1;
|
|
outSurfaceData.emission = 0;
|
|
}
|
|
|
|
// Finally include the meta pass related stuff
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// End Passes -----------------------------------------------------
|
|
|
|
}
|
|
CustomEditor "LuxURPUniversalCustomShaderGUI"
|
|
FallBack "Hidden/InternalErrorShader"
|
|
} |