242 lines
9.3 KiB
Plaintext
242 lines
9.3 KiB
Plaintext
// Shader uses custom editor to set double sided GI
|
|
// Needs _Culling to be set properly
|
|
|
|
Shader "Lux URP/Nature/Tree Creator Leaves"
|
|
{
|
|
Properties
|
|
{
|
|
|
|
[Header(Surface Inputs)]
|
|
[Space(5)]
|
|
_Color ("Main Color", Color) = (1,1,1,1)
|
|
[PowerSlider(5.0)] _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
|
|
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
|
|
_Cutoff ("Alpha cutoff", Range(0.0, 1.0)) = 0.5
|
|
|
|
[Space(5)]
|
|
[NoScaleOffset]
|
|
_BumpMap ("Normalmap", 2D) = "bump" {}
|
|
[NoScaleOffset]
|
|
_GlossMap ("Gloss (A)", 2D) = "black" {}
|
|
[NoScaleOffset]
|
|
_TranslucencyMap ("Translucency (A)", 2D) = "white" {}
|
|
|
|
[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 DUMMYSHADER
|
|
|
|
#define _ALPHATEST_ON
|
|
#define _NORMALMAP
|
|
|
|
// -------------------------------------
|
|
// 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
|
|
|
|
|
|
// 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,
|
|
out SurfaceDescription outSurfaceData)
|
|
{
|
|
|
|
half4 albedoAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
|
|
outSurfaceData.alpha = Alpha(albedoAlpha.a, half4(1,1,1,1), _Cutoff);
|
|
outSurfaceData.albedo = albedoAlpha.rgb; // * _Color.rgb;
|
|
|
|
// Normal
|
|
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), 5);
|
|
|
|
outSurfaceData.specular = _Shininess;
|
|
|
|
outSurfaceData.occlusion = 1;
|
|
|
|
// Transmission
|
|
half4 maskSample = SAMPLE_TEXTURE2D(_TranslucencyMap, sampler_TranslucencyMap, uv);
|
|
outSurfaceData.translucency = maskSample.b;
|
|
// Gloss
|
|
outSurfaceData.gloss = SAMPLE_TEXTURE2D(_GlossMap, sampler_GlossMap, uv).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, 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),
|
|
1.0h // ShadowStrength
|
|
);
|
|
|
|
// Add fog
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
|
return color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// End Passes -----------------------------------------------------
|
|
|
|
}
|
|
FallBack "Hidden/InternalErrorShader"
|
|
Dependency "OptimizedShader" = "Lux URP/Nature/Tree Creator Leaves Optimized"
|
|
} |