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

542 lines
23 KiB
GLSL

// Shader uses custom editor to set double sided GI
// Needs _Culling to be set properly
Shader "Lux URP/Glass"
{
Properties
{
[HeaderHelpLuxURP_URL(3fte1chjgh54)]
[Header(Surface Options)]
[Space(5)]
[Enum(Off,0,On,1)]_ZWrite ("ZWrite", Float) = 1.0
[Enum(UnityEngine.Rendering.CullMode)]
_Cull ("Culling", Float) = 2
[Enum(None,0,Transparent,1,Additive,2)]
_Blend ("Blending", Float) = 0.0
_FinalAlpha (" Final Alpha", Range(0.0, 1.0)) = 0.5
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
_ReceiveShadows ("Receive Shadows", Float) = 1.0
[Header(Surface Inputs)]
[Space(5)]
[MainColor]
_BaseColor ("Color (RGB) Alpha (A)", Color) = (1,1,1,0)
[Toggle(_BASEMAP)]
_EnableBaseMap ("Enable Base Map", Float) = 0.0
[MainTexture]
_BaseMap (" Albedo (RGB) Alpha (A)", 2D) = "white" {}
[Space(5)]
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
_SmoothnessBase (" Smoothness Opaque", Range(0.0, 1.0)) = 0.5
_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
_SpecColorBase (" Specular Opaque", Color) = (0.2, 0.2, 0.2)
[Space(5)]
[Toggle(_MASKMAP)]
_EnableMaskMap ("Enable Mask Map", Float) = 0.0
[NoScaleOffset] _MaskMap (" Thickness Mask (R) Smoothness (A)", 2D) = "white" {}
[Space(5)]
[Toggle(_NORMALMAP)]
_ApplyNormal ("Enable Normal Map", Float) = 0.0
[NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {}
_BumpScale (" Normal Scale", Float) = 1.0
[Header(Refrection)]
[Space(5)]
[Toggle(_GEOREFRACTIONS)]
_EnableGeoRefr ("Enable geometric Refractions", Float) = 1.0
_IOR (" Index of Refraction", Float) = 1.33
_IsThinShell (" Thin Shell", Range(0.0, 0.98)) = 0
[Space(5)]
[Toggle(_SCREENEDGEFADE)]
_EnableScreenEdgeFade ("Enable Screen Edge Fade", Float) = 0.0
_ScreenEdgeFade (" Fade Width", Range(8.0, 32.0)) = 8
[Space(5)]
_BumpRefraction ("Bump Distortion", Range(0.0, 1.0)) = 0.1
[Space(5)]
[Toggle(_EXCLUDEFOREGROUND)]
_ExcludeForeground ("Exclude Foreground", Float) = 0.0
[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(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
[Header(Advanced)]
[Space(5)]
[ToggleOff]
_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
[ToggleOff]
_EnvironmentReflections ("Environment Reflections", Float) = 1.0
[Space(5)]
[HideInInspector] _SrcBlend ("SrcBlend", Float) = 1.0
[HideInInspector] _DstBlend ("_DstBlend", 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" = "Transparent"
"Queue" = "Transparent"
}
LOD 100
Pass
{
Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
Stencil {
Ref [_Stencil]
ReadMask [_ReadMask]
WriteMask [_WriteMask]
Comp [_StencilComp]
Pass [_StencilOp]
Fail [_StencilFail]
ZFail [_StencilZFail]
}
ZWrite [_ZWrite]
Cull [_Cull]
Blend [_SrcBlend] [_DstBlend]
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
// #pragma shader_feature _ALPHATEST_ON
#define _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _GEOREFRACTIONS
#pragma shader_feature_local _SCREENEDGEFADE
#pragma shader_feature_local _FINALALPHA
#pragma shader_feature_local _ADDITIVE
#pragma shader_feature_local _BASEMAP
#pragma shader_feature_local _MASKMAP
#pragma shader_feature _NORMALMAP
#pragma shader_feature_local _EXCLUDEFOREGROUND
#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 Glass Inputs.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);
VertexPositionInputs vertexInput; //
vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.normalWS = normalInput.normalWS; //NormalizeNormalPerVertex(normalInput.normalWS);
output.viewDirWS = viewDirWS;
#ifdef _NORMALMAP
float sign = input.tangentOS.w * GetOddNegativeScale();
output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
#endif
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
//#ifdef _ADDITIONAL_LIGHTS
output.positionWS = vertexInput.positionWS;
//#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
output.projectionCoord = vertexInput.positionNDC;
// Store Eye Depth
output.projectionCoord.z = LinearEyeDepth(output.projectionCoord.z / output.projectionCoord.w, _ZBufferParams);
float3 scale;
scale.x = length(float3(UNITY_MATRIX_MV[0].x, UNITY_MATRIX_MV[1].x, UNITY_MATRIX_MV[2].x));
scale.y = length(float3(UNITY_MATRIX_MV[0].y, UNITY_MATRIX_MV[1].y, UNITY_MATRIX_MV[2].y));
scale.z = length(float3(UNITY_MATRIX_MV[0].z, UNITY_MATRIX_MV[1].z, UNITY_MATRIX_MV[2].z));
output.scale = max(scale.x, max(scale.y, scale.z));
return output;
}
//--------------------------------------
// Fragment shader and functions
inline void InitializeSurfaceData(
float2 uv,
float4 projectionCoord,
half3 normalWS,
half3 viewDirWS,
float3 positionWS,
float scale,
half facing,
out SurfaceDescription outSurfaceData)
{
#if defined(_BASEMAP)
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, 0.0h);
outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
#else
outSurfaceData.alpha = _BaseColor.a;
outSurfaceData.albedo = _BaseColor.rgb;
#endif
// Normal Map
#if defined (_NORMALMAP)
outSurfaceData.normalTS = SampleNormal(uv.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
#else
outSurfaceData.normalTS = half3(0,0,1);
#endif
// Mask Map (Glass)
#if defined(_MASKMAP)
half4 maskSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, uv.xy);
#else
half4 maskSample = half4(0,1,1,1);
#endif
// ///////////////////////////////////////
// Refraction
// Handle VFACE separatly for refractions
normalWS *= facing;
float NdotV = saturate(dot(normalWS, viewDirWS));
#if defined(_GEOREFRACTIONS)
half isThinShell = _IsThinShell
#if defined(_MASKMAP)
* maskSample.r
#endif
;
// Tweak ior to handle solid and thin shell refractions
half myior = lerp(_IOR * 2.0h /* as we skip the 2nd, outgoing refraction*/, 1.0h, isThinShell);
half3 refractWS = refract(-viewDirWS, normalWS, rcp(myior) );
half rayLength = -dot(normalWS, refractWS);
float3 rayOriginWS = positionWS + (refractWS * rayLength);
float3 refractedPointWS = rayOriginWS + (refractWS * scale);
// Calculate the sample UVs
// Transform world space coordinates to clip space
float4 screenUV = TransformWorldToHClip(refractedPointWS); // Clip space
// Transform from clip space to NDC
#if UNITY_UV_STARTS_AT_TOP
screenUV.y = -screenUV.y;
#endif
screenUV *= rcp(screenUV.w); // Perspective
// Final sample UVs
screenUV.xy = screenUV.xy * 0.5f + 0.5f; // NDC
#else
float2 screenUV = projectionCoord.xy * rcp(projectionCoord.w);
#endif
#if defined(_NORMALMAP)
screenUV.xy += (outSurfaceData.normalTS.xy * _BumpRefraction) * rcp(projectionCoord.w);
#endif
// Clamp at screen edges
#if defined(_SCREENEDGEFADE)
float2 coordCS = screenUV.xy * 2 - 1;
float fadeRcpLength = _ScreenEdgeFade;
float2 t = Remap10(abs(coordCS), fadeRcpLength, fadeRcpLength);
float weight = Smoothstep01(t.x) * Smoothstep01(t.y);
screenUV.xy = lerp(projectionCoord.xy/projectionCoord.w, screenUV.xy, weight);
#endif
// Fix screenUV for Single Pass Stereo Rendering
#if defined(UNITY_SINGLE_PASS_STEREO)
//screenUV.x = screenUV.x * 0.5f + (float)unity_StereoEyeIndex * 0.5f;
screenUV.xy = UnityStereoTransformScreenSpaceTex(screenUV.xy);
#endif
// Check depth
#if defined(_EXCLUDEFOREGROUND)
#if defined(SHADER_API_GLES)
float refractedSceneDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV.xy, 0);
#else
//float refractedSceneDepth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * screenUV.xy, 0).x;
float refractedSceneDepth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * saturate(screenUV.xy)).x;
#endif
// TODO: add ortho support
refractedSceneDepth = LinearEyeDepth(refractedSceneDepth, _ZBufferParams);
float refractionOffsetMultiplier = saturate(refractedSceneDepth - projectionCoord.z);
screenUV.xy = lerp(
#if defined(UNITY_SINGLE_PASS_STEREO)
UnityStereoTransformScreenSpaceTex(projectionCoord.xy/projectionCoord.w),
#else
projectionCoord.xy/projectionCoord.w,
#endif
screenUV.xy, refractionOffsetMultiplier);
#endif
// Just like separate texture + sampler syntax, inline sampler states are not supported on some platforms.
// Currently they are implemented on Direct3D 11/12, PS4, XboxOne and Metal.
#if defined(_EXCLUDEFOREGROUND)
//half3 RefractionSample = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV ).rgb;
half3 RefractionSample = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_LinearClamp, screenUV.xy).rgb;
#else
#if defined(SHADER_API_D3D11) || defined(SHADER_API_PS4) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_METAL)
//half3 RefractionSample = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, my_linear_clamp_sampler, screenUV).rgb;
half3 RefractionSample = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_LinearClamp, screenUV.xy).rgb;
#else
//half3 RefractionSample = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV ).rgb;
half3 RefractionSample = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_LinearClamp, screenUV.xy).rgb;
#endif
#endif
// Tint glass
half3 glassTint = outSurfaceData.albedo;
outSurfaceData.emission = RefractionSample * glassTint * max(0.5h, 1.0h - F_Schlick(_SpecColor, NdotV)) * (1.0h - outSurfaceData.alpha);
//outSurfaceData.emission = weight;
// ///////////////////////////////////////
#if defined(_MASKMAP)
outSurfaceData.smoothness = _Smoothness * maskSample.a;
#else
outSurfaceData.smoothness = _Smoothness;
#endif
// Lerp between glass and opaque properties
outSurfaceData.smoothness = lerp(outSurfaceData.smoothness, _SmoothnessBase, outSurfaceData.alpha);
outSurfaceData.specular = lerp(_SpecColor, _SpecColorBase, outSurfaceData.alpha);
outSurfaceData.metallic = 0;
outSurfaceData.occlusion = 1;
}
void InitializeInputData(VertexOutput input, half3 normalTS, half3 viewDirWS, half facing, out InputData inputData)
{
// NOTE: inputData.normalWS and viewDirWS are already normalized
inputData = (InputData)0;
inputData.positionWS = input.positionWS;
#if defined(_NORMALMAP)
//half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
normalTS.z *= facing;
float sgn = input.tangentWS.w; // should be either +1 or -1
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz));
#else
//half3 viewDirWS = input.viewDirWS;
inputData.normalWS = input.normalWS * facing;
#endif
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, half facing : VFACE) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// We need viewDirWS and normalWS already in the surface function, so we get them up front
half3 viewDirWS = SafeNormalize(input.viewDirWS);
input.normalWS.xyz = NormalizeNormalPerPixel(input.normalWS.xyz);
// Get the surface description
SurfaceDescription surfaceData;
InitializeSurfaceData(input.uv, input.projectionCoord, input.normalWS.xyz, viewDirWS, input.positionWS, input.scale, facing, surfaceData);
// Prepare surface data (like bring normal into world space and get missing inputs like gi)
// NOTE: viewDirWS and normalWS are already (almost) set up
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, viewDirWS, facing, inputData);
#if defined(_RIMLIGHTING)
half rim = saturate(1.0h - saturate( dot(inputData.normalWS, inputData.viewDirectionWS) ) );
half power = _RimPower;
UNITY_BRANCH if(_RimFrequency > 0 ) {
half perPosition = lerp(0.0h, 1.0h, dot(1.0h, frac(UNITY_MATRIX_M._m03_m13_m23) * 2.0h - 1.0h ) * _RimPerPositionFrequency ) * 3.1416h;
power = lerp(power, _RimMinPower, (1.0h + sin(_Time.y * _RimFrequency + perPosition) ) * 0.5h );
}
surfaceData.emission += pow(rim, power) * _RimColor.rgb * _RimColor.a;
#endif
// Apply lighting
half4 color = LuxURPTransparentFragmentPBR (
inputData,
surfaceData.albedo,
surfaceData.metallic,
surfaceData.specular,
surfaceData.smoothness,
surfaceData.occlusion,
surfaceData.emission,
surfaceData.alpha
);
#if defined(_FINALALPHA)
color.a = max(_FinalAlpha, surfaceData.alpha);
#endif
#if defined (_ADDITIVE)
// Add fog
color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
#else
// Add fog
color.rgb = MixFog(color.rgb, inputData.fogCoord);
#endif
return color;
}
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 Glass 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 = _BaseColor.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 -----------------------------------------------------
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "LuxURPCustomGlassShaderGUI"
}