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

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8.5 KiB
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Shader "Lux URP/Nature/Tree Creator Bark"
{
Properties
{
_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" {}
[NoScaleOffset]
_BumpMap ("Normalmap", 2D) = "bump" {}
[NoScaleOffset]
_GlossMap ("Gloss (A)", 2D) = "black" {}
[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" = "Opaque"
"Queue" = "Geometry"
}
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
//#pragma shader_feature _NORMALMAP
#define DUMMYSHADER
#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
// #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);
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;
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 = 1;
outSurfaceData.albedo = albedoAlpha.rgb; // * _Color.rgb;
// Normal
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), 1);
outSurfaceData.specular = _Shininess;
outSurfaceData.occlusion = 1;
outSurfaceData.translucency = 0;
// Transmission
half4 maskSample = SAMPLE_TEXTURE2D(_TranslucencyMap, sampler_TranslucencyMap, uv);
outSurfaceData.translucency *= maskSample.b;
//outSurfaceData.occlusion = lerp(1.0h, maskSample.b, _Occlusion);
//outSurfaceData.mask = maskSample.r;
outSurfaceData.gloss = maskSample.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
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 = LuxURPTreeBarkFragment (
inputData,
surfaceData.albedo,
surfaceData.specular,
surfaceData.gloss,
surfaceData.occlusion,
surfaceData.alpha,
UNITY_ACCESS_INSTANCED_PROP(Props, _SquashAmount)
);
// Add fog
color.rgb = MixFog(color.rgb, inputData.fogCoord);
return color;
}
ENDHLSL
}
// End Passes -----------------------------------------------------
}
FallBack "Hidden/InternalErrorShader"
Dependency "OptimizedShader" = "Lux URP/Nature/Tree Creator Bark Optimized"
}