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

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"
}