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

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Shader "Lux URP/Lit Extended"
{
Properties
{
_Rim("Enable Rim Lighting", Float) = 0
_RimColor("Rim Color", Color) = (0.5,0.5,0.5,1)
_RimPower("Rim Power", Float) = 2
_RimMinPower("Rim Min Power", Float) = 1
_RimFrequency("Rim Frequency", Float) = 0
_RimPerPositionFrequency("Rim Per PositionFrequency", Range(0.0, 1.0)) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4
_Stencil ("Stencil ID", Int) = 2
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Int) = 8 // always
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Int) = 2 // 2 = replace
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Stencil Fail", Int) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("Stencil ZFail", Int) = 2
[IntRange] _ReadMask ("Read Mask", Range (0, 255)) = 255
[IntRange] _WriteMask ("Write Mask", Range (0, 255)) = 255
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
// Blending state
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
_ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
[HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1)
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
}
SubShader
{
// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Lightweight Render Pipeline and Builtin Unity Pipeline
Tags{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"IgnoreProjector" = "True"
}
LOD 300
// ------------------------------------------------------------------
// Forward pass. Shades all light in a single pass. GI + emission + Fog
Pass
{
// Lightmode matches the ShaderPassName set in LightweightRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Lightweight Render Pipeline
Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
Stencil {
Ref [_Stencil]
ReadMask [_ReadMask]
WriteMask [_WriteMask]
Comp [_StencilComp]
Pass [_StencilOp]
Fail [_StencilFail]
ZFail [_StencilZFail]
//replace
}
Blend[_SrcBlend][_DstBlend]
ZTest [_ZTest]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _RIMLIGHTING
// -------------------------------------
// 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
#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentRim
#include "Includes/Lux URP Lit Extended Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
half4 LitPassFragmentRim(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(input.uv, surfaceData);
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, 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
half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
//ZTest LEqual
ZTest [_ZTest]
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
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Includes/Lux URP Lit Extended Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ZTest [_ZTest]
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
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Includes/Lux URP Lit Extended Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMeta
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _SPECGLOSSMAP
#include "Includes/Lux URP Lit Extended Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "UnityEditor.Rendering.URP.ShaderGUI.LitExtendedShader"
}