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

534 lines
21 KiB
GLSL

Shader "Lux URP/Billboard"
{
Properties
{
[HeaderHelpLuxURP_URL(miywznst4xsx)]
[Header(Surface Options)]
[Space(5)]
[Enum(UnityEngine.Rendering.CompareFunction)]
_ZTest ("ZTest", Int) = 4
[Enum(Tested,0,Blended,1)]
_Surface ("Alpha", Float) = 0.0
_Cutoff (" Threshold", Range(0.0, 1.0)) = 0.5
[Enum(Transparent,0,Additive,1,SoftAdditive,2)]
_Blend (" Blending", Float) = 0.0
[Space(5)]
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
_ReceiveShadows ("Receive Shadows", Float) = 1.0
_ShadowOffset ("Billboard Shadow Offset", Float) = 1.0
[Header(Billboard Options)]
[Space(5)]
[Toggle(_UPRIGHT)]
_Upright ("Enable upright oriented Billboard", Float) = 0.0
[Toggle(_PIVOTTOBOTTOM)]
_Pivot ("Set Pivot to Bottom", Float) = 0.0
_Shrink ("Expand X", Range(0.0, 1.0)) = 1.0
[Header(Surface Inputs)]
[MainColor]
[HDR]_BaseColor ("Base Color", Color) = (1,1,1,1)
[NoScaleOffset] [MainTexture]
_BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
[Header(Lighting)]
[Space(5)]
[Toggle(_NORMALMAP)]
_ApplyNormal ("Enable Lighting", Float) = 0.0
[Space(5)]
[NoScaleOffset]
_BumpMap (" Normal Map", 2D) = "bump" {}
_BumpScale (" Normal Scale", Float) = 1.0
_Smoothness (" Smoothness", Range(0.0, 1.0)) = 0.5
_SpecColor (" Specular", Color) = (0.2, 0.2, 0.2)
[Header(Fog)]
[Space(5)]
//[Toggle(_APPLYFOG)] _ApplyFog("Enable Fog", Float) = 1.0
[Toggle] _ApplyFog ("Enable Fog", Float) = 1.0
[Header(Render Queue)]
[Space(5)]
[IntRange] _QueueOffset ("Queue Offset", Range(-50, 50)) = 0
[Header(Advanced)]
[Space(5)]
[ToggleOff]
_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
[ToggleOff]
_EnvironmentReflections ("Environment Reflections", Float) = 1.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "Opaque"
"Queue" = "Transparent"
"DisableBatching" = "True" // Has nor effet on static batching?!
"PreviewType" = "Plane"
}
Pass
{
Tags{"LightMode" = "UniversalForward"}
Blend[_SrcBlend][_DstBlend]
Cull Back
ZTest [_ZTest]
ZWrite[_ZWrite]
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 _SPECULAR_SETUP 1
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature_local _UPRIGHT
#pragma shader_feature_local _PIVOTTOBOTTOM
#pragma shader_feature_local _APPLYFOG _APPLYFOGADDITIVELY
#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_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Lighting include is needed because of GI
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Includes/Lux URP Billboard Inputs.hlsl"
struct VertexInput
{
float4 positionOS : POSITION;
float2 texcoord : TEXCOORD0;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : POSITION;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
#if defined(_APPLYFOG) || defined (_APPLYFOGADDITIVELY)
half fogCoord : TEXCOORD2;
#endif
#ifdef _NORMALMAP
half4 normalWS : TEXCOORD3;
half4 tangentWS : TEXCOORD4;
half4 bitangentWS : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert (VertexInput input)
{
VertexOutput output = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Instance world position
float3 positionWS = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w);
half3 viewDirWS = normalize(GetCameraPositionWS() - positionWS);
#if !defined(_UPRIGHT)
input.positionOS.xyz = 0;
#if defined(_PIVOTTOBOTTOM)
input.positionOS.xy = input.texcoord.xy - float2(0.5f, 0.0f);
#else
input.positionOS.xy = input.texcoord.xy - 0.5;
#endif
input.positionOS.x *= _Shrink;
float2 scale;
// Using unity_ObjectToWorld may break. So we use the official function.
scale.x = length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x));
scale.y = length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y));
float4 positionVS = mul(UNITY_MATRIX_MV, float4(0, 0, 0, 1.0));
positionVS.xyz += input.positionOS.xyz * float3(scale.xy, 1.0);
output.positionCS = mul(UNITY_MATRIX_P, positionVS);
output.positionWS = mul(UNITY_MATRIX_I_V, positionVS).xyz;
// we have to make the normal point towards the cam
half3 billboardTangentWS = normalize(float3(-viewDirWS.z, 0, viewDirWS.x));
half3 billboardNormalWS = viewDirWS; //float3(billboardTangentWS.z, 0, -billboardTangentWS.x);
// Sign!
half3 billboardBitangentWS = -cross(billboardNormalWS, billboardTangentWS);
#else
half3 billboardTangentWS = normalize(float3(-viewDirWS.z, 0, viewDirWS.x));
half3 billboardNormalWS = float3(billboardTangentWS.z, 0, -billboardTangentWS.x);
// Sign!
half3 billboardBitangentWS = -cross(billboardNormalWS, billboardTangentWS);
// Expand Billboard
float2 percent = input.texcoord.xy;
float3 billboardPos = (percent.x - 0.5) * _Shrink * billboardTangentWS;
#if defined(_PIVOTTOBOTTOM)
billboardPos.y += percent.y;
#else
billboardPos.y += percent.y - 0.5;
#endif
output.positionWS = TransformObjectToWorld(billboardPos).xyz;
output.positionCS = TransformWorldToHClip(output.positionWS);
#endif
output.uv = input.texcoord.xy;
output.uv.x = (output.uv.x - 0.5) * _Shrink + 0.5;
#ifdef _NORMALMAP
// Recalulate viewDirWS
viewDirWS = normalize(GetCameraPositionWS() - output.positionWS);
output.normalWS = half4(billboardNormalWS, viewDirWS.x);
output.tangentWS = half4(billboardTangentWS, viewDirWS.y);
output.bitangentWS = half4(billboardBitangentWS, viewDirWS.z);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = TransformWorldToShadowCoord(output.positionWS);
#endif
#endif
//half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
//half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
//output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
#if defined(_APPLYFOG) || defined(_APPLYFOGADDITIVELY)
output.fogCoord = ComputeFogFactor(output.positionCS.z);
#endif
return output;
}
half4 frag (VertexOutput input ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half4 albedoAlpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
half alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);
albedoAlpha.rgb *= _BaseColor.rgb;
#ifdef _NORMALMAP
half3 normalTS = SampleNormal(input.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
//col.rgb = normalize(normalWS) * 0.5 + 0.5;
InputData inputData = (InputData)0;
inputData.positionWS = input.positionWS;
inputData.normalWS = NormalizeNormalPerPixel(normalWS);
inputData.viewDirectionWS = SafeNormalize(half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w));
//inputData.fogCoord = 0;
//inputData.vertexLighting = 0;
#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
// We have to sample SH per pixel
inputData.bakedGI = SampleSH(inputData.normalWS);
half4 color = UniversalFragmentPBR(
inputData,
albedoAlpha.rgb, // albedo
0, // metallic,
_SpecColor, // specular
_Smoothness, // smoothness,
1.0h, // occlusion,
0, // emission,
alpha // alpha
);
#else
half4 color = albedoAlpha;
#endif
#if defined(_APPLYFOGADDITIVELY)
color.rgb = MixFogColor(color.rgb, half3(0,0,0), input.fogCoord);
#endif
#if defined(_APPLYFOG)
color.rgb = MixFog(color.rgb, input.fogCoord);
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull Off
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
#pragma shader_feature_local _UPRIGHT
#pragma shader_feature_local _PIVOTTOBOTTOM
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Includes/Lux URP Billboard Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
// Shadow caster specific input
float3 _LightDirection;
struct VertexInput
{
float4 positionOS : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput ShadowPassVertex(VertexInput input)
{
VertexOutput output = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
#if !defined(_UPRIGHT)
input.positionOS.xyz = 0;
#if defined(_PIVOTTOBOTTOM)
input.positionOS.xy = input.texcoord.xy - float2(0.5f, 0.0f);
#else
input.positionOS.xy = input.texcoord.xy - 0.5;
#endif
input.positionOS.x *= _Shrink;
float2 scale;
scale.x = length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x));
scale.y = length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y));
float4 positionVS = mul(UNITY_MATRIX_MV, float4(0, 0, 0, 1.0));
positionVS.xyz += input.positionOS.xyz * float3(scale.xy, 1.0);
float3 positionWS = mul(UNITY_MATRIX_I_V, positionVS).xyz;
positionWS -= _LightDirection * _ShadowOffset;
#else
half3 viewDirWS = _LightDirection;
half3 billboardTangentWS = normalize(float3(-viewDirWS.z, 0, viewDirWS.x));
// Expand Billboard
float2 percent = input.texcoord.xy;
float3 billboardPos = (percent.x - 0.5) * billboardTangentWS;
#if defined(_PIVOTTOBOTTOM)
billboardPos.y += percent.y;
#else
billboardPos.y += percent.y - 0.5;
#endif
float3 positionWS = TransformObjectToWorld(float4(billboardPos, 1)).xyz;
positionWS -= _LightDirection * _ShadowOffset;
#endif
half3 normalWS = -_LightDirection;
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);
Alpha(SampleAlbedoAlpha(input.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ZTest [_ZTest]
ColorMask 0
Cull Back
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_local _UPRIGHT
#pragma shader_feature_local _PIVOTTOBOTTOM
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Includes/Lux URP Billboard Inputs.hlsl"
struct VertexInput
{
float4 positionOS : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
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);
#if !defined(_UPRIGHT)
input.positionOS.xyz = 0;
#if defined(_PIVOTTOBOTTOM)
input.positionOS.xy = input.texcoord.xy - float2(0.5f, 0.0f);
#else
input.positionOS.xy = input.texcoord.xy - 0.5;
#endif
input.positionOS.x *= _Shrink;
float2 scale;
scale.x = length(float3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x));
scale.y = length(float3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y));
float4 positionVS = mul(UNITY_MATRIX_MV, float4(0, 0, 0, 1.0));
positionVS.xyz += input.positionOS.xyz * float3(scale.xy, 1.0);
output.positionCS = mul(UNITY_MATRIX_P, positionVS);
#else
// Instance world position
float3 positionWS = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w);
half3 viewDirWS = normalize(GetCameraPositionWS() - positionWS);
half3 billboardTangentWS = normalize(float3(-viewDirWS.z, 0, viewDirWS.x));
// Expand Billboard
float2 percent = input.texcoord.xy;
float3 billboardPos = (percent.x - 0.5) * billboardTangentWS;
#if defined(_PIVOTTOBOTTOM)
billboardPos.y += percent.y;
#else
billboardPos.y += percent.y - 0.5;
#endif
output.positionCS = TransformObjectToHClip(billboardPos);
#endif
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);
Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a , _BaseColor, _Cutoff);
return 0;
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "LuxURPCustomBillboardShaderGUI"
}