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

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GLSL
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Shader "Lux URP/Flat Shaded"
{
Properties
{
[HeaderHelpLuxURP_URL(3omvzsrriztm)]
[Header(Surface Options)]
[Space(5)]
[Enum(UnityEngine.Rendering.CullMode)]
_Cull ("Culling", Float) = 2
[Toggle(_ALPHATEST_ON)]
_AlphaClip ("Alpha Clipping", Float) = 0.0
_Cutoff (" Threshold", 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", Color) = (1,1,1,1)
[Toggle(_ENABLEBASEMAP)]
_EnableBaseMap ("Enable Base Map", Float) = 1
[LuxURPHelpDrawer]
_Help ("If unchecked Alpha Clipping and Smoothness from Alpha will be disabled.", Float) = 0.0
[MainTexture]
_BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
[Space(5)]
[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
_SmoothnessTextureChannel ("Albedo Alpha contains Smoothness", Float) = 0
[LuxURPHelpDrawer]
_Help ("Checking this will disable Alpha Clipping.", Float) = 0.0
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
[Space(5)]
[Toggle(_NORMALMAP)]
_ApplyNormal ("Enable Normal Map", Float) = 0.0
[NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {}
_BumpScale (" Normal Scale", Float) = 1.0
[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  terrain should be the first thing being rendered anyway
[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)]
[Toggle(_RECEIVE_SHADOWS_OFF)]
_Shadows ("Disable Receive Shadows", Float) = 0.0
[Header(Render Queue)]
[Space(5)]
[IntRange] _QueueOffset ("Queue Offset", Range(-50, 50)) = 0
// 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" = "Opaque"
"Queue" = "Geometry"
}
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]
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 or VFACE
#pragma target 3.0
// -------------------------------------
// Material Keywords
#define _SPECULAR_SETUP 1
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _NORMALMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _RIMLIGHTING
#pragma shader_feature_local _ENABLEBASEMAP
#if !defined(_ENABLEBASEMAP)
#if defined(_ALPHATEST_ON)
#undef _ALPHATEST_ON
#endif
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
#undef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#endif
#endif
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
#if defined(_ALPHATEST_ON)
#undef _ALPHATEST_ON
#endif
#endif
// We have to sample SH per pixel
#if defined (EVALUATE_SH_VERTEX)
#undef EVALUATE_SH_VERTEX
#endif
#if defined(EVALUATE_SH_MIXED)
#undef EVALUATE_SH_MIXED
#endif
#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 Flat Shaded 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.viewDirWS = viewDirWS;
// Just in case :)
#ifdef _NORMALMAP
//output.normalWS = normalInput.normalWS; //NormalizeNormalPerVertex(normalInput.normalWS);
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_SH(normalInput.normalWS, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
// Always needed!
output.positionWS = vertexInput.positionWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
return output;
}
//--------------------------------------
// Fragment shader and functions
inline void InitializeSurfaceData(
float2 uv,
out SurfaceDescription outSurfaceData)
{
#if defined(_ENABLEBASEMAP)
half4 albedoAlpha = SampleAlbedoAlpha(uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff);
outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
#else
outSurfaceData.albedo = _BaseColor.rgb;
outSurfaceData.alpha = 1;
#endif
outSurfaceData.metallic = 0;
outSurfaceData.specular = _SpecColor;
outSurfaceData.smoothness = _Smoothness;
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
outSurfaceData.smoothness *= albedoAlpha.a;
#endif
outSurfaceData.occlusion = 1;
// Normal Map
#if defined (_NORMALMAP)
outSurfaceData.normalTS = SampleNormal(uv.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
#else
outSurfaceData.normalTS = half3(0,0,1);
#endif
outSurfaceData.emission = 0;
}
void InitializeInputData(VertexOutput input, half3 normalTS, float3 normalWS, half occlusion, half facing, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = input.positionWS;
half3 viewDirWS = SafeNormalize(input.viewDirWS);
// We are using the passed vertexnormal normalWS here!
#if defined(_NORMALMAP)
normalTS.z *= facing;
float sgn = input.tangentWS.w; // should be either +1 or -1
float3 bitangent = sgn * cross(normalWS.xyz, input.tangentWS.xyz);
inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, normalWS));
#else
inputData.normalWS = normalWS * facing;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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 * occlusion, inputData.normalWS);
}
half4 LitPassFragment(VertexOutput input, half facing : VFACE) : 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);
// Create cutom per vertex normal
half3 tnormal = normalize( cross(ddy(input.positionWS), ddx(input.positionWS)) );
// Prepare surface data (like bring normal into world space and get missing inputs like gi)
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, tnormal, surfaceData.occlusion, 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 = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
// Add fog
color.rgb = MixFog(color.rgb, inputData.fogCoord);
return color;
}
ENDHLSL
}
// Shadows -----------------------------------------------------
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
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _ENABLEBASEMAP
#if !defined(_ENABLEBASEMAP)
#if defined(_ALPHATEST_ON)
#undef _ALPHATEST_ON
#endif
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
#undef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#endif
#endif
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
#if defined(_ALPHATEST_ON)
#undef _ALPHATEST_ON
#endif
#endif
//--------------------------------------
// 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 Flat Shaded 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);
#if defined(_ALPHATEST_ON)
output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap);
#endif
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
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);
#if defined(_ALPHATEST_ON)
half mask = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).a;
clip (mask - _Cutoff);
#endif
return 0;
}
ENDHLSL
}
// Depth -----------------------------------------------------
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
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
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _ENABLEBASEMAP
#if !defined(_ENABLEBASEMAP)
#if defined(_ALPHATEST_ON)
#undef _ALPHATEST_ON
#endif
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
#undef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#endif
#endif
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
#if defined(_ALPHATEST_ON)
#undef _ALPHATEST_ON
#endif
#endif
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#define DEPTHONLYPASS
#include "Includes/Lux URP Flat Shaded 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);
#if defined(_ALPHATEST_ON)
output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap);
#endif
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined(_ALPHATEST_ON)
half mask = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv.xy).a;
clip (mask - _Cutoff);
#endif
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 Flat Shaded 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 * _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 "LuxURPUniversalCustomShaderGUI"
}