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

563 lines
23 KiB
GLSL

// Shader uses custom editor to set double sided GI
// Needs _Culling to be set properly
Shader "Lux URP/Human/Skin"
{
Properties
{
[HeaderHelpLuxURP_URL(snoamqpqhtdl)]
[Header(Surface Options)]
[Space(5)]
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
_ReceiveShadows ("Receive Shadows", Float) = 1.0
_SkinShadowBias (" Shadow Caster Bias", Range(.1, 1.0)) = 1.0
_SkinShadowSamplingBias (" Shadow Sampling Bias", Range(0, 0.05)) = 0
[Header(Surface Inputs)]
[Space(5)]
[NoScaleOffset] [MainTexture]
_BaseMap ("Albedo (RGB) Smoothness (A)", 2D) = "white" {}
[MainColor]
_BaseColor ("Color", Color) = (1,1,1,1)
[Space(5)]
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
// For some reason android did not like _SpecColor!?
_SpecularColor ("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
[Toggle(_NORMALMAPDIFFUSE)]
_ApplyNormalDiffuse (" Enable Diffuse Normal Sample", Float) = 0.0
_Bias (" Bias", Range(0.0, 8.0)) = 3.0
[Toggle]_VertexNormal (" Use Vertex Normal for Diffuse", Float) = 1
[Header(Skin Lighting)]
[Space(5)]
[NoScaleOffset] _SSSAOMap ("Skin Mask (R) Thickness (G) Curvature (B) Occlusion (A)", 2D) = "white" {}
_OcclusionStrength ("Occlusion Strength", Range(0.0, 1.0)) = 1.0
[Toggle]
_SampleCurvature ("Sample Curvature", Float) = 0
_Curvature ("Curvature", Range(0.0, 1.0)) = 0.5
_SubsurfaceColor ("Subsurface Color", Color) = (1.0, 0.4, 0.25, 1.0)
_TranslucencyPower ("Transmission Power", Range(0.0, 10.0)) = 7.0
_TranslucencyStrength ("Transmission Strength", Range(0.0, 1.0)) = 1.0
_ShadowStrength ("Shadow Strength", Range(0.0, 1.0)) = 0.7
_MaskByShadowStrength ("Mask by incoming Shadow Strength", Range(0.0, 1.0)) = 1.0
_Distortion ("Transmission Distortion", Range(0.0, 0.1)) = 0.01
[Space(5)]
[Toggle(_BACKSCATTER)]
_EnableBackscatter ("Enable Ambient Back Scattering", Float) = 0
_Backscatter ("Ambient Back Scattering", Range(0.0, 8.0)) = 1
[Space(5)]
_AmbientReflectionStrength ("Ambient Reflection Strength", Range(0.0, 1)) = 1
[Space(5)]
[NoScaleOffset] _SkinLUT ("Skin LUT", 2D) = "white" {}
[Header(Distance Fading)]
[Space(5)]
[Toggle(_DISTANCEFADE)]
_EnableDistanceFade ("Enable Distance Fade", Float) = 0.0
[LuxURPDistanceFadeDrawer]
_DistanceFade ("Distance Fade Params", Vector) = (2500, 0.001, 0, 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(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)
[HideInInspector] _Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.0
}
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 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
#pragma shader_feature _NORMALMAP
#pragma shader_feature_local _NORMALMAPDIFFUSE
#pragma shader_feature_local _DISTANCEFADE
#pragma shader_feature_local _RIMLIGHTING
#pragma shader_feature_local _BACKSCATTER
#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 Skin 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);
// Set distance fade value
#if defined(_DISTANCEFADE)
float3 worldInstancePos = UNITY_MATRIX_M._m03_m13_m23;
float3 diff = (_WorldSpaceCameraPos - worldInstancePos);
float dist = dot(diff, diff);
output.fade = saturate( (_DistanceFade.x - dist) * _DistanceFade.y );
#else
output.fade = 1.0h;
#endif
VertexPositionInputs 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 = input.texcoord;
output.normalWS = normalInput.normalWS; //NormalizeNormalPerVertex(normalInput.normalWS);
output.viewDirWS = viewDirWS;
#ifdef _NORMALMAP
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.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
output.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
// tweak the sampling position
vertexInput.positionWS += output.normalWS.xyz * _SkinShadowSamplingBias;
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
return output;
}
//--------------------------------------
// Fragment shader and functions
inline void InitializeSkinLitSurfaceData(float2 uv, half fade, out SurfaceDescription outSurfaceData)
{
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)) * _BaseColor;
outSurfaceData.alpha = 1;
outSurfaceData.albedo = albedoAlpha.rgb;
outSurfaceData.metallic = 0;
outSurfaceData.specular = _SpecularColor;
// Normal Map
#if defined (_NORMALMAP)
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
#if defined(_NORMALMAPDIFFUSE)
half4 sampleNormalDiffuse = SAMPLE_TEXTURE2D_BIAS(_BumpMap, sampler_BumpMap, uv, _Bias);
// Do not manually unpack the normal map as it might use RGB.
outSurfaceData.diffuseNormalTS = UnpackNormal(sampleNormalDiffuse);
#else
outSurfaceData.diffuseNormalTS = half3(0,0,1);
#endif
#else
outSurfaceData.normalTS = half3(0,0,1);
outSurfaceData.diffuseNormalTS = half3(0,0,1);
#endif
half4 SSSAOSample = SAMPLE_TEXTURE2D(_SSSAOMap, sampler_SSSAOMap, uv);
outSurfaceData.translucency = SSSAOSample.g;
outSurfaceData.skinMask = SSSAOSample.r;
outSurfaceData.occlusion = lerp(1.0h, SSSAOSample.a, _OcclusionStrength);
outSurfaceData.curvature = SSSAOSample.b;
outSurfaceData.smoothness = albedoAlpha.a * _Smoothness;
outSurfaceData.emission = 0;
}
void InitializeInputData(VertexOutput input, half3 normalTS, half3 diffuseNormalTS, out InputData inputData
#ifdef _NORMALMAP
, inout float3 bitangent
#endif
, inout half3 diffuseNormalWS
)
{
inputData = (InputData)0;
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
inputData.positionWS = input.positionWS;
#endif
half3 viewDirWS = SafeNormalize(input.viewDirWS);
#ifdef _NORMALMAP
float sgn = input.tangentWS.w; // should be either +1 or -1
bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
half3x3 ToW = half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz);
inputData.normalWS = TransformTangentToWorld(normalTS, ToW);
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
#ifdef _NORMALMAPDIFFUSE
diffuseNormalWS = TransformTangentToWorld(diffuseNormalTS, ToW);
diffuseNormalWS = NormalizeNormalPerPixel(diffuseNormalWS);
#else
// Here we let the user decide to use the per vertex or the specular normal.
diffuseNormalWS = (_VertexNormal) ? NormalizeNormalPerPixel(input.normalWS.xyz) : inputData.normalWS;
#endif
#else
inputData.normalWS = NormalizeNormalPerPixel(input.normalWS);
diffuseNormalWS = inputData.normalWS;
#endif
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 + input.normalWS * _SkinShadowSamplingBias);
#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, diffuseNormalWS); //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;
InitializeSkinLitSurfaceData(input.uv.xy, input.fade, surfaceData);
// Prepare surface data (like bring normal into world space and get missing inputs like gi
half3 diffuseNormalWS;
InputData inputData;
#ifdef _NORMALMAP
float3 bitangent;
#endif
InitializeInputData(input, surfaceData.normalTS, surfaceData.diffuseNormalTS, inputData
#ifdef _NORMALMAP
, bitangent
#endif
, diffuseNormalWS
);
#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 = LuxURPSkinFragmentPBR(
inputData,
surfaceData.albedo,
surfaceData.metallic,
surfaceData.specular,
surfaceData.smoothness,
surfaceData.occlusion,
surfaceData.emission,
surfaceData.alpha,
// Subsurface Scattering
half4(_TranslucencyStrength * surfaceData.translucency, _TranslucencyPower, _ShadowStrength, _Distortion),
// AmbientReflection Strength
_AmbientReflectionStrength,
// Diffuse Normal
// #if defined(_NORMALMAP) && defined(_NORMALMAPDIFFUSE)
// NormalizeNormalPerPixel( TransformTangentToWorld(surfaceData.diffuseNormalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz)) )
// #else
// input.normalWS
// #endif
diffuseNormalWS,
_SubsurfaceColor,
(_SampleCurvature) ? surfaceData.curvature * _Curvature : lerp(surfaceData.translucency, 1, _Curvature),
// Lerp lighting towards standard according the distance fade
surfaceData.skinMask * input.fade,
_MaskByShadowStrength,
_Backscatter
);
// 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
//--------------------------------------
// 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 Skin 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.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS * _SkinShadowBias, _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);
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
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#define DEPTHONLYPASS
#include "Includes/Lux URP Skin 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);
return output;
}
half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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 Skin 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 = _SpecularColor;
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 "LuxURPCustomSkinShaderGUI"
FallBack "Hidden/InternalErrorShader"
}