forked from BilalY/Rasagar
254 lines
9.9 KiB
Plaintext
254 lines
9.9 KiB
Plaintext
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Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit"
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{
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Properties
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{
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_MainTex ("Main Texture", 2D) = "white" { }
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Unlit" "IgnoreProjector" = "True"}
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LOD 100
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ZWrite On
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// Lightmapped
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Pass
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{
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Name "TerrainDetailVertex"
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _FORWARD_PLUS
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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#pragma multi_compile_fog
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma vertex TerrainLitVertex
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#pragma fragment TerrainLitForwardFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl"
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ENDHLSL
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}
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// GBuffer
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Pass
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{
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Name "TerrainDetailVertex - GBuffer"
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Tags{"LightMode" = "UniversalGBuffer"}
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex Vert
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#pragma fragment Frag
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX //_ADDITIONAL_LIGHTS
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//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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float4 _MainTex_ST;
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struct Attributes
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{
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float4 PositionOS : POSITION;
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float2 UV0 : TEXCOORD0;
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float2 UV1 : TEXCOORD1;
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half3 NormalOS : NORMAL;
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half4 Color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float2 UV01 : TEXCOORD0; // UV0
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
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half4 Color : TEXCOORD2; // Vertex Color
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half4 LightingFog : TEXCOORD3; // Vetex Lighting, Fog Factor
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float4 ShadowCoords : TEXCOORD4; // Shadow UVs
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half3 NormalWS : TEXCOORD5; // World Space Normal
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float3 PositionWS : TEXCOORD6;
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float4 PositionCS : SV_POSITION; // Clip Position
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// Vertex attributes
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output.UV01 = TRANSFORM_TEX(input.UV0, _MainTex);
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OUTPUT_LIGHTMAP_UV(input.UV1, unity_LightmapST, output.staticLightmapUV);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.PositionOS.xyz);
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output.Color = input.Color;
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output.PositionCS = vertexInput.positionCS;
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// Shadow Coords
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output.ShadowCoords = GetShadowCoord(vertexInput);
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// Vertex Lighting
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output.NormalWS = TransformObjectToWorldNormal(input.NormalOS).xyz;
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OUTPUT_SH4(vertexInput.positionWS, output.NormalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, NOT_USED);
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Light mainLight = GetMainLight();
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half3 attenuatedLightColor = mainLight.color * mainLight.distanceAttenuation;
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half3 diffuseColor = LightingLambert(attenuatedLightColor, mainLight.direction, output.NormalWS);
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#ifdef _ADDITIONAL_LIGHTS
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int pixelLightCount = GetAdditionalLightsCount();
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for (int i = 0; i < pixelLightCount; ++i)
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{
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Light light = GetAdditionalLight(i, vertexInput.positionWS);
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half3 attenuatedLightColor = light.color * light.distanceAttenuation;
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diffuseColor += LightingLambert(attenuatedLightColor, light.direction, output.NormalWS);
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}
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#endif
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output.LightingFog.xyz = diffuseColor;
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// Fog factor
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output.LightingFog.w = ComputeFogFactor(output.PositionCS.z);
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output.PositionWS = vertexInput.positionWS;
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return output;
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}
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FragmentOutput Frag(Varyings input)
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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#if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
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half3 bakedGI = SAMPLE_GI(input.vertexSH,
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GetAbsolutePositionWS(input.PositionWS),
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input.NormalWS.xyz,
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GetWorldSpaceNormalizeViewDir(input.PositionWS),
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input.PositionCS.xy,
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NOT_USED,
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NOT_USED);
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#else
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half3 bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, input.NormalWS);
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#endif
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half3 lighting = input.LightingFog.rgb * MainLightRealtimeShadow(input.ShadowCoords) + bakedGI;
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half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01);
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half4 color = 1.0;
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color.rgb = input.Color.rgb * tex.rgb * lighting;
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SurfaceData surfaceData = (SurfaceData)0;
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surfaceData.alpha = 1.0;
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surfaceData.occlusion = 1.0;
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InputData inputData = (InputData)0;
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inputData.normalWS = input.NormalWS;
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inputData.positionCS = input.PositionCS;
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return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingInvalid);
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}
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask R
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex DepthNormalOnlyVertex
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#pragma fragment DepthNormalOnlyFragment
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Meta"
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Tags{ "LightMode" = "Meta" }
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Cull Off
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HLSLPROGRAM
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#pragma vertex UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaSimple
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#pragma shader_feature_local_fragment _SPECGLOSSMAP
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
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ENDHLSL
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}
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}
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//Fallback "VertexLit"
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}
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