Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader
2024-08-26 23:07:20 +03:00

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Shader "HDRP/AxF"
{
Properties
{
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
/////////////////////////////////////////////////////////////////////////////
// General Parameters
// UI Only: transfered to _MappingMask
// BUG! 6 values work, not 7 -_-
//[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, PlanarXY, 4, PlanarYZ, 5, PlanarZX, 6, Triplanar, 7)] _MappingMode("Mapping Mode", Float) = 0
[HideInInspector] _MappingMode("Mapping Mode", Float) = 0
[HideInInspector] _MappingMask("MappingMask", Vector) = (1, 0, 0, 0)
// UI Only:
[Enum(World, 0, Local, 1)] _PlanarSpace("Planar/Triplanar space", Float) = 0
// Tilings and offsets
_Material_SO( "Main Material Tiling & Offset", Vector) = (1, 1, 0, 0)
_SVBRDF_DiffuseColorMap_SO( "_SVBRDF_DiffuseColorMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_SVBRDF_SpecularColorMap_SO( "_SVBRDF_SpecularColorMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_SVBRDF_NormalMap_SO( "_SVBRDF_NormalMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_SVBRDF_SpecularLobeMap_SO( "_SVBRDF_SpecularLobeMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_SVBRDF_AlphaMap_SO( "_SVBRDF_AlphaMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_SVBRDF_FresnelMap_SO( "_SVBRDF_FresnelMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_SVBRDF_AnisoRotationMap_SO( "_SVBRDF_AnisoRotationMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_SVBRDF_HeightMap_SO( "_SVBRDF_HeightMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_SVBRDF_ClearcoatColorMap_SO( "_SVBRDF_ClearcoatColorMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_ClearcoatNormalMap_SO( "_ClearcoatNormalMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_SVBRDF_ClearcoatIORMap_SO( "_SVBRDF_ClearcoatIORMap Tiling & Offset", Vector) = (1, 1, 0, 0)
_CarPaint2_BTFFlakeMap_SO( "_CarPaint2_BTFFlakeMap Tiling & Offset", Vector) = (1, 1, 0, 0)
[Enum(SVBRDF, 0, CarPaint, 1, BTF, 2)] _AxF_BRDFType("_AxF_BRDFType", Float) = 0
[HideInInspector] _Flags( "_Flags", Int ) = 0
[HideInInspector] _FlagsB( "_FlagsB", Int ) = 0
/////////////////////////////////////////////////////////////////////////////
// SVBRDF Parameters
// SVBRDF maps
_SVBRDF_DiffuseColorMap("_SVBRDF_DiffuseColorMap", 2D) = "white" {}
_SVBRDF_SpecularColorMap("_SVBRDF_SpecularColorMap", 2D) = "white" {}
_SVBRDF_NormalMap("_SVBRDF_NormalMap", 2D) = "bump" {}
_SVBRDF_SpecularLobeMap("_SVBRDF_SpecularLobeMap", 2D) = "white" {}
_SVBRDF_SpecularLobeMapScale("_SVBRDF_SpecularLobeMapScale", Float) = 1 // Scale is useless if we're directly provided a RG16F format
_SVBRDF_AlphaMap("_SVBRDF_AlphaMap", 2D) = "white" {}
_SVBRDF_FresnelMap("_SVBRDF_FresnelMap", 2D) = "white" {}
_SVBRDF_AnisoRotationMap("_SVBRDF_AnisoRotationMap", 2D) = "black" {}
_SVBRDF_HeightMap("_SVBRDF_HeightMap", 2D) = "black" {}
_SVBRDF_ClearcoatColorMap("_SVBRDF_ClearcoatColorMap", 2D) = "white" {}
_ClearcoatNormalMap("_ClearcoatNormal", 2D) = "bump" {}
_SVBRDF_ClearcoatIORMap("_SVBRDF_ClearcoatIORMap", 2D) = "black" {}
// SVBRDF Constants
[HideInInspector] _SVBRDF_BRDFType( "_SVBRDF_BRDFType", Int ) = 0
[HideInInspector] _SVBRDF_BRDFVariants( "_SVBRDF_BRDFVariants", Int ) = 0
[HideInInspector] _SVBRDF_HeightMapMaxMM( "_SVBRDF_HeightMapMax", Float ) = 0
[HideInInspector] _SVBRDF_BRDFType_DiffuseType( "_SVBRDF_BRDFType_DiffuseType", Float ) = 0
[HideInInspector] _SVBRDF_BRDFType_SpecularType( "_SVBRDF_BRDFType_SpecularType", Float ) = 0
[HideInInspector] _SVBRDF_BRDFVariants_FresnelType( "_SVBRDF_BRDFVariants_FresnelType", Float ) = 0
[HideInInspector] _SVBRDF_BRDFVariants_WardType( "_SVBRDF_BRDFVariants_WardType", Float ) = 0
[HideInInspector] _SVBRDF_BRDFVariants_BlinnType( "_SVBRDF_BRDFVariants_BlinnType", Float ) = 0
/////////////////////////////////////////////////////////////////////////////
// Car Paint Parameters
_CarPaint2_CTDiffuse("_CarPaint2_CTDiffuse", Float) = 0
_CarPaint2_ClearcoatIOR("_CarPaint2_ClearcoatIOR", Float) = 1
// BRDF
_CarPaint2_BRDFColorMapScale("_CarPaint2_BRDFColorMapScale", Float) = 1 // Scale is useless if we're directly provided a RGBA16F format
_CarPaint2_BRDFColorMap("_CarPaint2_BRDFColorMap", 2D) = "white" {}
_CarPaint2_BRDFColorMapUVScale("_CarPaint2_BRDFColorMapUVScale", Vector) = (1,1,0,0) // To be used when we have the bit BRDFColorUseDiagonalClamp set in _Flags
// Flakes
_CarPaint2_BTFFlakeMapScale("_CarPaint2_BTFFlakeMapScale", Float) = 1 // Scale is useless if we're directly provided a RGBA16F format
_CarPaint2_BTFFlakeMap("_CarPaint2_BTFFlakeMap", 2DArray) = "black" {}
_CarPaint2_FlakeThetaFISliceLUTMap( "_CarPaint2_FlakeThetaFISliceLUTMap", 2D ) = "black" {}
_CarPaint2_FlakeMaxThetaI("_CarPaint2_FlakeMaxThetaI", Int) = 0
_CarPaint2_FlakeNumThetaF("_CarPaint2_FlakeNumThetaF", Int) = 0
_CarPaint2_FlakeNumThetaI("_CarPaint2_FlakeNumThetaI", Int) = 0
_CarPaint2_FlakeMaxThetaIF("_CarPaint2_FlakeMaxThetaIF", Float) = 0
_CarPaint2_FlakeNumThetaFF("_CarPaint2_FlakeNumThetaFF", Float) = 0
_CarPaint2_FlakeNumThetaIF("_CarPaint2_FlakeNumThetaIF", Float) = 0
_CarPaint2_FixedColorThetaHForIndirectLight("_CarPaint2_FixedColorThetaHForIndirectLight", Range(0.0, 1.570796)) = 0.5
_CarPaint2_FixedFlakesThetaHForIndirectLight("_CarPaint2_FixedFlakesThetaHForIndirectLight", Range(0.0, 1.570796)) = 0.2
// Cook-Torrance Lobes Descriptors
_CarPaint2_LobeCount("_CarPaint2_LobeCount", Int) = 0
_CarPaint2_CTF0s("_CarPaint2_CTF0s", Vector) = (1,1,1,1)
_CarPaint2_CTCoeffs("_CarPaint2_CTCoeffs", Vector) = (1,1,1,1)
_CarPaint2_CTSpreads("_CarPaint2_CTSpreads", Vector) = (1,1,1,1)
// GUI inspector only - saves state in material meta, read back from SetupMaterialKeywordsAndPass
//[Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
[Enum(Off, 0, From Ambient Occlusion, 1)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0
[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5
_TransparentSortPriority("_TransparentSortPriority", Float) = 0
// Stencil state
// Forward
[HideInInspector] _StencilRef("_StencilRef", Int) = 0 // StencilUsage.Clear
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 6 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
// Depth prepass
[HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // StencilUsage.Clear
[HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 8 // StencilUsage.TraceReflectionRay (8)
// Motion vector pass
[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 32 // StencilUsage.ObjectMotionVector (32)
[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 40 // StencilUsage.ObjectMotionVector (32) | StencilUsage.TraceReflectionRay (8) as it can be a prepass
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0
[HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0
[HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
// [ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[HideInInspector][ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 // This is for the editor only, see BaseLitUI.cs: _DoubleSidedConstants will be set based on the mode.
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode("Double sided GI mode", Float) = 0
[ToggleUI] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 0.0
_SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1
_SpecularAAThreshold("SpecularAAThreshold", Range(0.0, 1.0)) = 0.2
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
_EmissionColor("Color", Color) = (1, 1, 1)
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
[ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0
[ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0.0
[ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0
// Ray Tracing (recursive; activates raytracing prepass)
[ToggleUI] _RayTracing("Ray Tracing (Preview)", Float) = 0
// Note: this is not only for recursive mode:
_RayTracingTexFilteringScale("_RayTracingTexFilteringScale", Range(0.0, 1.0)) = 0.07
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
HLSLINCLUDE
#pragma target 4.5
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature_local _AXF_BRDF_TYPE_SVBRDF _AXF_BRDF_TYPE_CAR_PAINT _AXF_BRDF_TYPE_BTF
#pragma shader_feature_local _ _SPECULAR_OCCLUSION_NONE //_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP
#pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature_local _ _REQUIRE_UV1 _REQUIRE_UV2 _REQUIRE_UV3
#pragma shader_feature_local _ _PLANAR_LOCAL
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _DISABLE_DECALS
#pragma shader_feature_local_fragment _DISABLE_SSR
#pragma shader_feature_local_fragment _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _DISABLE_SSR
#pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA
#pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY
// Keyword for transparent
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
// Enable the support of global mip bias in the shader.
// Only has effect if the global mip bias is enabled in shader config and DRS is enabled.
#define SUPPORT_GLOBAL_MIP_BIAS
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
#define SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl"
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
Pass
{
Name "ScenePickingPass"
Tags { "LightMode" = "Picking" }
Cull [_CullMode]
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
// Note: Require _SelectionID variable
// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENEPICKINGPASS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
#pragma editor_sync_compilation
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
Cull Off
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
// Note: Require _ObjectId and _PassValue variables
// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
#pragma editor_sync_compilation
ENDHLSL
}
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags{ "LightMode" = "META" }
Cull Off
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#pragma shader_feature EDITOR_VISUALIZATION
// Use Unity's built-in matrices for meta pass rendering
#define SCENEPICKINGPASS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
Cull[_CullMode]
ZClip [_ZClip]
ZWrite On
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_SHADOWS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "DepthForwardOnly"
Tags{ "LightMode" = "DepthForwardOnly" }
Cull[_CullMode]
AlphaToMask [_AlphaCutoffEnable]
ZWrite On
Stencil
{
WriteMask[_StencilWriteMaskDepth]
Ref[_StencilRefDepth]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define WRITE_NORMAL_BUFFER
#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
#pragma multi_compile _ WRITE_DECAL_BUFFER WRITE_RENDERING_LAYER
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "MotionVectors"
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity
Stencil
{
WriteMask [_StencilWriteMaskMV]
Ref [_StencilRefMV]
Comp Always
Pass Replace
}
Cull[_CullMode]
AlphaToMask [_AlphaCutoffEnable]
ZWrite On
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define WRITE_NORMAL_BUFFER
#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
#pragma multi_compile _ WRITE_DECAL_BUFFER_AND_RENDERING_LAYER
// We can't name this keyword WRITE_DECAL_BUFFER directly because we want to enable it at a different
// frequency than WRITE_DECAL_BUFFER defined in the DepthForwardOnly pass
#ifdef WRITE_DECAL_BUFFER_AND_RENDERING_LAYER
#define WRITE_DECAL_BUFFER
#endif
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
// AxF shader always render in forward
Pass
{
Name "ForwardOnly"
Tags { "LightMode" = "ForwardOnly" }
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
Blend 1 One OneMinusSrcAlpha // target 1 alpha blend required for VT feedback
// In case of forward we want to have depth equal for opaque mesh
ZTest [_ZTestDepthEqualForOpaque]
ZWrite [_ZWrite]
Cull [_CullModeForward]
ColorMask [_ColorMaskTransparentVelOne] 1
ColorMask [_ColorMaskTransparentVelTwo] 2
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
// Setup DECALS_OFF so the shader stripper can remove variants
#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
// Supported shadow modes per light type
#pragma multi_compile_fragment PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH
#pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH
#pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH
#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
// The light loop (or lighting architecture) is in charge to:
// - Define light list
// - Define the light loop
// - Setup the constant/data
// - Do the reflection hierarchy
// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "RayTracingPrepass"
Tags{ "LightMode" = "RayTracingPrepass" }
Cull[_CullMode]
ZWrite On
ZTest LEqual // If the object have already been render in depth prepass, it will re-render to tag stencil
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_CONSTANT
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFConstantPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassConstant.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "FullScreenDebug"
Tags{ "LightMode" = "FullScreenDebug" }
Cull[_CullMode]
ZWrite Off
ZTest LEqual
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassFullScreenDebug.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
SubShader
{
Tags{ "RenderPipeline"="HDRenderPipeline" }
Pass
{
Name "IndirectDXR"
Tags{ "LightMode" = "IndirectDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 xboxseries ps5
#pragma raytracing surface_shader
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT
// multi compile that allows us to strip the recursive code
#pragma multi_compile _ MULTI_BOUNCE_INDIRECT
// We use the low shadow maps for raytracing
#define SHADOW_LOW
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#define HAS_LIGHTLOOP
#define PATH_TRACING_CLUSTERED_DECALS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFRayTracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl"
ENDHLSL
}
Pass
{
Name "ForwardDXR"
Tags{ "LightMode" = "ForwardDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 xboxseries ps5
#pragma raytracing surface_shader
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#define SHADERPASS SHADERPASS_RAYTRACING_FORWARD
// We use the low shadow maps for raytracing
#define SHADOW_LOW
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#define HAS_LIGHTLOOP
#define PATH_TRACING_CLUSTERED_DECALS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFRayTracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl"
ENDHLSL
}
Pass
{
Name "GBufferDXR"
Tags{ "LightMode" = "GBufferDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 xboxseries ps5
#pragma raytracing surface_shader
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ MINIMAL_GBUFFER
#pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl"
#define PATH_TRACING_CLUSTERED_DECALS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFRayTracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "VisibilityDXR"
Tags{ "LightMode" = "VisibilityDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 xboxseries ps5
#pragma raytracing surface_shader
#define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY
#pragma multi_compile _ TRANSPARENT_COLOR_SHADOW
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl"
ENDHLSL
}
Pass
{
Name "DebugDXR"
Tags{ "LightMode" = "DebugDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 xboxseries ps5
#pragma raytracing surface_shader
#define SHADERPASS SHADERPASS_RAYTRACING_DEBUG
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingDebug.hlsl"
ENDHLSL
}
Pass
{
Name "PathTracingDXR"
Tags{ "LightMode" = "PathTracingDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 xboxseries ps5
#pragma raytracing surface_shader
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ SENSORSDK_OVERRIDE_REFLECTANCE
#ifdef SENSORSDK_OVERRIDE_REFLECTANCE
#define SENSORSDK_ENABLE_LIDAR
#endif
#define SHADERPASS SHADERPASS_PATH_TRACING
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
// This is just because it needs to be defined, shadow maps are not used.
#define SHADOW_LOW
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#define HAS_LIGHTLOOP
#define PATH_TRACING_CLUSTERED_DECALS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingLightCluster.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFPathTracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl"
ENDHLSL
}
}
FallBack "Hidden/HDRP/FallbackError"
CustomEditor "Rendering.HighDefinition.AxFGUI"
}