forked from BilalY/Rasagar
131 lines
6.2 KiB
Plaintext
131 lines
6.2 KiB
Plaintext
Pass
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{
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$splice(PassName)
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Tags
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{
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$splice(LightMode)
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}
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// Debug
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$splice(Debug)
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// --------------------------------------------------
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// Pass
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Lighting Off
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Blend One Zero
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/CustomRenderTexture/CustomTexture.hlsl"
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#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/CustomRenderTexture/CustomTextureGraph.hlsl"
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#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
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#pragma vertex CustomRenderTextureVertexShader
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#pragma fragment frag
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#pragma target 3.0
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// Pragmas
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$splice(PassPragmas)
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// Keywords
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$splice(PassKeywords)
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$splice(GraphKeywords)
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struct SurfaceDescriptionInputs
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{
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// update input values
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float4 uv0;
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float4 uv1;
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uint primitiveID;
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float3 direction;
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// ShaderGraph accessors:
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float3 WorldSpaceViewDirection;
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float3 ObjectSpaceViewDirection;
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float3 ObjectSpacePosition;
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float3 TimeParameters;
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float3 WorldSpaceNormal;
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float3 ObjectSpaceNormal;
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float2 NDCPosition;
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float4 ScreenPosition;
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};
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SurfaceDescriptionInputs ConvertV2FToSurfaceInputs( v2f_customrendertexture IN )
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{
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SurfaceDescriptionInputs o;
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o.uv0 = float4(IN.localTexcoord, 0);
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o.uv1 = float4(IN.globalTexcoord, 0);
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o.primitiveID = IN.primitiveID;
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o.direction = normalize(IN.direction);
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// other space of view direction are not supported
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$SurfaceDescriptionInputs.WorldSpaceViewDirection: o.WorldSpaceViewDirection = o.direction;
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$SurfaceDescriptionInputs.ObjectSpaceViewDirection: o.ObjectSpaceViewDirection = o.direction;
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$SurfaceDescriptionInputs.ObjectSpacePosition: o.ObjectSpacePosition = o.direction;
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$SurfaceDescriptionInputs.TimeParameters: o.TimeParameters = float3(_Time.y, _SinTime.x, _CosTime.y);
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$SurfaceDescriptionInputs.WorldSpaceNormal: o.WorldSpaceNormal = o.direction;
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$SurfaceDescriptionInputs.ObjectSpaceNormal o.ObjectSpaceNormal = o.direction;
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$SurfaceDescriptionInputs.NDCPosition: o.NDCPosition = o.uv0.xy;
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$SurfaceDescriptionInputs.ScreenPosition: o.ScreenPosition = float4(o.uv0.xy, 0, 1);
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// Unsupported properties:
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$SurfaceDescriptionInputs.WorldSpaceBiTangent: #error 'WorldSpaceBiTangent' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.ViewSpaceNormal: #error 'ViewSpaceNormal' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.TangentSpaceNormal: #error 'TangentSpaceNormal' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.WorldSpaceTangent: #error 'WorldSpaceTangent' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.WorldSpaceBiTangent: #error 'WorldSpaceBiTangent' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.ObjectSpaceTangent: #error 'ObjectSpaceTangent' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.ViewSpaceTangent: #error 'ViewSpaceTangent' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.TangentSpaceTangent: #error 'TangentSpaceTangent' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.ObjectSpaceBiTangent: #error 'ObjectSpaceBiTangent' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.ViewSpaceBiTangent: #error 'ViewSpaceBiTangent' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.TangentSpaceBiTangent: #error 'TangentSpaceBiTangent' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.ViewSpaceViewDirection: #error 'ViewSpaceViewDirection' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.TangentSpaceViewDirection: #error 'TangentSpaceViewDirection' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.ViewSpacePosition: #error ViewSpacePosition'' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.TangentSpacePosition: #error 'TangentSpacePosition' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.WorldSpacePositionPredisplacement: #error 'WorldSpacePositionPredisplacement' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.ObjectSpacePositionPredisplacement: #error 'ObjectSpacePositionPredisplacement' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.ViewSpacePositionPredisplacement: #error 'ViewSpacePositionPredisplacement' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.TangentSpacePositionPredisplacement: #error 'TangentSpacePositionPredisplacement' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement: #error 'AbsoluteWorldSpacePositionPredisplacement' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.uv2: #error 'uv2' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.uv3: #error 'uv3' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.VertexColor: #error 'VertexColor' is not available in Custom Render Textures.
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// We can't fake the positions because we can't differentiate Cube and 2D custom render textures
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$SurfaceDescriptionInputs.WorldSpacePosition: #error 'WorldSpacePosition' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.ObjectSpacePosition: #error 'ObjectSpacePosition' is not available in Custom Render Textures.
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$SurfaceDescriptionInputs.AbsoluteWorldSpacePosition: #error 'AbsoluteWorldSpacePosition' is not available in Custom Render Textures.
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return o;
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}
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// --------------------------------------------------
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// Graph
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// Graph Properties
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$splice(GraphProperties)
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// Graph Includes
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$splice(GraphIncludes)
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// Graph Functions
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$splice(GraphFunctions)
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// Graph Pixel
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$splice(GraphPixel)
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float4 frag(v2f_customrendertexture IN) : SV_Target
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{
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SurfaceDescriptionInputs surfaceInput = ConvertV2FToSurfaceInputs(IN);
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SurfaceDescription surface = SurfaceDescriptionFunction(surfaceInput);
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return float4(surface.BaseColor, surface.Alpha);
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}
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ENDHLSL
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}
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