Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -0,0 +1,322 @@
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Shader "XWorld/XTerrain"
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{
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Properties
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{
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// 四层颜色贴图
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_LayerTex0 ("Layer 0 (R)", 2D) = "white" {}
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_LayerTex1 ("Layer 1 (G)", 2D) = "white" {}
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_LayerTex2 ("Layer 2 (B)", 2D) = "white" {}
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_LayerTex3 ("Layer 3 (A)", 2D) = "white" {}
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// 混合贴图(RGBA 分别对应四层权重)
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_Control ("Control (RGBA)", 2D) = "white" {}
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_Tiling ("Tiling", Float) = 20
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_BumpScale("BumpScale", Range(0.0, 10)) = 5
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_Roughness("Roughness", Range(0.0, 2.0)) = 0.3
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_Metallic("Metallic", Range(0.0, 2.0)) = 0.3
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_AO("AO", Range(0.0, 3.0)) = 1.0
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//_EmissiveIntensity("EmissiveIntensity", Range(0.0, 2.0)) = 0.3
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}
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SubShader
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{
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
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// material work with both Universal Render Pipeline and Builtin Unity Pipeline
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Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" }
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Pass
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{
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// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Universal Render Pipeline
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Name "ForwardLit"
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Tags{ "LightMode" = "UniversalForward" }
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ZWrite on
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard SRP library
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// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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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 _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ _MIXTEX_ON
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#pragma multi_compile_fragment _ _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 vertex vert
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#pragma fragment frag
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#include "XTerrain_Base.hlsl"
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// 声明纹理和采样器
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struct AttData
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{
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float3 normal;
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float ao;//获得夹角越狭窄越强
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float roughness;//周围高度差越多,越粗糙;颜色越相同越低;
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float metallic;//使用平均亮度值
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};
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float3 _LightDirection;
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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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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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// normalWS and tangentWS already normalize.
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// this is required to avoid skewing the direction during interpolation
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// also required for per-vertex lighting and SH evaluation
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
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half fogFactor = 0;
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#if !defined(_FOG_FRAGMENT)
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fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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output.uv = TRANSFORM_TEX(input.texcoord, _LayerTex0);
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// already normalized from normal transform to WS.
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// half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
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// output.normalWS = half4(normalInput.normalWS, viewDirWS.x);//normalInput.normalWS;//
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//#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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// real sign = input.tangentOS.w * GetOddNegativeScale();
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// half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
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//#endif
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//#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
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// output.tangentWS = tangentWS;
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//#endif
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half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
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output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
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output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
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output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
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output.viewDirTS = viewDirTS;
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#endif
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OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
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#ifdef DYNAMICLIGHTMAP_ON
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output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#else
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output.fogFactor = fogFactor;
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#endif
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output.positionWS = vertexInput.positionWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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output.positionCS = vertexInput.positionCS;
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return output;
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}
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//生成灰度图(高度)
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float GetGrayColor(half3 color)
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{
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//return color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
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//return color.r * 0.3 + color.g * 0.59 + color.b * 0.11;
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return 0.299f * color.r + 0.587f * color.g + 0.114f * color.b;
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}
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//生成法线 ao 粗糙度,金属度
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AttData GetNormalByGray(float2 uv, half4 col4)
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{
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AttData ad;
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half bumpscale = _BumpScale * _LayerTex0_TexelSize.x;
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float2 deltaU = float2(_LayerTex0_TexelSize.x, 0);
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float h0 = GetGrayColor(col4.xyz);
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float h1_u = GetGrayColor(SAMPLE_TEXTURE2D(_LayerTex0, sampler_LayerTex0, uv - deltaU).rgb);
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float h2_u = GetGrayColor(SAMPLE_TEXTURE2D(_LayerTex0, sampler_LayerTex0, uv + deltaU).rgb);
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//float3 tangent_u = float3(deltaU.x, 0, (h2_u - h0) * bumpscale);
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float3 tangent_u = float3(deltaU.x, 0, (h2_u - h1_u) * bumpscale);
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float2 deltaV = float2(0, _LayerTex0_TexelSize.y);
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float h1_v = GetGrayColor(SAMPLE_TEXTURE2D(_LayerTex0, sampler_LayerTex0, uv - deltaV).rgb);
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float h2_v = GetGrayColor(SAMPLE_TEXTURE2D(_LayerTex0, sampler_LayerTex0, uv + deltaV).rgb);
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//float3 tangent_v = float3(0, deltaV.y, (h2_v - h0) * bumpscale);
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float3 tangent_v = float3(0, deltaV.y, (h2_v - h1_v) * bumpscale);
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//算ao. 两个向量夹角《
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float ao;// = 0;
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//ad.ao = 0;
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ad.normal = normalize(cross(tangent_v, tangent_u));
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ad.normal.z *= -1;
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float3 vVA = float3(0, deltaV.y, (h2_v - h0) * bumpscale);
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float3 vVB = float3(0, deltaV.y, (h1_v - h0) * bumpscale);
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float3 VecV = cross(vVA, vVB);
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//if (VecV.y > 0)
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{//锐角,判断根据锐角度得到夹角深度
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ao = saturate(acos(dot(normalize(vVA), normalize(vVB))));
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}
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float3 vUA = float3(deltaU.x, 0, (h2_u - h0) * bumpscale);
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float3 vUB = float3(deltaU.x, 0, (h1_u - h0) * bumpscale);
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float3 VecU = cross(vUA, vUB);
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//if (VecU.y > 0)
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{//锐角,判断根据锐角度得到夹角深度
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ad.ao = saturate(acos(dot(normalize(vUA), normalize(vUB))));
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}
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ad.ao = saturate(1.0f - max(ao, ad.ao) * _AO);
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//
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//粗糙度
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ad.roughness = saturate((abs(h1_u - h0) + abs(h2_u - h0) + abs(h1_v - h0) + abs(h2_v - h0)) + _Roughness);
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//金属度
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ad.metallic = saturate((h0 + h1_u + h2_u + h1_v + h2_v) / 5 * _Metallic);
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return ad;
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}
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half4 frag(Varyings input) : SV_Target
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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(_PARALLAXMAP)
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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half3 viewDirTS = input.viewDirTS;
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#else
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
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half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, viewDirWS);
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#endif
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ApplyPerPixelDisplacement(viewDirTS, input.uv);
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#endif
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// 采样混合权重
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half4 splat_control = SAMPLE_TEXTURE2D(_Control, sampler_Control, input.uv);
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// 各层颜色采样,使用同一套 UV 并乘以 Tiling
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float2 uv = input.uv * _Tiling;
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half4 col0 = SAMPLE_TEXTURE2D(_LayerTex0, sampler_LayerTex0, uv);
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half4 col1 = SAMPLE_TEXTURE2D(_LayerTex1, sampler_LayerTex1, uv);
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half4 col2 = SAMPLE_TEXTURE2D(_LayerTex2, sampler_LayerTex2, uv);
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half4 col3 = SAMPLE_TEXTURE2D(_LayerTex3, sampler_LayerTex3, uv);
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// 按权重混合
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float total = splat_control.r + splat_control.g + splat_control.b + splat_control.a ;
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float a = 1 - max(max(splat_control.r, splat_control.g), splat_control.b);
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half4 col = col0 * splat_control.r / total
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+ col1 * splat_control.g / total
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+ col2 * splat_control.b / total
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+ col3 * splat_control.a / total ;
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//得到法线
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AttData ad = GetNormalByGray(uv, col);
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half3 normalWS = TransformTangentToWorld(ad.normal,
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half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
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SurfaceData surfaceData;
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surfaceData.specular = half3(0.0, 0.0, 0.0);
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surfaceData.albedo = col.rgb;
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surfaceData.metallic = ad.metallic;
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surfaceData.smoothness = 1.0 - ad.roughness; // 新版URP中smoothness直接控制高光
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surfaceData.alpha = col.a;
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surfaceData.normalTS = ad.normal;//input.tangentWS;//
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//surfaceData.specular = 0;
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surfaceData.emission = half3(0.0, 0.0, 0.0);
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surfaceData.occlusion = ad.ao;
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surfaceData.clearCoatMask = half(0.0);
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surfaceData.clearCoatSmoothness = half(0.0);
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InputData inputData;
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input.normalWS.rgb = normalWS;//法线需要传入
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InitializeInputData(input, surfaceData.normalTS, inputData);
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half4 color = UniversalFragmentPBR(inputData, surfaceData);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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//color.rgb = ad.ao;//ad.normal;
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return color;
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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 "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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ZTest LEqual
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Cull[_Cull]
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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#include "XTex_Base.hlsl"
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float3 _LightDirection;
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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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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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float4 positionCS = TransformWorldToHClip(positionWS);
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#if UNITY_REVERSED_Z
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positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#else
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positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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output.positionCS = positionCS;
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output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
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return output;
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}
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half4 frag(Varyings input) : SV_TARGET
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{
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return SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
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//return 0;
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}
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ENDHLSL
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}
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//UsePass "Universal Render Pipeline/Lit/ShadowCaster"
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}
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FallBack Off
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}
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: c62f5ca63149bac4c8bcb39cf97084a2
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,167 @@
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#ifndef XTERRAIN_LIT_BASE
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#define XTERRAIN_LIT_BASE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _LayerTex0_ST;
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float4 _LayerTex1_ST;
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float4 _LayerTex2_ST;
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float4 _LayerTex3_ST;
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//half4 _BaseColor;
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float _Tiling;
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half _BumpScale;
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half _Roughness;
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half _Metallic;
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half _AO;
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half _EmissiveIntensity;
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half _useCustomGI;
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half3 _CustomGIColor;
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float4 _LayerTex0_TexelSize;
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CBUFFER_END
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||||
half _XRuntimeAmbientEnabled;
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||||
half4 _XRuntimeAmbientSky;
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half4 _XRuntimeAmbientEquator;
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half4 _XRuntimeAmbientGround;
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//TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_LayerTex0);
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SAMPLER(sampler_LayerTex0);
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TEXTURE2D(_LayerTex1);
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SAMPLER(sampler_LayerTex1);
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TEXTURE2D(_LayerTex2);
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SAMPLER(sampler_LayerTex2);
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TEXTURE2D(_LayerTex3);
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SAMPLER(sampler_LayerTex3);
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TEXTURE2D(_Control);
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SAMPLER(sampler_Control);
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||||
// 声明变量
|
||||
|
||||
|
||||
struct Attributes
|
||||
{
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||||
float4 positionOS : POSITION;
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||||
half4 color : COLOR;
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||||
float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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||||
float2 texcoord : TEXCOORD0;
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float2 staticLightmapUV : TEXCOORD1;
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||||
#ifdef DYNAMICLIGHTMAP_ON
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float2 dynamicLightmapUV : TEXCOORD2;
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||||
#endif
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||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
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||||
{
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||||
float2 uv : TEXCOORD0;
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||||
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
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||||
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||||
float3 positionWS : TEXCOORD2;
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||||
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||||
half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
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half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
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||||
half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
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||||
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
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||||
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
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||||
#else
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||||
half fogFactor : TEXCOORD6;
|
||||
#endif
|
||||
half4 lightDir : TEXCOORD8;
|
||||
half4 viewDir : TEXCOORD9;
|
||||
|
||||
#ifdef DYNAMICLIGHTMAP_ON
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||||
float2 dynamicLightmapUV : TEXCOORD7;
|
||||
#endif
|
||||
|
||||
|
||||
float4 positionCS : SV_POSITION;
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord : TEXCOORD10;
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
half3 SampleXRuntimeAmbient(half3 normalWS)
|
||||
{
|
||||
half y = normalize(normalWS).y;
|
||||
half useGlobal = step(0.5h, _XRuntimeAmbientEnabled);
|
||||
half3 sky = lerp(half3(1.353h, 1.452h, 1.568h), _XRuntimeAmbientSky.rgb, useGlobal);
|
||||
half3 equator = lerp(half3(1.023h, 1.122h, 1.254h), _XRuntimeAmbientEquator.rgb, useGlobal);
|
||||
half3 ground = lerp(half3(0.561h, 0.528h, 0.462h), _XRuntimeAmbientGround.rgb, useGlobal);
|
||||
half3 upper = lerp(equator, sky, saturate(y));
|
||||
half3 lower = lerp(equator, ground, saturate(-y));
|
||||
return lerp(lower, upper, step(0.0h, y));
|
||||
}
|
||||
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
|
||||
{
|
||||
inputData = (InputData)0;
|
||||
|
||||
inputData.positionWS = input.positionWS;
|
||||
|
||||
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
||||
#if defined(_NORMALMAP) || defined(_DETAIL)
|
||||
float sgn = input.tangentWS.w; // should be either +1 or -1
|
||||
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
|
||||
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
inputData.tangentToWorld = tangentToWorld;
|
||||
#endif
|
||||
inputData.normalWS = TransformTangentToWorld(normalTS, tangentToWorld);
|
||||
#else
|
||||
inputData.normalWS = input.normalWS.xyz;
|
||||
#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
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
||||
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||||
#else
|
||||
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor);
|
||||
#endif
|
||||
|
||||
#if defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
#elif defined(LIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
#else
|
||||
inputData.bakedGI = SampleSH(inputData.normalWS);
|
||||
#endif
|
||||
inputData.bakedGI = SampleXRuntimeAmbient(inputData.normalWS);
|
||||
|
||||
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||||
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
#if defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.dynamicLightmapUV = input.dynamicLightmapUV;
|
||||
#endif
|
||||
#if defined(LIGHTMAP_ON)
|
||||
inputData.staticLightmapUV = input.staticLightmapUV;
|
||||
#else
|
||||
inputData.vertexSH = input.vertexSH;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3538332e45c8b1a4f9d4964380ddc6a9
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,322 @@
|
||||
Shader "Test/XTex"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
||||
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
|
||||
[MainTexture] _MainTex("Albedo", 2D) = "white" {}
|
||||
|
||||
[Toggle(_MIXTEX_ON)] _UseMixTex("Use Mix Map", Float) = 0
|
||||
[MixTexture] _MixTex("MixTex", 2D) = "white" {}
|
||||
|
||||
_BumpScale("BumpScale", Range(0.0, 10)) = 5
|
||||
_Roughness("Roughness", Range(0.0, 2.0)) = 0.4
|
||||
_Metallic("Metallic", Range(0.0, 2.0)) = 0.3
|
||||
_AO("AO", Range(0.0, 3.0)) = 1.0
|
||||
_EmissiveIntensity("EmissiveIntensity", Range(0.0, 2.0)) = 0.3
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
|
||||
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
|
||||
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
|
||||
Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" }
|
||||
Pass
|
||||
{
|
||||
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
||||
// no LightMode tag are also rendered by Universal Render Pipeline
|
||||
Name "ForwardLit"
|
||||
Tags{ "LightMode" = "UniversalForward" }
|
||||
|
||||
ZWrite on
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard SRP library
|
||||
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile _ _MIXTEX_ON
|
||||
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "XTex_Base.hlsl"
|
||||
|
||||
struct AttData
|
||||
{
|
||||
float3 normal;
|
||||
float ao;//获得夹角越狭窄越强
|
||||
float roughness;//周围高度差越多,越粗糙;颜色越相同越低;
|
||||
float metallic;//使用平均亮度值
|
||||
};
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
|
||||
|
||||
// normalWS and tangentWS already normalize.
|
||||
// this is required to avoid skewing the direction during interpolation
|
||||
// also required for per-vertex lighting and SH evaluation
|
||||
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
|
||||
|
||||
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
|
||||
|
||||
half fogFactor = 0;
|
||||
#if !defined(_FOG_FRAGMENT)
|
||||
fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
|
||||
#endif
|
||||
|
||||
|
||||
// already normalized from normal transform to WS.
|
||||
// half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
|
||||
// output.normalWS = half4(normalInput.normalWS, viewDirWS.x);//normalInput.normalWS;//
|
||||
//#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||||
// real sign = input.tangentOS.w * GetOddNegativeScale();
|
||||
// half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
|
||||
//#endif
|
||||
//#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
|
||||
// output.tangentWS = tangentWS;
|
||||
//#endif
|
||||
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
|
||||
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
|
||||
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
|
||||
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
|
||||
|
||||
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||||
|
||||
half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
|
||||
output.viewDirTS = viewDirTS;
|
||||
#endif
|
||||
|
||||
OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||||
#endif
|
||||
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
||||
#else
|
||||
output.fogFactor = fogFactor;
|
||||
#endif
|
||||
|
||||
output.positionWS = vertexInput.positionWS;
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
output.shadowCoord = GetShadowCoord(vertexInput);
|
||||
#endif
|
||||
|
||||
output.positionCS = vertexInput.positionCS;
|
||||
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
|
||||
|
||||
return output;
|
||||
}
|
||||
//生成灰度图(高度)
|
||||
float GetGrayColor(half3 color)
|
||||
{
|
||||
//return color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
|
||||
//return color.r * 0.3 + color.g * 0.59 + color.b * 0.11;
|
||||
return 0.299f * color.r + 0.587f * color.g + 0.114f * color.b;
|
||||
}
|
||||
//生成法线 ao 粗糙度,金属度
|
||||
AttData GetNormalByGray(float2 uv, half4 col4)
|
||||
{
|
||||
AttData ad;
|
||||
half bumpscale = _BumpScale * _MainTex_TexelSize.x;
|
||||
float2 deltaU = float2(_MainTex_TexelSize.x, 0);
|
||||
float h0 = GetGrayColor(col4.xyz);
|
||||
float h1_u = GetGrayColor(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv - deltaU).rgb);
|
||||
float h2_u = GetGrayColor(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + deltaU).rgb);
|
||||
//float3 tangent_u = float3(deltaU.x, 0, (h2_u - h0) * bumpscale);
|
||||
float3 tangent_u = float3(deltaU.x, 0, (h2_u - h1_u) * bumpscale);
|
||||
|
||||
float2 deltaV = float2(0, _MainTex_TexelSize.y);
|
||||
float h1_v = GetGrayColor(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv - deltaV).rgb);
|
||||
float h2_v = GetGrayColor(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + deltaV).rgb);
|
||||
//float3 tangent_v = float3(0, deltaV.y, (h2_v - h0) * bumpscale);
|
||||
float3 tangent_v = float3(0, deltaV.y, (h2_v - h1_v) * bumpscale);
|
||||
|
||||
//算ao. 两个向量夹角《
|
||||
float ao;// = 0;
|
||||
//ad.ao = 0;
|
||||
ad.normal = normalize(cross(tangent_v, tangent_u));
|
||||
ad.normal.z *= -1;
|
||||
float3 vVA = float3(0, deltaV.y, (h2_v - h0) * bumpscale);
|
||||
float3 vVB = float3(0, deltaV.y, (h1_v - h0) * bumpscale);
|
||||
float3 VecV = cross(vVA, vVB);
|
||||
//if (VecV.y > 0)
|
||||
{//锐角,判断根据锐角度得到夹角深度
|
||||
ao = saturate(acos(dot(normalize(vVA), normalize(vVB))));
|
||||
}
|
||||
float3 vUA = float3(deltaU.x, 0, (h2_u - h0) * bumpscale);
|
||||
float3 vUB = float3(deltaU.x, 0, (h1_u - h0) * bumpscale);
|
||||
float3 VecU = cross(vUA, vUB);
|
||||
//if (VecU.y > 0)
|
||||
{//锐角,判断根据锐角度得到夹角深度
|
||||
ad.ao = saturate(acos(dot(normalize(vUA), normalize(vUB))));
|
||||
}
|
||||
ad.ao = saturate(1.0f - max(ao, ad.ao) * _AO);
|
||||
//
|
||||
//粗糙度
|
||||
ad.roughness = saturate((abs(h1_u - h0) + abs(h2_u - h0) + abs(h1_v - h0) + abs(h2_v - h0)) + _Roughness);
|
||||
//金属度
|
||||
ad.metallic = saturate((h0 + h1_u + h2_u + h1_v + h2_v) / 5 * _Metallic);
|
||||
return ad;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
#if defined(_PARALLAXMAP)
|
||||
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||||
half3 viewDirTS = input.viewDirTS;
|
||||
#else
|
||||
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
||||
half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, viewDirWS);
|
||||
#endif
|
||||
ApplyPerPixelDisplacement(viewDirTS, input.uv);
|
||||
#endif
|
||||
|
||||
SurfaceData surfaceData;
|
||||
//InitializeStandardLitSurfaceData(input.uv, surfaceData);
|
||||
half4 albedoAlpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
|
||||
half3 albedo = albedoAlpha.rgb * _BaseColor.rgb;
|
||||
//Light mainLight = GetMainLight();
|
||||
#ifdef _MIXTEX_ON
|
||||
half4 mixTex = SAMPLE_TEXTURE2D(_MixTex, sampler_MixTex, input.uv);
|
||||
AttData ad;// = GetNormalByGray(input.uv, albedoAlpha);;
|
||||
ad.normal.rgb = DecodeSphereMap(mixTex.rg);
|
||||
ad.ao = saturate(1.0 - (1.0 - mixTex.a) * _AO);
|
||||
ad.roughness = mixTex.a * _Roughness;
|
||||
ad.metallic = mixTex.b * _Metallic;
|
||||
#else
|
||||
//得到法线
|
||||
AttData ad = GetNormalByGray(input.uv, albedoAlpha);
|
||||
//half gray = GetGrayColor(albedoAlpha.xyz);
|
||||
//ad.normal.rgb = half3(gray,gray,gray);
|
||||
#endif
|
||||
|
||||
//half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
|
||||
half3 normalWS = TransformTangentToWorld(ad.normal,
|
||||
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
|
||||
|
||||
surfaceData.specular = half3(0.0, 0.0, 0.0);
|
||||
|
||||
surfaceData.albedo = albedo;
|
||||
surfaceData.metallic = ad.metallic;
|
||||
surfaceData.smoothness = 1.0 - ad.roughness; // 新版URP中smoothness直接控制高光
|
||||
surfaceData.alpha = albedoAlpha.a;
|
||||
surfaceData.normalTS = ad.normal;//input.tangentWS;//
|
||||
//surfaceData.specular = 0;
|
||||
surfaceData.emission = half3(0.0, 0.0, 0.0);
|
||||
surfaceData.occlusion = ad.ao;
|
||||
surfaceData.clearCoatMask = half(0.0);
|
||||
surfaceData.clearCoatSmoothness = half(0.0);
|
||||
|
||||
InputData inputData;
|
||||
input.normalWS.rgb = normalWS;//ad.normal;//法线需要传入
|
||||
InitializeInputData(input, surfaceData.normalTS, inputData);
|
||||
|
||||
|
||||
//SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
|
||||
|
||||
//#ifdef _DBUFFER
|
||||
// ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
||||
//#endif
|
||||
|
||||
half4 color = UniversalFragmentPBR(inputData, surfaceData);
|
||||
|
||||
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
||||
//color.a = OutputAlpha(color.a, _Surface);
|
||||
|
||||
//color.rgb = input.tangentWS;//normalWS;//surfaceData.normalTS;//
|
||||
return color;
|
||||
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{ "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull[_Cull]
|
||||
|
||||
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_local_fragment _ALPHATEST_ON
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "XTex_Base.hlsl"
|
||||
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
||||
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
||||
|
||||
float4 positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
#if UNITY_REVERSED_Z
|
||||
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#else
|
||||
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#endif
|
||||
|
||||
output.positionCS = positionCS;
|
||||
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_TARGET
|
||||
{
|
||||
return SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
|
||||
//return 0;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
//UsePass "Universal Render Pipeline/Lit/ShadowCaster"
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 32be331071e4bc34895b26703115c3e6
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,169 @@
|
||||
#ifndef XTEX_LIT_BASE
|
||||
#define XTEX_LIT_BASE
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
half4 _BaseColor;
|
||||
half _BumpScale;
|
||||
half _Roughness;
|
||||
half _Metallic;
|
||||
half _AO;
|
||||
half _EmissiveIntensity;
|
||||
half _useCustomGI;
|
||||
half3 _CustomGIColor;
|
||||
float4 _MainTex_TexelSize;
|
||||
#ifdef _MIXTEX_ON
|
||||
float4 _MixTex_ST;
|
||||
#endif
|
||||
CBUFFER_END
|
||||
half _XRuntimeAmbientEnabled;
|
||||
half4 _XRuntimeAmbientSky;
|
||||
half4 _XRuntimeAmbientEquator;
|
||||
half4 _XRuntimeAmbientGround;
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
#ifdef _MIXTEX_ON
|
||||
TEXTURE2D(_MixTex); SAMPLER(sampler_MixTex);
|
||||
#endif
|
||||
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
half4 color : COLOR;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 staticLightmapUV : TEXCOORD1;
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
float2 dynamicLightmapUV : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
|
||||
|
||||
float3 positionWS : TEXCOORD2;
|
||||
|
||||
half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
|
||||
half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
|
||||
half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
|
||||
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
|
||||
#else
|
||||
half fogFactor : TEXCOORD6;
|
||||
#endif
|
||||
|
||||
half4 lightDir : TEXCOORD8;
|
||||
half4 viewDir : TEXCOORD9;
|
||||
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
float2 dynamicLightmapUV : TEXCOORD7;
|
||||
#endif
|
||||
|
||||
float4 positionCS : SV_POSITION;
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord : TEXCOORD10;
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
real3 SafeNormalize_Half3(real3 inVec)
|
||||
{
|
||||
real dp3 = max(REAL_MIN, dot(inVec, inVec));
|
||||
return inVec * rsqrt(dp3);
|
||||
}
|
||||
|
||||
float3 DecodeSphereMap(float2 encoded)
|
||||
{
|
||||
float4 nn = float4(encoded, 1, -1);
|
||||
float l = dot(nn.xyz, -nn.xyw);
|
||||
nn.z = l;
|
||||
nn.xy *= sqrt(l);
|
||||
return nn.xyz * 2 + float3(0, 0, -1);
|
||||
}
|
||||
|
||||
half3 SampleXRuntimeAmbient(half3 normalWS)
|
||||
{
|
||||
half y = normalize(normalWS).y;
|
||||
half useGlobal = step(0.5h, _XRuntimeAmbientEnabled);
|
||||
half3 sky = lerp(half3(1.353h, 1.452h, 1.568h), _XRuntimeAmbientSky.rgb, useGlobal);
|
||||
half3 equator = lerp(half3(1.023h, 1.122h, 1.254h), _XRuntimeAmbientEquator.rgb, useGlobal);
|
||||
half3 ground = lerp(half3(0.561h, 0.528h, 0.462h), _XRuntimeAmbientGround.rgb, useGlobal);
|
||||
half3 upper = lerp(equator, sky, saturate(y));
|
||||
half3 lower = lerp(equator, ground, saturate(-y));
|
||||
return lerp(lower, upper, step(0.0h, y));
|
||||
}
|
||||
|
||||
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
|
||||
{
|
||||
inputData = (InputData)0;
|
||||
|
||||
inputData.positionWS = input.positionWS;
|
||||
|
||||
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
||||
#if defined(_NORMALMAP) || defined(_DETAIL)
|
||||
float sgn = input.tangentWS.w; // should be either +1 or -1
|
||||
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
|
||||
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
inputData.tangentToWorld = tangentToWorld;
|
||||
#endif
|
||||
inputData.normalWS = TransformTangentToWorld(normalTS, tangentToWorld);
|
||||
#else
|
||||
inputData.normalWS = input.normalWS.xyz;
|
||||
#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
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
||||
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||||
#else
|
||||
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor);
|
||||
#endif
|
||||
|
||||
#if defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
#elif defined(LIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
#else
|
||||
inputData.bakedGI = SampleSH(inputData.normalWS);
|
||||
#endif
|
||||
inputData.bakedGI = SampleXRuntimeAmbient(inputData.normalWS);
|
||||
|
||||
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||||
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
#if defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.dynamicLightmapUV = input.dynamicLightmapUV;
|
||||
#endif
|
||||
#if defined(LIGHTMAP_ON)
|
||||
inputData.staticLightmapUV = input.staticLightmapUV;
|
||||
#else
|
||||
inputData.vertexSH = input.vertexSH;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a68f172b57b5e5e4f8842cd5a63f22a3
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user