Add XPbr shader: base map (RGB albedo + A alpha/AO) + mix map (RG normal, B metallic, A roughness)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
452e212d92
commit
c29c6f5bac
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Shader "Test/XPbr"
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{
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Properties
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{
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[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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[MainTexture] _MainTex("Base (RGB:Albedo A:Alpha/AO)", 2D) = "white" {}
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_MixTex("Mix (RG:Normal B:Metallic A:Roughness)", 2D) = "white" {}
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// 勾选:A 通道当透明(AlphaTest 裁剪);不勾选:A 通道当 AO
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[Toggle(_ALPHATEST_ON)] _AlphaTest("Alpha As Transparency (Clip)", Float) = 0
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Metallic("Metallic", Range(0.0, 2.0)) = 1.0
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_Roughness("Roughness", Range(0.0, 2.0)) = 1.0
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_AO("AO", Range(0.0, 1.0)) = 1.0
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" }
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Pass
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{
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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_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 shader_feature_local_fragment _ALPHATEST_ON
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#pragma vertex vert
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#pragma fragment frag
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#include "XPbr_Base.hlsl"
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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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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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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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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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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// 基础贴图:rgb 漫反射,a 透明或 AO(由 _ALPHATEST_ON 决定语义)
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half4 albedoAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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// 混合贴图:rg 压缩法线,b 金属度,a 粗糙度
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half4 mixTex = SAMPLE_TEXTURE2D(_MixTex, sampler_MixTex, input.uv);
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#if defined(_ALPHATEST_ON)
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clip(albedoAlpha.a - _Cutoff);
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half occlusion = 1.0;
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half alpha = albedoAlpha.a;
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#else
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half occlusion = lerp(1.0, albedoAlpha.a, _AO);
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half alpha = 1.0;
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#endif
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half3 normalTS = DecodeSphereMap(mixTex.rg);
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half3 normalWS = TransformTangentToWorld(normalTS,
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half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
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SurfaceData surfaceData = (SurfaceData)0;
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surfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
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surfaceData.metallic = saturate(mixTex.b * _Metallic);
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surfaceData.smoothness = 1.0 - saturate(mixTex.a * _Roughness);
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surfaceData.alpha = alpha;
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surfaceData.normalTS = normalTS;
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surfaceData.specular = half3(0.0, 0.0, 0.0);
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surfaceData.emission = half3(0.0, 0.0, 0.0);
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surfaceData.occlusion = occlusion;
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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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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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ColorMask 0
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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 "XPbr_Base.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.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(ApplyShadowBias(positionWS, normalWS, _LightDirection));
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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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#if defined(_ALPHATEST_ON)
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half alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a;
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clip(alpha - _Cutoff);
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#endif
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return 0;
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}
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ENDHLSL
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}
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}
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FallBack Off
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}
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fileFormatVersion: 2
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guid: cab897163f45445fa34263d6670bfc9e
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ShaderImporter:
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externalObjects: {}
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defaultTextures:
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- _MainTex: {instanceID: 0}
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- _MixTex: {instanceID: 0}
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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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#ifndef XPBR_LIT_BASE
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#define XPBR_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 _MainTex_ST;
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half4 _BaseColor;
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half _Cutoff;
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half _Metallic;
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half _Roughness;
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half _AO;
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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(_MixTex); SAMPLER(sampler_MixTex);
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struct Attributes
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{
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float4 positionOS : POSITION;
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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
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};
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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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float3 positionWS : TEXCOORD2;
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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;
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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float2 dynamicLightmapUV : TEXCOORD7;
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#endif
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float4 positionCS : SV_POSITION;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD8;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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//解码 RG 两通道球面映射压缩法线(与 XTex 的 MixTex 资源格式一致)
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float3 DecodeSphereMap(float2 encoded)
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{
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float4 nn = float4(encoded, 1, -1);
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float l = dot(nn.xyz, -nn.xyw);
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nn.z = l;
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nn.xy *= sqrt(l);
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return nn.xyz * 2 + float3(0, 0, -1);
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}
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half3 SampleXRuntimeAmbient(half3 normalWS)
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{
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half y = normalize(normalWS).y;
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half useGlobal = step(0.5h, _XRuntimeAmbientEnabled);
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half3 sky = lerp(half3(1.353h, 1.452h, 1.568h), _XRuntimeAmbientSky.rgb, useGlobal);
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half3 equator = lerp(half3(1.023h, 1.122h, 1.254h), _XRuntimeAmbientEquator.rgb, useGlobal);
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half3 ground = lerp(half3(0.561h, 0.528h, 0.462h), _XRuntimeAmbientGround.rgb, useGlobal);
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half3 upper = lerp(equator, sky, saturate(y));
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half3 lower = lerp(equator, ground, saturate(-y));
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return lerp(lower, upper, step(0.0h, y));
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}
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void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.positionWS;
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
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// 法线已在 frag 中经 TBN 转换到世界空间后写回 input.normalWS
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inputData.normalWS = input.normalWS.xyz;
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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#else
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
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#elif defined(LIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
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#else
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inputData.bakedGI = SampleSH(inputData.normalWS);
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#endif
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inputData.bakedGI = SampleXRuntimeAmbient(inputData.normalWS);
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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||||||
|
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: eca966a3db5d4e8aaa2b324e0dfc9f92
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Reference in New Issue
Block a user