Shader "Test/HomeCampXPbr" { Properties { [MainColor] _BaseColor("Color", Color) = (1,1,1,1) [MainTexture] _MainTex("Base (RGB:Albedo A:Alpha/AO)", 2D) = "white" {} _MixTex("Mix (RG:Normal B:Metallic A:Roughness)", 2D) = "white" {} // 勾选:A 通道当透明(AlphaTest 裁剪);不勾选:A 通道当 AO [Toggle(_ALPHATEST_ON)] _AlphaTest("Alpha As Transparency (Clip)", Float) = 0 _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Metallic("Metallic", Range(0.0, 1.0)) = 0.8 _Roughness("Roughness", Range(0.0, 1.0)) = 0.6 _AO("AO", Range(0.0, 1.0)) = 1.0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { Cull Off Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" } Pass { 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_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma vertex vert #pragma fragment frag #include "XPbr_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); 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 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); 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; } half4 frag(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // 基础贴图:rgb 漫反射,a 透明或 AO(由 _ALPHATEST_ON 决定语义) half4 albedoAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); // 混合贴图:rg 压缩法线,b 金属度,a 粗糙度 half4 mixTex = SAMPLE_TEXTURE2D(_MixTex, sampler_MixTex, input.uv); #if defined(_ALPHATEST_ON) clip(albedoAlpha.a - _Cutoff); half occlusion = 1.0; half alpha = albedoAlpha.a; #else half occlusion = lerp(1.0, albedoAlpha.a, _AO); half alpha = 1.0; #endif half3 normalTS = DecodeSphereMap(mixTex.rg); half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); SurfaceData surfaceData = (SurfaceData)0; surfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb; surfaceData.metallic = saturate(mixTex.b * _Metallic); surfaceData.smoothness = 1.0 - saturate(mixTex.a * _Roughness); surfaceData.alpha = alpha; surfaceData.normalTS = normalTS; surfaceData.specular = half3(0.0, 0.0, 0.0); surfaceData.emission = half3(0.0, 0.0, 0.0); surfaceData.occlusion = occlusion; surfaceData.clearCoatMask = half(0.0); surfaceData.clearCoatSmoothness = half(0.0); InputData inputData; input.normalWS.rgb = normalWS;//法线需要传入 InitializeInputData(input, surfaceData.normalTS, inputData); half4 color = UniversalFragmentPBR(inputData, surfaceData); color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma multi_compile_instancing #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma vertex vert #pragma fragment frag #include "XPbr_Base.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" float3 _LightDirection; float3 _LightPosition; 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); #if defined(_CASTING_PUNCTUAL_LIGHT_SHADOW) float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE); #else positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE); #endif output.positionCS = positionCS; output.uv = TRANSFORM_TEX(input.texcoord, _MainTex); return output; } half4 frag(Varyings input) : SV_TARGET { #if defined(_ALPHATEST_ON) half alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a; clip(alpha - _Cutoff); #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags{ "LightMode" = "DepthOnly" } ZWrite On ColorMask R HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #include "XPbr_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); output.positionCS = TransformObjectToHClip(input.positionOS.xyz); output.uv = TRANSFORM_TEX(input.texcoord, _MainTex); return output; } half frag(Varyings input) : SV_TARGET { #if defined(_ALPHATEST_ON) half alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a; clip(alpha - _Cutoff); #endif return input.positionCS.z; } ENDHLSL } Pass { Name "Meta" Tags{ "LightMode" = "Meta" } Cull Off HLSLPROGRAM #pragma target 2.0 #pragma vertex vert #pragma fragment frag #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature EDITOR_VISUALIZATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; half4 _BaseColor; half _Cutoff; half _Metallic; half _Roughness; half _AO; CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_MixTex); SAMPLER(sampler_MixTex); struct MetaAttributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct MetaVaryings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; #ifdef EDITOR_VISUALIZATION float2 VizUV : TEXCOORD1; float4 LightCoord : TEXCOORD2; #endif }; MetaVaryings vert(MetaAttributes input) { MetaVaryings output = (MetaVaryings)0; output.positionCS = UnityMetaVertexPosition(input.positionOS.xyz, input.uv1, input.uv2); output.uv = TRANSFORM_TEX(input.uv0, _MainTex); #ifdef EDITOR_VISUALIZATION UnityEditorVizData(input.positionOS.xyz, input.uv0, input.uv1, input.uv2, output.VizUV, output.LightCoord); #endif return output; } half4 frag(MetaVaryings input) : SV_Target { half4 albedoAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); #if defined(_ALPHATEST_ON) clip(albedoAlpha.a - _Cutoff); #endif half4 mixTex = SAMPLE_TEXTURE2D(_MixTex, sampler_MixTex, input.uv); half3 albedo = albedoAlpha.rgb * _BaseColor.rgb; half metallic = saturate(mixTex.b * _Metallic); half smoothness = 1.0 - saturate(mixTex.a * _Roughness); half alpha = 1.0; BRDFData brdfData; InitializeBRDFData(albedo, metallic, half3(0.0, 0.0, 0.0), smoothness, alpha, brdfData); MetaInput metaInput; metaInput.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5; metaInput.Emission = half3(0.0, 0.0, 0.0); #ifdef EDITOR_VISUALIZATION metaInput.VizUV = input.VizUV; metaInput.LightCoord = input.LightCoord; #endif return UnityMetaFragment(metaInput); } ENDHLSL } } FallBack Off }