Add player camouflage shader
Custom/PlayerCamoLit is a URP 17 Lit clone whose ForwardLit pass routes through PlayerCamo.hlsl - a faithful copy of UniversalFragmentPBR that delegates all GI/APV/shadow/cluster-light helpers unchanged and only swaps the three light calls for a camo variant. Three sliders flatten the form cues that give a painted player away: _FormSoftness bends the per-pixel normal toward the camera (softens diffuse + specular + reflections), _HalfLambert lifts the diffuse shadow side, _SpecularDampen scales down the direct highlight. All sliders at 0 are byte-identical to URP/Lit. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
1 parent
188f16a4e8
commit
05cd52aa5e
4 files changed
+788
No files matched your search
@@ -0,0 +1,228 @@
|
||||
#ifndef PLAYER_CAMO_INCLUDED
|
||||
#define PLAYER_CAMO_INCLUDED
|
||||
|
||||
// Camouflage lighting for the player avatar. Goal: keep the player lit by the scene (so its
|
||||
// brightness matches the surroundings) but de-emphasise the 3D FORM, so a correctly painted
|
||||
// avatar is harder to spot. Three independent, tunable knobs - all 0 => byte-identical URP/Lit:
|
||||
//
|
||||
// _FormSoftness (0..1) : bends the per-pixel normal toward the view direction before shading.
|
||||
// Flattens diffuse + specular + reflections together -> the silhouette
|
||||
// shading that reveals curvature softens from every light angle.
|
||||
// _HalfLambert (0..1) : wraps the DIRECT diffuse term, saturate(N.L) -> N.L*0.5+0.5, lifting
|
||||
// the shadow side (classic half-Lambert). Specular stays clamped.
|
||||
// _SpecularDampen (0..1) : scales down the DIRECT specular highlight (a strong shape cue).
|
||||
//
|
||||
// Implementation note: URP's LightingPhysicallyBased() hard-codes saturate(N.L) inline with no
|
||||
// override hook, so a faithful half-Lambert needs the forward light loop reimplemented. This file
|
||||
// is a 1:1 copy of URP 17.3 UniversalFragmentPBR that delegates ALL the fragile parts (GI / APV /
|
||||
// shadow mask / AO / clustered light loop / final color) to URP's own helpers and only swaps the
|
||||
// per-light shading call for the camo variant below.
|
||||
//
|
||||
// Declared OUTSIDE UnityPerMaterial (LitInput.hlsl owns that CBUFFER). The player is a handful of
|
||||
// instances, so the resulting SRP-batcher break is irrelevant.
|
||||
half _FormSoftness;
|
||||
half _HalfLambert;
|
||||
half _SpecularDampen;
|
||||
|
||||
// Bend the shading normal toward the camera. n and viewDirWS are unit; for a visible (front-facing)
|
||||
// fragment N.V > 0, so the lerp never collapses to zero - SafeNormalize guards the rare grazing case.
|
||||
half3 SoftenNormalCamo(half3 normalWS, half3 viewDirWS)
|
||||
{
|
||||
half3 n = lerp(normalWS, viewDirWS, _FormSoftness);
|
||||
return half3(SafeNormalize(n));
|
||||
}
|
||||
|
||||
// Per-light shading: copy of URP's LightingPhysicallyBased with the diffuse term wrapped
|
||||
// (half-Lambert) and the specular term dampened. Diffuse and specular use SEPARATE radiance so the
|
||||
// wrap lifts only the diffuse shadow side and never smears specular onto back faces.
|
||||
half3 LightingPhysicallyBasedCamo(BRDFData brdfData, BRDFData brdfDataClearCoat,
|
||||
half3 lightColor, half3 lightDirectionWS, float lightAttenuation,
|
||||
half3 normalWS, half3 viewDirectionWS,
|
||||
half clearCoatMask, bool specularHighlightsOff)
|
||||
{
|
||||
half NdotL = dot(normalWS, lightDirectionWS);
|
||||
half ndlSat = saturate(NdotL);
|
||||
half diffuseTerm = lerp(ndlSat, NdotL * 0.5h + 0.5h, _HalfLambert);
|
||||
|
||||
half3 atten = lightColor * lightAttenuation;
|
||||
half3 diffuseRadiance = atten * diffuseTerm; // wrapped (half-Lambert)
|
||||
half3 specularRadiance = atten * ndlSat; // clamped (no back-face specular)
|
||||
|
||||
half3 color = brdfData.diffuse * diffuseRadiance;
|
||||
|
||||
#ifndef _SPECULARHIGHLIGHTS_OFF
|
||||
[branch] if (!specularHighlightsOff)
|
||||
{
|
||||
half3 spec = brdfData.specular * DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS);
|
||||
|
||||
#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP)
|
||||
// Inert for URP/Lit (no clear-coat keywords on the forward pass); kept for fidelity.
|
||||
half brdfCoat = kDielectricSpec.r * DirectBRDFSpecular(brdfDataClearCoat, normalWS, lightDirectionWS, viewDirectionWS);
|
||||
half NoV = saturate(dot(normalWS, viewDirectionWS));
|
||||
half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * Pow4(1.0 - NoV);
|
||||
spec = spec * (1.0 - clearCoatMask * coatFresnel) + (brdfCoat * clearCoatMask).xxx;
|
||||
#endif
|
||||
|
||||
spec *= (1.0h - _SpecularDampen);
|
||||
color += spec * specularRadiance;
|
||||
}
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
half3 LightingPhysicallyBasedCamo(BRDFData brdfData, BRDFData brdfDataClearCoat, Light light,
|
||||
half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff)
|
||||
{
|
||||
return LightingPhysicallyBasedCamo(brdfData, brdfDataClearCoat, light.color, light.direction,
|
||||
light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS,
|
||||
clearCoatMask, specularHighlightsOff);
|
||||
}
|
||||
|
||||
// Faithful copy of URP 17.3 UniversalFragmentPBR. ONLY change vs. stock: the three per-light calls
|
||||
// go to LightingPhysicallyBasedCamo (above). Everything else delegates to URP unchanged.
|
||||
half4 UniversalFragmentCamo(InputData inputData, SurfaceData surfaceData)
|
||||
{
|
||||
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
bool specularHighlightsOff = true;
|
||||
#else
|
||||
bool specularHighlightsOff = false;
|
||||
#endif
|
||||
BRDFData brdfData;
|
||||
|
||||
// NOTE: can modify "surfaceData"...
|
||||
InitializeBRDFData(surfaceData, brdfData);
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
half4 debugColor;
|
||||
if (CanDebugOverrideOutputColor(inputData, surfaceData, brdfData, debugColor))
|
||||
{
|
||||
return debugColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
BRDFData brdfDataClearCoat = CreateClearCoatBRDFData(surfaceData, brdfData);
|
||||
half4 shadowMask = CalculateShadowMask(inputData);
|
||||
AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
|
||||
uint meshRenderingLayers = GetMeshRenderingLayer();
|
||||
Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
|
||||
|
||||
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI);
|
||||
|
||||
LightingData lightingData = CreateLightingData(inputData, surfaceData);
|
||||
|
||||
lightingData.giColor = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask,
|
||||
inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.positionWS,
|
||||
inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV);
|
||||
#ifdef _LIGHT_LAYERS
|
||||
if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
|
||||
#endif
|
||||
{
|
||||
lightingData.mainLightColor = LightingPhysicallyBasedCamo(brdfData, brdfDataClearCoat,
|
||||
mainLight,
|
||||
inputData.normalWS, inputData.viewDirectionWS,
|
||||
surfaceData.clearCoatMask, specularHighlightsOff);
|
||||
}
|
||||
|
||||
#if defined(_ADDITIONAL_LIGHTS)
|
||||
uint pixelLightCount = GetAdditionalLightsCount();
|
||||
|
||||
#if USE_CLUSTER_LIGHT_LOOP
|
||||
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
||||
{
|
||||
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
||||
|
||||
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
|
||||
|
||||
#ifdef _LIGHT_LAYERS
|
||||
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||
#endif
|
||||
{
|
||||
lightingData.additionalLightsColor += LightingPhysicallyBasedCamo(brdfData, brdfDataClearCoat, light,
|
||||
inputData.normalWS, inputData.viewDirectionWS,
|
||||
surfaceData.clearCoatMask, specularHighlightsOff);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
LIGHT_LOOP_BEGIN(pixelLightCount)
|
||||
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
|
||||
|
||||
#ifdef _LIGHT_LAYERS
|
||||
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||
#endif
|
||||
{
|
||||
lightingData.additionalLightsColor += LightingPhysicallyBasedCamo(brdfData, brdfDataClearCoat, light,
|
||||
inputData.normalWS, inputData.viewDirectionWS,
|
||||
surfaceData.clearCoatMask, specularHighlightsOff);
|
||||
}
|
||||
LIGHT_LOOP_END
|
||||
#endif
|
||||
|
||||
#if defined(_ADDITIONAL_LIGHTS_VERTEX)
|
||||
lightingData.vertexLightingColor += inputData.vertexLighting * brdfData.diffuse;
|
||||
#endif
|
||||
|
||||
#if REAL_IS_HALF
|
||||
return min(CalculateFinalColor(lightingData, surfaceData.alpha), HALF_MAX);
|
||||
#else
|
||||
return CalculateFinalColor(lightingData, surfaceData.alpha);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Replicates URP's LitPassFragment body and inserts the normal-soften step before GI + lighting,
|
||||
// so GI (probe) direction, direct lighting and reflections all use the flattened normal.
|
||||
void CamoForwardFragment(
|
||||
Varyings input
|
||||
, out half4 outColor : SV_Target0
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
, out uint outRenderingLayers : SV_Target1
|
||||
#endif
|
||||
)
|
||||
{
|
||||
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);
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade(input.positionCS);
|
||||
#endif
|
||||
|
||||
InputData inputData;
|
||||
InitializeInputData(input, surfaceData.normalTS, inputData);
|
||||
|
||||
// Camo: flatten the shading normal toward the camera (no-op when _FormSoftness == 0).
|
||||
inputData.normalWS = SoftenNormalCamo(inputData.normalWS, inputData.viewDirectionWS);
|
||||
|
||||
SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv, _BaseMap));
|
||||
|
||||
#if defined(_DBUFFER)
|
||||
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
||||
#endif
|
||||
|
||||
InitializeBakedGIData(input, inputData);
|
||||
|
||||
half4 color = UniversalFragmentCamo(inputData, surfaceData);
|
||||
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
||||
color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface));
|
||||
|
||||
outColor = color;
|
||||
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
outRenderingLayers = EncodeMeshRenderingLayer();
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b3db7f737eb30334c8bcfd1bd71a83ad
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,544 @@
|
||||
// Drop-in clone of "Universal Render Pipeline/Lit" (URP 17) for the PLAYER avatar that adds
|
||||
// camouflage lighting: the player stays lit by the scene (matching its surroundings) but its 3D
|
||||
// form is de-emphasised, so a correctly painted avatar is harder to spot. See PlayerCamo.hlsl.
|
||||
//
|
||||
// Faithful copy of URP's Lit.shader - same properties, keywords and includes, so material values
|
||||
// transfer 1:1, the Lit inspector keeps working, and the runtime MeshPainter (which only sets
|
||||
// _BaseColor / PBR keywords on the material instance) is unaffected. The ONLY change is the
|
||||
// ForwardLit pass: its fragment is CamoForwardFragment, which reimplements URP's forward shading
|
||||
// while delegating GI / shadows / clustered lights to URP and applying the three camo knobs. All
|
||||
// other passes (ShadowCaster, GBuffer, DepthOnly, DepthNormals, Meta, ...) are stock URP/Lit.
|
||||
Shader "Custom/PlayerCamoLit"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
// --- Camouflage knobs (all 0 => identical to URP/Lit) ---
|
||||
[Header(Camouflage)]
|
||||
_FormSoftness("Form Softness (normal -> view)", Range(0.0, 1.0)) = 0.4
|
||||
_HalfLambert("Half Lambert (lift shadow side)", Range(0.0, 1.0)) = 0.5
|
||||
_SpecularDampen("Specular Dampen", Range(0.0, 1.0)) = 0.5
|
||||
|
||||
// Specular vs Metallic workflow
|
||||
_WorkflowMode("WorkflowMode", Float) = 1.0
|
||||
|
||||
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
|
||||
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
|
||||
|
||||
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||
|
||||
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
|
||||
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
|
||||
|
||||
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
|
||||
_MetallicGlossMap("Metallic", 2D) = "white" {}
|
||||
|
||||
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
|
||||
_SpecGlossMap("Specular", 2D) = "white" {}
|
||||
|
||||
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
|
||||
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
|
||||
|
||||
_BumpScale("Scale", Float) = 1.0
|
||||
_BumpMap("Normal Map", 2D) = "bump" {}
|
||||
|
||||
_Parallax("Scale", Range(0.005, 0.08)) = 0.005
|
||||
_ParallaxMap("Height Map", 2D) = "black" {}
|
||||
|
||||
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
|
||||
_OcclusionMap("Occlusion", 2D) = "white" {}
|
||||
|
||||
[HDR] _EmissionColor("Color", Color) = (0,0,0)
|
||||
_EmissionMap("Emission", 2D) = "white" {}
|
||||
|
||||
_DetailMask("Detail Mask", 2D) = "white" {}
|
||||
_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
|
||||
_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
|
||||
_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
|
||||
[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
|
||||
|
||||
// SRP batching compatibility for Clear Coat (Not used in Lit)
|
||||
[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
|
||||
[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
|
||||
|
||||
// Blending state
|
||||
_Surface("__surface", Float) = 0.0
|
||||
_Blend("__blend", Float) = 0.0
|
||||
_Cull("__cull", Float) = 2.0
|
||||
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
|
||||
[HideInInspector] _SrcBlend("__src", Float) = 1.0
|
||||
[HideInInspector] _DstBlend("__dst", Float) = 0.0
|
||||
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
|
||||
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
|
||||
[HideInInspector] _ZWrite("__zw", Float) = 1.0
|
||||
[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
|
||||
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
|
||||
[HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0
|
||||
[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0
|
||||
|
||||
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
|
||||
// Editmode props
|
||||
_QueueOffset("Queue offset", Float) = 0.0
|
||||
|
||||
// ObsoleteProperties
|
||||
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
|
||||
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
|
||||
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
|
||||
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
|
||||
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
|
||||
|
||||
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
|
||||
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
|
||||
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"RenderType" = "Opaque"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"UniversalMaterialType" = "Lit"
|
||||
"IgnoreProjector" = "True"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Forward pass. Shades all light in a single pass. GI + emission + Fog
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "UniversalForward"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
|
||||
ZWrite[_ZWrite]
|
||||
Cull[_Cull]
|
||||
AlphaToMask[_AlphaToMask]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex LitPassVertex
|
||||
#pragma fragment CamoForwardFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
|
||||
#pragma shader_feature_local_fragment _EMISSION
|
||||
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#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 _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
||||
#pragma multi_compile _ _LIGHT_LAYERS
|
||||
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
|
||||
#pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
|
||||
#include "PlayerCamo.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "ShadowCaster"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
ColorMask 0
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "GBuffer"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "UniversalGBuffer"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
ZWrite[_ZWrite]
|
||||
ZTest LEqual
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
|
||||
// Deferred Rendering Path does not support the OpenGL-based graphics API:
|
||||
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
|
||||
#pragma exclude_renderers gles3 glcore
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex LitGBufferPassVertex
|
||||
#pragma fragment LitGBufferPassFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
//#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature_local_fragment _EMISSION
|
||||
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#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 _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||||
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
||||
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
|
||||
#pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "DepthOnly"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "DepthOnly"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
ZWrite On
|
||||
ColorMask R
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex DepthOnlyVertex
|
||||
#pragma fragment DepthOnlyFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// This pass is used when drawing to a _CameraNormalsTexture texture
|
||||
Pass
|
||||
{
|
||||
Name "DepthNormals"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "DepthNormals"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
ZWrite On
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex DepthNormalsVertex
|
||||
#pragma fragment DepthNormalsFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _PARALLAXMAP
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// This pass it not used during regular rendering, only for lightmap baking.
|
||||
Pass
|
||||
{
|
||||
Name "Meta"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "Meta"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex UniversalVertexMeta
|
||||
#pragma fragment UniversalFragmentMetaLit
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
||||
#pragma shader_feature_local_fragment _EMISSION
|
||||
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
||||
#pragma shader_feature_local_fragment _SPECGLOSSMAP
|
||||
#pragma shader_feature EDITOR_VISUALIZATION
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Universal2D"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "Universal2D"
|
||||
}
|
||||
|
||||
// -------------------------------------
|
||||
// Render State Commands
|
||||
Blend[_SrcBlend][_DstBlend]
|
||||
ZWrite[_ZWrite]
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Shader Stages
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
||||
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
// Includes
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "MotionVectors"
|
||||
Tags { "LightMode" = "MotionVectors" }
|
||||
ColorMask RG
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "XRMotionVectors"
|
||||
Tags { "LightMode" = "XRMotionVectors" }
|
||||
ColorMask RGBA
|
||||
|
||||
// Stencil write for obj motion pixels
|
||||
Stencil
|
||||
{
|
||||
WriteMask 1
|
||||
Ref 1
|
||||
Comp Always
|
||||
Pass Replace
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma shader_feature_local _ALPHATEST_ON
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
|
||||
#define APPLICATION_SPACE_WARP_MOTION 1
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
FallBack "Hidden/Universal Render Pipeline/FallbackError"
|
||||
//CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7b3dd5720b6152047b45788060d64904
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in new issue
Block a user