675 lines
31 KiB
GLSL
675 lines
31 KiB
GLSL
// 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. TWO passes deviate from stock:
|
|
// - ForwardLit: fragment is CamoForwardFragment, which reimplements URP's forward shading while
|
|
// delegating GI / shadows / clustered lights to URP and applying the camo knobs.
|
|
// - GBuffer: fragment is CamoGBufferFragment. The avatar itself is ALWAYS shaded forward (the
|
|
// subshader is tagged "ComplexLit" + "UniversalForwardOnly", so on Deferred/Deferred+ the deferred
|
|
// lighting is stenciled out for it) - this pass only fills GBuffer data for consumers such as
|
|
// HTrace WSGI's thin GBuffer: it mirrors the camo body grade (brightness/saturation) onto the
|
|
// albedo and the painted-height AO remap onto the occlusion, so HTrace's injected indirect light
|
|
// matches the graded forward look (see PlayerCamoGBuffer.hlsl).
|
|
// All other passes (ShadowCaster, DepthOnly, DepthNormals, Meta, ...) are stock URP/Lit.
|
|
Shader "Custom/PlayerCamoLit"
|
|
{
|
|
Properties
|
|
{
|
|
// --- Camouflage knobs (HalfLambert 0, Brightness 0, Saturation 0 => identical to URP/Lit) ---
|
|
[Header(Camouflage)]
|
|
_HalfLambert("Half Lambert (0 none, 0.5 classic, 1 flat)", Range(0.0, 1.0)) = 0.5
|
|
// Legacy property name; now a GENERAL brightness/exposure on the whole shaded body (see PlayerCamo.hlsl).
|
|
_HalfLambertBrightness("Brightness (general exposure, 0 = neutral)", Range(-1.0, 1.0)) = 0.0
|
|
_Saturation("Saturation (0 = neutral, -1 = greyscale, >0 = punchier)", Range(-1.0, 1.0)) = 0.0
|
|
_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" {}
|
|
_HeightNormalStrength("Painted Height Normal Strength", Range(0.0, 50.0)) = 8.0
|
|
// Runtime knobs for the painted-height look (1 = base, tuned live in the paint HUD):
|
|
_HeightNormalIntensity("Painted Height Normal Intensity", Range(0.0, 2.0)) = 1.4
|
|
// AO darkening DEPTH (shift): AO fades from 1 down to (1 - this) at the deepest painted hole.
|
|
// 0 = no darkening (no black spots), 1 = full black at occ=0.
|
|
_OcclusionThreshold("Painted Occlusion AO Shift", Range(0.0, 1.0)) = 0.2
|
|
|
|
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
|
|
_OcclusionMap("Occlusion", 2D) = "white" {}
|
|
|
|
[HDR] _EmissionColor("Color", Color) = (0,0,0)
|
|
_EmissionMap("Emission", 2D) = "white" {}
|
|
|
|
// Second, "see-through-walls" emission color for the XRayOverlay pass (additive reveal glow).
|
|
// HDR rgb = glow color, alpha = fade/opacity master. Default (0,0,0,0) => additive term is
|
|
// zero, so the avatar looks unchanged until something fades this in at runtime.
|
|
[HDR] _XRayColor("X-Ray Overlay Color", Color) = (0,0,0,0)
|
|
|
|
// Optional breathing pulse for the X-ray glow (driven by _Time). Speed 0 => steady, identical to
|
|
// no pulse; strength = modulation depth (how far the trough dims below the peak). Shape bends the
|
|
// pulse into an asymmetric curve: 1 = smooth (raised-cosine) breathe, higher = a longer near-off
|
|
// plateau that rises to a brief full-intensity peak. Applied identically to the visible (ForwardLit)
|
|
// and occluded (XRayOverlay) halves so they stay in phase.
|
|
_XRayPulseSpeed("X-Ray Pulse Speed", Float) = 3
|
|
_XRayPulseStrength("X-Ray Pulse Strength", Range(0,1)) = 0.5
|
|
_XRayPulseShape("X-Ray Pulse Shape", Range(1,8)) = 3
|
|
|
|
_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"
|
|
// "ComplexLit" (not "Lit"): on the Deferred/Deferred+ path URP stencils these pixels out of
|
|
// the deferred lighting and shades the object in the forward-only pass instead - required
|
|
// because the whole camo look (HalfLambert, specular dampen, visible X-ray half) lives in
|
|
// CamoForwardFragment, which deferred lighting would otherwise bypass. The GBuffer pass
|
|
// below still runs and fills correct (graded) data for HTrace WSGI.
|
|
"UniversalMaterialType" = "ComplexLit"
|
|
"IgnoreProjector" = "True"
|
|
}
|
|
LOD 300
|
|
|
|
// ------------------------------------------------------------------
|
|
// Forward pass. Shades all light in a single pass. GI + emission + Fog
|
|
Pass
|
|
{
|
|
Name "ForwardLit"
|
|
Tags
|
|
{
|
|
// "UniversalForwardOnly" (not "UniversalForward"): drawn by the forward path AND by the
|
|
// deferred path's forward-only fallback, so the camo fragment runs on every rendering mode.
|
|
"LightMode" = "UniversalForwardOnly"
|
|
}
|
|
|
|
// -------------------------------------
|
|
// 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
|
|
}
|
|
|
|
// ------------------------------------------------------------------
|
|
// X-Ray overlay - the OCCLUDED half of "see the player anywhere". This pass draws the additive
|
|
// reveal glow only where the avatar is HIDDEN behind geometry (ZTest Greater). The VISIBLE half
|
|
// is added directly in the ForwardLit fragment (PlayerCamo.hlsl, _XRayColor); visible (forward)
|
|
// and occluded (this pass) are mutually exclusive by depth => no double glow. ZWrite Off so it
|
|
// never disturbs depth.
|
|
//
|
|
// IMPORTANT - dispatch: the LightMode is the CUSTOM tag "XRayReveal", NOT a URP built-in, so
|
|
// URP's default opaque DrawObjectsPass never draws it. Instead a "Render Objects" renderer
|
|
// feature (on PC_Renderer / Mobile_Renderer, event AfterRenderingOpaques, Pass Names =
|
|
// ["XRayReveal"]) dispatches it AFTER all opaque geometry has written depth. That is what makes
|
|
// ZTest Greater robust: the whole depth buffer is populated, so occlusion is correct regardless
|
|
// of opaque sort order. The earlier SRPDefaultUnlit variant drew DURING the opaque phase and was
|
|
// sort-order dependent - if the occluder had not written depth yet, Greater failed and the glow
|
|
// vanished depending on camera angle/distance. => This pass RELIES on that renderer feature; drop
|
|
// the feature and the occluded glow won't render.
|
|
//
|
|
// Off by default (_XRayColor alpha 0 => additive term zero); a runtime driver fades the color in
|
|
// during the resolution phase. Plain color property, no keyword => nothing for the stripper to drop.
|
|
Pass
|
|
{
|
|
Name "XRayOverlay"
|
|
Tags
|
|
{
|
|
"LightMode" = "XRayReveal"
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Render State Commands
|
|
Blend SrcAlpha One // additive: framebuffer += alpha * rgb
|
|
ZWrite Off
|
|
ZTest Greater // occluded parts only; the visible parts glow from the forward pass
|
|
Cull[_Cull]
|
|
|
|
HLSLPROGRAM
|
|
#pragma target 2.0
|
|
|
|
// -------------------------------------
|
|
// Shader Stages
|
|
#pragma vertex XRayOverlayVertex
|
|
#pragma fragment XRayOverlayFragment
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
|
|
// Declared outside UnityPerMaterial like the camo knobs (this material already breaks the
|
|
// SRP batcher, see PlayerCamo.hlsl), so there is no CBUFFER-layout match to keep here.
|
|
half4 _XRayColor;
|
|
half _XRayPulseSpeed; // 0 = steady; otherwise breathing pulse via _Time (same math as the forward half)
|
|
half _XRayPulseStrength; // modulation depth: how far the trough dims below the full-intensity peak
|
|
half _XRayPulseShape; // >1 bends the pulse: longer near-off plateau, rising to a brief full peak
|
|
|
|
struct XRayAttributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct XRayVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
XRayVaryings XRayOverlayVertex(XRayAttributes input)
|
|
{
|
|
XRayVaryings output = (XRayVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
return output;
|
|
}
|
|
|
|
half4 XRayOverlayFragment(XRayVaryings input) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
// Flat additive glow: HDR rgb is the reveal color, alpha the fade/opacity master. Asymmetric
|
|
// breathing pulse on the alpha master; kept in phase with the forward half via the shared
|
|
// _Time and identical math. Speed 0 => term is 1 => steady glow. See CamoForwardFragment.
|
|
half xrayCurve = pow(0.5h - 0.5h * cos(_Time.y * _XRayPulseSpeed), _XRayPulseShape);
|
|
half xrayPulse = 1.0h - _XRayPulseStrength * (1.0h - xrayCurve);
|
|
return half4(_XRayColor.rgb, _XRayColor.a * xrayPulse);
|
|
}
|
|
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 CamoGBufferFragment
|
|
|
|
// -------------------------------------
|
|
// 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"
|
|
#include "PlayerCamoGBuffer.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
|
|
{
|
|
// "DepthNormalsOnly" (not "DepthNormals"): the deferred path's normal prepass draws ONLY this
|
|
// tag (deferred objects get their normals from the GBuffer); the forward path draws both.
|
|
Name "DepthNormalsOnly"
|
|
Tags
|
|
{
|
|
"LightMode" = "DepthNormalsOnly"
|
|
}
|
|
|
|
// -------------------------------------
|
|
// 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"
|
|
}
|