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| Shader "Foth/Template"
{
Properties
{
[Header(Main Maps)]
_Color ("Color", Color)=(1,1,1,1)
[NoScaleOffset] _MainTex ("Texture",2D)="white"{}
[NoScaleOffset] _OtherDataTex ("Other Data Tex",2D) = "white"{}
[NoScaleOffset] _OtherDataTex2 ("Other Data Tex 2",2D) = "white"{}
[NoScaleOffset] _OtherDataTex3 ("Other Data Tex 3",2D)= "white"{}
_AlphaClip("Alpha Clipping",Range(0,1))=0.333
[Header(Option)]
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull (Default back)",Float)=2
[Enum(Off,0,On,1)] _ZWrite ("ZWrite (Default On)",Float)=1
[Enum(UnityEngine.Rendering.BlendMode)]_SrcBlendMode ("Src blend mode (Default One)",Float)=1
[Enum(UnityEngine.Rendering.BlendMode)]_DstBlendMode ("Dst blend mode (Default Zero)",Float)=0
[Enum(UnityEngine.Rendering.BlendOp)]_BlendOp ("Blend operation (Default Add)",Float)=0
_StencilRef ("Stencil reference",Int)=0
[Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp ("Stencil compare function",Int)=0
[Enum(UnityEngine.Rendering.StencilOp)]_StencilPassOp ("Stencil pass operation",Int)=0
[Enum(UnityEngine.Rendering.StencilOp)]_StencilFailOp ("Stencil fail operation",Int)=0
[Enum(UnityEngine.Rendering.StencilOp)]_StencilZFailOp ("Stencil Z fail operation",Int)=0
//[Header(SRP Default)]
//[Toggle(_SRP_DEFAULT_PASS)]_SRPDefaultPass ("SRP Default Pass",Int)=0
//[Enum(UnityEngine.Rendering.BlendMode)]_SRPSrcBlendMode ("SRP src blend mode (Default One)",Float)=1
//[Enum(UnityEngine.Rendering.BlendMode)]_SRPDstBlendMode ("SRP dst blend mode (Default Zero)",Float)=0
//[Enum(UnityEngine.Rendering.BlendOp)]_SRPBlendOp ("SRP blend operation (Default Add)",Float) =0
//_SRPStencilRef ("SRP stencil reference",Int)=0
//[Enum(UnityEngine.Rendering.CompareFunction)]_SRPStencilComp ("SRP stencil compare function",Int)=0
//[Enum(UnityEngine.Rendering.StencilOp)]_SRPStencilPassOp ("SRP stencil pass operation",Int)=0
//[Enum(UnityEngine.Rendering.StencilOp)]_SRPStencilFailOp ("SRP stencil fail operation",Int)=0
//[Enum(UnityEngine.Rendering.StencilOp)]_SRPStencilZFailOp ("SRP stencil Z fail operation",Int)=0
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
//
//"RenderType" = "Background"
"RenderType" = "Opaque"
// "RenderType"="Transparent"
// "RenderType"="TransparentCutout"
// "RenderType"="Overlay"
//
//"Queue" = "Background"
"Queue"="Geometry"
//"Queue" = "AlphaTest"
//"Queue" = "Transparent"
//"Queue" = "TransparentCutout"
//"Queue" = "Overlay"
//"IgnoreProjector" = "True"
}
//LOD 100
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _Color;
Texture2D _MainTex;
Texture2D _OtherDataTex;
Texture2D _OtherDataTex2;
Texture2D _OtherDataTex3;
float _AlphaClip;
CBUFFER_END
struct UniversalAttributes
{
float4 positionOS : POSITION;
float4 tangentOS : TANGENT;
float3 normalOS : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct UniversalVaryings
{
float2 uv :TEXCOORD0;
float4 positionWSAndFogFactor :TEXCOORD1;
float3 normalWS :TEXCOORD2;
float4 tangentWS :TEXCOORD3;
float3 viewDirectionWS :TEXCOORD4;
float4 positionCS :SV_POSITION;
};
UniversalVaryings MainVS(UniversalAttributes input)
{
VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInputs = GetVertexNormalInputs(input.normalOS,input.tangentOS);
UniversalVaryings output;
output.positionCS = positionInputs.positionCS;
output.positionWSAndFogFactor = float4(positionInputs.positionWS,ComputeFogFactor(positionInputs.positionCS.z));
output.normalWS = normalInputs.normalWS;
output.tangentWS.xyz = normalInputs.tangentWS;
output.tangentWS.w = input.tangentOS.w * GetOddNegativeScale();
output.viewDirectionWS = unity_OrthoParams.w == 0 ? GetCameraPositionWS() -positionInputs.positionWS : GetWorldToViewMatrix()[2].xyz;
output.uv = input.texcoord;
return output;
}
float4 MainFS (UniversalVaryings input) : SV_Target
{
float3 normalWS = normalize(input.normalWS);
float3 positionWS = input.positionWSAndFogFactor.xyz;
float3 viewDirectionWS = normalize(input.viewDirectionWS);
float3 tangentWS = normalize(input.tangentWS.xyz);
float3 bitangentWS = cross(normalWS,tangentWS) * input.tangentWS.w;
float2 uv = input.uv;
return float4(0,0,1,1);
}
ENDHLSL
//Shadow Map Pass
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode"="ShadowCaster"
}
ZWrite [_ZWrite]
ZTest LEqual
ColorMask 0
Cull [_Cull]
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex vert
#pragma fragment frag
float3 _LightDirection;
float3 _LightPosition;
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};
float4 GetShadowPositionHClip(Attributes input)
{
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
#if 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
return positionCS;
}
Varyings vert(Attributes input)
{
Varyings output;
output.uv = input.texcoord;
output.positionCS = GetShadowPositionHClip(input);
return output;
}
float4 frag(Varyings input):SV_TARGET
{
clip(1.0 -_AlphaClip);
return 0;
}
ENDHLSL
}
//Zbuffer(Depth) Pass
Pass
{
Name"DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
ZWrite [_ZWrite]
ColorMask 0
Cull [_Cull]
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
struct Attributes
{
float4 positionOS : POSITION;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 frag(Varyings input): SV_TARGET
{
clip(1.0 - _AlphaClip);
return 0;
}
ENDHLSL
}
//Main Pass
Pass
{
Name"UniversalForward"
Tags
{
"LightMode" = "UniversalForward"
}
Cull [_Cull]
Blend[_SrcBlendMode] [_DstBlendMode]
BlendOp [_BlendOp]
ZWrite [_ZWrite]
Stencil
{
Ref [_StencilRef]
Comp [_StencilComp]
Pass [_StencilPassOp]
Fail [_StencilFailOp]
ZFail [_StencilZFailOp]
}
HLSLPROGRAM
#pragma vertex MainVS
#pragma fragment MainFS
ENDHLSL
}
}
}
|