Shader "URP_PBR_7.12"
{
Properties
{
[MainColor] _BaseColor("Albedo Color", Color) = (0.5,0.5,0.5,1)
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale("Scale", Range(1,2)) = 1.0
_Smoothness("Roughness", Range(0.0, 1.0)) = 0.5
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("MetallicTexture", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
}
SubShader
{
Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
LOD 300
Cull Back
HLSLINCLUDE
#pragma target 3.0
ENDHLSL
Pass
{
Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
Name "Base"
Blend One Zero
ZWrite On
ZTest LEqual
Offset 0,0
ColorMask RGBA
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
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
struct mySurfaceData
{
half3 albedo;
half3 specular;
half metallic;
half roughness;
half3 normalTS;
half3 emission;
half occlusion;
half alpha;
};
struct myInputData
{
float3 positionWS;
half3 normalWS;
half3 viewDirectionWS;
float4 shadowCoord;
half fogCoord;
half3 vertexLighting;
half3 bakedGI;
};
struct myAttributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct myVaryings
{
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
#ifdef _ADDITIONAL_LIGHTS
float3 positionWS : TEXCOORD2;
#endif
float4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
float4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
float4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#ifdef _MAIN_LIGHT_SHADOWS
float4 shadowCoord : TEXCOORD7;
#endif
float3 viewDirWS : TEXCOORD8;
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
myVaryings vert (myAttributes input )
{
myVaryings output = (myVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
output.viewDirWS = viewDirWS;
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _ADDITIONAL_LIGHTS
output.positionWS = vertexInput.positionWS;
#endif
#ifdef _MAIN_LIGHT_SHADOWS
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
return output;
}
void myInitializeInputData(myVaryings input, half3 normalTS, out myInputData inputData)
{
inputData = (myInputData)0;
#ifdef _ADDITIONAL_LIGHTS
inputData.positionWS = input.positionWS;
#endif
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
inputData.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
viewDirWS = SafeNormalize(viewDirWS);
inputData.viewDirectionWS = viewDirWS;
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = input.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = input.fogFactorAndVertexLight.x;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
}
half3 mySampleNormal(float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = 1.0h)
{
half4 n = SAMPLE_TEXTURE2D(bumpMap, sampler_bumpMap, uv);
return UnpackNormalScale(n, scale);
}
half mySampleOcclusion(float2 uv)
{
#if defined(SHADER_API_GLES)
return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
#else
half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g;
return LerpWhiteTo(occ, _OcclusionStrength);
#endif
return 1.0;
}
half3 mySampleEmission(float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap))
{
return SAMPLE_TEXTURE2D(emissionMap, sampler_emissionMap, uv).rgb * emissionColor;
}
half4 mySampleMetallicSpecGloss(float2 uv , half metallicScale , half roughnessScale)
{
half4 specGloss;
specGloss = SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv);
specGloss.x *=metallicScale;
specGloss.y *=roughnessScale;
return specGloss;
}
void myInitializeStandardLitSurfaceData(float2 uv, out mySurfaceData outSurfaceData)
{
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);
half2 metallicRoughness = mySampleMetallicSpecGloss(uv , _Metallic , _Smoothness);
outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
outSurfaceData.metallic = metallicRoughness.x;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
outSurfaceData.roughness = metallicRoughness.y;
outSurfaceData.normalTS = mySampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
outSurfaceData.occlusion = mySampleOcclusion(uv);
outSurfaceData.emission = mySampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
}
half4 frag (myVaryings input ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
mySurfaceData surfaceData;
myInitializeStandardLitSurfaceData(input.uv, surfaceData);
float AlphaClipThreshold = 0;
myInputData InputData;
myInitializeInputData(input, surfaceData.normalTS, InputData);
half4 color = UniversalFragmentPBR(InputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular,
surfaceData.roughness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
color.rgb = MixFog(color.rgb, InputData.fogCoord);
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition (input.clipPos.xyz, unity_LODFade.x);
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float3 _LightDirection;
VertexOutput ShadowPassVertex(GraphVertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO (o);
float3 defaultVertexValue = v.vertex.xyz;
float3 vertexValue = defaultVertexValue;
v.vertex.xyz = vertexValue;
v.normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/ v.normal /*end*/;
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float3 normalWS = TransformObjectToWorldDir(v.normal);
float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS));
float scale = invNdotL * _ShadowBias.y;
positionWS = _LightDirection * _ShadowBias.xxx + positionWS;
positionWS = normalWS * scale.xxx + positionWS;
float4 clipPos = TransformWorldToHClip(positionWS);
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#endif
o.clipPos = clipPos;
return o;
}
half4 ShadowPassFragment(VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
float Alpha = 1;
float AlphaClipThreshold = AlphaClipThreshold;
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition (IN.clipPos.xyz, unity_LODFade.x);
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(GraphVertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 defaultVertexValue = v.vertex.xyz;
float3 vertexValue = defaultVertexValue;
v.vertex.xyz = vertexValue;
v.normal = v.normal;
o.clipPos = TransformObjectToHClip(v.vertex.xyz);
return o;
}
half4 frag(VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
float Alpha =1;
float AlphaClipThreshold = AlphaClipThreshold;
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition (IN.clipPos.xyz, unity_LODFade.x);
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature EDITOR_VISUALIZATION
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(GraphVertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 defaultVertexValue = v.vertex.xyz;
float3 vertexValue = defaultVertexValue;
v.vertex.xyz = vertexValue;
v.normal = v.normal ;
o.clipPos = MetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST);
return o;
}
half4 frag(VertexOutput IN) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
float3 Albedo = float3(0.5, 0.5, 0.5);
float3 Emission = 0;
float Alpha = 1;
float AlphaClipThreshold = 0;
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
MetaInput metaInput = (MetaInput)0;
metaInput.Albedo = Albedo;
metaInput.Emission = Emission;
return MetaFragment(metaInput);
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}
在这里插入代码片
链接: Website.
在这里插入图片描述
出生在韩国的TA。
1997年开始从事电脑图形视觉化工作后,在这个行业已经有21年经验了。
在多个网络游戏公司引领过美术团队,之前在allegorithmic担任TA负责人,在中国网易盘古工作室担任TA总监,现在是巨人网络TA部门的总负责人。
懒惰的人才有创意”是他坚信并执行的哲学道理。