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- Shader "Universal Render Pipeline/Baked Lit"
- {
- Properties
- {
- [MainTexture] _BaseMap("Texture", 2D) = "white" {}
- [MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
- _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
- _BumpMap("Normal Map", 2D) = "bump" {}
- // BlendMode
- [HideInInspector] _Surface("__surface", Float) = 0.0
- [HideInInspector] _Blend("__blend", Float) = 0.0
- [HideInInspector] _AlphaClip("__clip", Float) = 0.0
- [HideInInspector] _SrcBlend("Src", Float) = 1.0
- [HideInInspector] _DstBlend("Dst", Float) = 0.0
- [HideInInspector] _ZWrite("ZWrite", Float) = 1.0
- [HideInInspector] _Cull("__cull", Float) = 2.0
- // Editmode props
- [HideInInspector] _QueueOffset("Queue offset", 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" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="4.5"}
- LOD 100
- Blend [_SrcBlend][_DstBlend]
- ZWrite [_ZWrite]
- Cull [_Cull]
- Pass
- {
- Name "BakedLit"
- Tags{ "LightMode" = "UniversalForwardOnly" }
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma vertex vert
- #pragma fragment frag
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- // Lighting include is needed because of GI
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- float2 lightmapUV : TEXCOORD1;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord
- DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
- half3 normalWS : TEXCOORD2;
- #if defined(_NORMALMAP)
- half4 tangentWS : TEXCOORD3;
- #endif
- float4 vertex : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- 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);
- output.vertex = vertexInput.positionCS;
- output.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap);
- output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z);
- // normalWS and tangentWS already normalize.
- // this is required to avoid skewing the direction during interpolation
- // also required for per-vertex SH evaluation
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- output.normalWS = normalInput.normalWS;
- #if defined(_NORMALMAP)
- real sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
- #endif
- OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
- OUTPUT_SH(output.normalWS, output.vertexSH);
- return output;
- }
- half4 frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- half2 uv = input.uv0AndFogCoord.xy;
- half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
- half3 color = texColor.rgb * _BaseColor.rgb;
- half alpha = texColor.a * _BaseColor.a;
- AlphaDiscard(alpha, _Cutoff);
- #ifdef _ALPHAPREMULTIPLY_ON
- color *= alpha;
- #endif
- #if defined(_NORMALMAP)
- half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz;
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS));
- #else
- half3 normalWS = input.normalWS;
- #endif
- normalWS = NormalizeNormalPerPixel(normalWS);
- color *= SAMPLE_GI(input.lightmapUV, input.vertexSH, normalWS);
- #if defined(_SCREEN_SPACE_OCCLUSION)
- float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.vertex);
- color *= SampleAmbientOcclusion(normalizedScreenSpaceUV);
- #endif
- color = MixFog(color, input.uv0AndFogCoord.z);
- alpha = OutputAlpha(alpha, _Surface);
- return half4(color, alpha);
- }
- ENDHLSL
- }
- Pass
- {
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.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"}
- ZWrite On
- Cull[_Cull]
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma vertex DepthNormalsVertex
- #pragma fragment DepthNormalsFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _ _NORMALMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- //--------------------------------------
- // Defines
- #define BUMP_SCALE_NOT_SUPPORTED 1
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
- ENDHLSL
- }
- // This pass it not used during regular rendering, only for lightmap baking.
- Pass
- {
- Name "Meta"
- Tags{"LightMode" = "Meta"}
- Cull Off
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMetaBakedLit
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "Universal2D"
- Tags{ "LightMode" = "Universal2D" }
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma vertex vert
- #pragma fragment frag
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
- ENDHLSL
- }
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="2.0"}
- LOD 100
- Blend [_SrcBlend][_DstBlend]
- ZWrite [_ZWrite]
- Cull [_Cull]
- Pass
- {
- Name "BakedLit"
- Tags{ "LightMode" = "UniversalForwardOnly" }
- HLSLPROGRAM
- #pragma only_renderers gles gles3 glcore d3d11
- #pragma target 2.0
- #pragma vertex vert
- #pragma fragment frag
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // Lighting include is needed because of GI
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- float2 lightmapUV : TEXCOORD1;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord
- DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
- half3 normalWS : TEXCOORD2;
- #if defined(_NORMALMAP)
- half4 tangentWS : TEXCOORD3;
- #endif
- float4 vertex : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- 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);
- output.vertex = vertexInput.positionCS;
- output.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap);
- output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z);
- // normalWS and tangentWS already normalize.
- // this is required to avoid skewing the direction during interpolation
- // also required for per-vertex SH evaluation
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- output.normalWS = normalInput.normalWS;
- #if defined(_NORMALMAP)
- real sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
- #endif
- OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
- OUTPUT_SH(output.normalWS, output.vertexSH);
- return output;
- }
- half4 frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- half2 uv = input.uv0AndFogCoord.xy;
- half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
- half3 color = texColor.rgb * _BaseColor.rgb;
- half alpha = texColor.a * _BaseColor.a;
- AlphaDiscard(alpha, _Cutoff);
- #ifdef _ALPHAPREMULTIPLY_ON
- color *= alpha;
- #endif
- #if defined(_NORMALMAP)
- half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz;
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS));
- #else
- half3 normalWS = input.normalWS;
- #endif
- normalWS = NormalizeNormalPerPixel(normalWS);
- color *= SAMPLE_GI(input.lightmapUV, input.vertexSH, normalWS);
- #if defined(_SCREEN_SPACE_OCCLUSION)
- float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.vertex);
- color *= SampleAmbientOcclusion(normalizedScreenSpaceUV);
- #endif
- color = MixFog(color, input.uv0AndFogCoord.z);
- alpha = OutputAlpha(alpha, _Surface);
- return half4(color, alpha);
- }
- ENDHLSL
- }
- Pass
- {
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- HLSLPROGRAM
- #pragma only_renderers gles gles3 glcore d3d11
- #pragma target 2.0
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.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"}
- ZWrite On
- Cull[_Cull]
- HLSLPROGRAM
- #pragma only_renderers gles gles3 glcore d3d11
- #pragma target 2.0
- #pragma vertex DepthNormalsVertex
- #pragma fragment DepthNormalsFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _ _NORMALMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- //--------------------------------------
- // Defines
- #define BUMP_SCALE_NOT_SUPPORTED 1
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
- ENDHLSL
- }
- // This pass it not used during regular rendering, only for lightmap baking.
- Pass
- {
- Name "Meta"
- Tags{"LightMode" = "Meta"}
- Cull Off
- HLSLPROGRAM
- #pragma only_renderers gles gles3 glcore d3d11
- #pragma target 2.0
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMetaBakedLit
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "Universal2D"
- Tags{ "LightMode" = "Universal2D" }
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
- HLSLPROGRAM
- #pragma only_renderers gles gles3 glcore d3d11
- #pragma target 2.0
- #pragma vertex vert
- #pragma fragment frag
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
- ENDHLSL
- }
- }
- FallBack "Universal Render Pipeline/Unlit"
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.BakedLitShader"
- }
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