user 5448870e2c Refactor: Prop 폴더 구조 정리 및 파일명 한글화
- Etc/Prop 폴더 내용을 기존 Prop/Glb 폴더로 통합
- 모든 Prop을 개별 한글 폴더로 정리:
  - Acoustic Guitar → 어쿠스틱 기타
  - Cake → 케이크
  - Candle Light Mesh → 촛불
  - Drum_Stick → 드럼스틱
  - GuitarE → 일렉기타
  - Hand Mic → 핸드마이크
  - Heart Balloons Prop → 하트풍선
  - Heart Cheering Rod → 하트 응원봉
  - LongChair → 긴의자
  - Megaphone → 확성기
  - Mic → 마이크
  - RingCon → 링콘
  - Stand MicroPhone → 스탠드마이크
  - [Office]Chair/Desk → 사무용의자/사무용책상
  - [Prop]Desk → 책상
  - 외 다수

- GLB/FBX 파일명도 폴더명과 동일하게 한글로 변경
- 사용하지 않는 External/Skybox, #Prefab, #Roadmap 폴더 정리

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-06 22:13:37 +09:00

3256 lines
139 KiB
GLSL

// Made with Amplify Shader Editor v1.9.9.4
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Util function/Fake Shadow"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_ShadowColor( "Shadow Color", Color ) = ( 1, 1, 1, 1 )
_MainTex( "MainTex", 2D ) = "white" {}
_BlurRadius( "Blur Radius", Range( 0, 10 ) ) = 0
[HideInInspector] _DrawOrder("Draw Order", Range(-50, 50)) = 0
[HideInInspector][Enum(Depth Bias, 0, View Bias, 1)] _DecalMeshBiasType("DecalMesh BiasType", Float) = 0
[HideInInspector] _DecalMeshDepthBias("DecalMesh DepthBias", Float) = 0
[HideInInspector] _DecalMeshViewBias("DecalMesh ViewBias", Float) = 0
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
//[HideInInspector] _DecalAngleFadeSupported("Decal Angle Fade Supported", Float) = 1
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "PreviewType"="Plane" "DisableBatching"="LODFading" "ShaderGraphShader"="true" "ShaderGraphTargetId"="UniversalDecalSubTarget" }
HLSLINCLUDE
#pragma target 3.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
ENDHLSL
Pass
{
Name "DBufferProjector"
Tags { "LightMode"="DBufferProjector" }
Cull Front
Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
ZTest Greater
ZWrite Off
ColorMask RGBA
ColorMask 0 1
ColorMask RGBA 2
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 170200
#pragma vertex Vert
#pragma fragment Frag
#pragma exclude_renderers glcore gles gles3
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_X_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_X_UINT(GBUFFER4);
#endif
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float _BlurRadius;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
float GaussianBlur23( sampler2D tex, float2 uv, float2 texelSize, float blurRadius )
{
float kernel[12] = {0.02, 0.05, 0.08, 0.12, 0.15, 0.18, 0.18, 0.15, 0.12, 0.08, 0.05, 0.02};
float kernelSum = 0.0;
float blurResult = 0.0;
for (int x = -6; x <= 6; x++) {
for (int y = -6; y <= 6; y++) {
float2 sampleUV = uv + texelSize * float2(x, y) * blurRadius;
float weight = kernel[abs(x)] * kernel[abs(y)];
// 텍스처 샘플링
float4 texColor = tex2D(tex, sampleUV);
// RGB → 그레이스케일 (luminance 방식)
float grayscale = dot(texColor.rgb, float3(0.299, 0.587, 0.114));
// 그레이스케일 * 1000000 → 클램프(0,1)
float boostedGray = saturate(grayscale * 1000000.0);
// 알파와 더하기 → 클램프(0,1)
float combined = saturate(boostedGray + texColor.a);
// 가중치 적용
blurResult += combined * weight;
kernelSum += weight;
}
}
return blurResult / kernelSum;
}
void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
{
half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#if defined(_MATERIAL_AFFECTS_NORMAL)
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
#else
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
#endif
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#if defined(_MATERIAL_AFFECTS_NORMAL)
float sgn = input.tangentWS.w;
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
#else
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
#endif
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#define DECAL_PROJECTOR
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_MESH
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
#define DECAL_DBUFFER
#endif
#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
#define DECAL_SCREEN_SPACE
#endif
#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_GBUFFER
#endif
#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
#define DECAL_FORWARD_EMISSIVE
#endif
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#ifdef _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
PackedVaryings Vert(Attributes inputMesh )
{
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
return packedOutput;
}
void Frag(PackedVaryings packedInput,
OUTPUT_DBUFFER(outDBuffer)
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#ifdef _DECAL_LAYERS
#ifdef _RENDER_PASS_ENABLED
uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
#else
uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
#endif
uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
#endif
#if defined(DECAL_PROJECTOR)
#if UNITY_REVERSED_Z
#if _RENDER_PASS_ENABLED
float depth = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, packedInput.positionCS.xy).x;
#else
float depth = LoadSceneDepth(packedInput.positionCS.xy);
#endif
#else
#if _RENDER_PASS_ENABLED
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, packedInput.positionCS.xy));
#else
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
#endif
#endif
#endif
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
float4 ScreenPosNorm = float4( positionSS, positionCS.zw );
float4 ClipPos = positionCS * packedInput.positionCS.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
float3 PositionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
float3 PositionWS = PositionRWS + _WorldSpaceCameraPos;
float3 PositionOS = TransformWorldToObject( PositionWS );
float3 PositionVS = TransformWorldToView( PositionWS );
float3 positionDS = TransformWorldToObject(PositionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0);
float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
clip(clipValue);
float2 texCoord = positionDS.xz + float2(0.5, 0.5);
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
texCoord.xy = texCoord.xy * scale + offset;
float2 texCoord0 = texCoord;
float2 texCoord1 = texCoord;
float2 texCoord2 = texCoord;
float2 texCoord3 = texCoord;
float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
#ifdef DECAL_ANGLE_FADE
half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.y < 0.0f)
{
half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
half dotAngle = dot(normalWS, decalNormal);
angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
}
#endif
half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
DecalSurfaceData surfaceData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
sampler2D tex23 = _MainTex;
float2 texCoord28 = texCoord0 * float2( 1,1 ) + float2( 0,0 );
float2 uv23 = texCoord28;
float2 texelSize23 = float2( 0.0002441406,0.0002441406 );
float blurRadius23 = _BlurRadius;
float localGaussianBlur23 = GaussianBlur23( tex23 , uv23 , texelSize23 , blurRadius23 );
float4 temp_output_20_0 = ( localGaussianBlur23 * _ShadowColor );
surfaceDescription.BaseColor = temp_output_20_0.rgb;
surfaceDescription.Alpha = temp_output_20_0.a;
surfaceDescription.NormalTS = float3(0.0f, 0.0f, 1.0f);
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = 0;
surfaceDescription.Occlusion = 1;
surfaceDescription.Smoothness = 0.5;
surfaceDescription.MAOSAlpha = 1;
#endif
GetSurfaceData(surfaceDescription, angleFadeFactor, surfaceData);
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
}
ENDHLSL
}
Pass
{
Name "DecalScreenSpaceProjector"
Tags { "LightMode"="DecalScreenSpaceProjector" }
Cull Front
Blend SrcAlpha OneMinusSrcAlpha
ZTest Greater
ZWrite Off
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 170200
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
#pragma multi_compile _ _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SH
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_X_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_X_UINT(GBUFFER4);
#endif
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
float3 Emission;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float3 viewDirectionWS : TEXCOORD1;
float4 lightmapUVs : TEXCOORD2; // @diogo: packs both static (xy) and dynamic (zw)
float3 sh : TEXCOORD3;
float4 fogFactorAndVertexLight : TEXCOORD4;
#ifdef USE_APV_PROBE_OCCLUSION
float4 probeOcclusion : TEXCOORD5;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float _BlurRadius;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
float GaussianBlur23( sampler2D tex, float2 uv, float2 texelSize, float blurRadius )
{
float kernel[12] = {0.02, 0.05, 0.08, 0.12, 0.15, 0.18, 0.18, 0.15, 0.12, 0.08, 0.05, 0.02};
float kernelSum = 0.0;
float blurResult = 0.0;
for (int x = -6; x <= 6; x++) {
for (int y = -6; y <= 6; y++) {
float2 sampleUV = uv + texelSize * float2(x, y) * blurRadius;
float weight = kernel[abs(x)] * kernel[abs(y)];
// 텍스처 샘플링
float4 texColor = tex2D(tex, sampleUV);
// RGB → 그레이스케일 (luminance 방식)
float grayscale = dot(texColor.rgb, float3(0.299, 0.587, 0.114));
// 그레이스케일 * 1000000 → 클램프(0,1)
float boostedGray = saturate(grayscale * 1000000.0);
// 알파와 더하기 → 클램프(0,1)
float combined = saturate(boostedGray + texColor.a);
// 가중치 적용
blurResult += combined * weight;
kernelSum += weight;
}
}
return blurResult / kernelSum;
}
void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
{
half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#if defined(_MATERIAL_AFFECTS_NORMAL)
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
#else
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
#endif
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#if defined(_MATERIAL_AFFECTS_NORMAL)
float sgn = input.tangentWS.w;
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
#else
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
#endif
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#define DECAL_PROJECTOR
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_MESH
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
#define DECAL_DBUFFER
#endif
#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
#define DECAL_SCREEN_SPACE
#endif
#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_GBUFFER
#endif
#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
#define DECAL_FORWARD_EMISSIVE
#endif
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#ifdef _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = positionWS;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirectionWS;
inputData.shadowCoord = float4(0, 0, 0, 0);
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
inputData.fogCoord = InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, input.lightmapUVs.zw, half3(input.sh), normalWS);
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVs.xy);
#endif
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
#if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI(input.sh,
GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, half3(input.sh), normalWS);
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVs.xy);
#endif
#endif
#endif
#if defined(DEBUG_DISPLAY)
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.lightmapUVs.zw;
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV) && defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.lightmapUVs.xy;
#elif defined(VARYINGS_NEED_SH)
inputData.vertexSH = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
inputData.probeOcclusion = input.probeOcclusion;
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
}
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
surfaceData.metallic = saturate(decalSurfaceData.metallic);
surfaceData.specular = 0;
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
surfaceData.occlusion = decalSurfaceData.occlusion;
surfaceData.emission = decalSurfaceData.emissive;
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
}
PackedVaryings Vert(Attributes inputMesh )
{
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
half fogFactor = 0;
#if !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
#endif
half3 vertexLight = VertexLighting(positionWS, normalWS);
packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
packedOutput.normalWS.xyz = normalWS;
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.lightmapUVs.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
packedOutput.lightmapUVs.zw = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
packedOutput.sh.xyz = float3(SampleSHVertex(half3(normalWS)));
#endif
return packedOutput;
}
void Frag(PackedVaryings packedInput,
out half4 outColor : SV_Target0
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#ifdef _DECAL_LAYERS
#ifdef _RENDER_PASS_ENABLED
uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
#else
uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
#endif
uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
#endif
#if defined(DECAL_PROJECTOR)
#if UNITY_REVERSED_Z
#if _RENDER_PASS_ENABLED
float depth = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, packedInput.positionCS.xy).x;
#else
float depth = LoadSceneDepth(packedInput.positionCS.xy);
#endif
#else
#if _RENDER_PASS_ENABLED
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, packedInput.positionCS.xy));
#else
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
#endif
#endif
#endif
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
float4 ScreenPosNorm = float4( positionSS, positionCS.zw );
float4 ClipPos = positionCS * packedInput.positionCS.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
float3 PositionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
float3 PositionWS = PositionRWS + _WorldSpaceCameraPos;
float3 PositionOS = TransformWorldToObject( PositionWS );
float3 PositionVS = TransformWorldToView( PositionWS );
float3 positionDS = TransformWorldToObject(PositionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0);
float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
clip(clipValue);
float2 texCoord = positionDS.xz + float2(0.5, 0.5);
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
texCoord.xy = texCoord.xy * scale + offset;
float2 texCoord0 = texCoord;
float2 texCoord1 = texCoord;
float2 texCoord2 = texCoord;
float2 texCoord3 = texCoord;
float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
#ifdef DECAL_ANGLE_FADE
half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.y < 0.0f)
{
half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
half dotAngle = dot(normalWS, decalNormal);
angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
}
#endif
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
DecalSurfaceData surfaceData;
sampler2D tex23 = _MainTex;
float2 texCoord28 = texCoord0 * float2( 1,1 ) + float2( 0,0 );
float2 uv23 = texCoord28;
float2 texelSize23 = float2( 0.0002441406,0.0002441406 );
float blurRadius23 = _BlurRadius;
float localGaussianBlur23 = GaussianBlur23( tex23 , uv23 , texelSize23 , blurRadius23 );
float4 temp_output_20_0 = ( localGaussianBlur23 * _ShadowColor );
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.BaseColor = temp_output_20_0.rgb;
surfaceDescription.Alpha = temp_output_20_0.a;
surfaceDescription.NormalTS = float3(0.0f, 0.0f, 1.0f);
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = 0;
surfaceDescription.Occlusion = 1;
surfaceDescription.Smoothness = 0.5;
surfaceDescription.MAOSAlpha = 1;
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceDescription.Emission = float3(0, 0, 0);
#endif
GetSurfaceData( surfaceDescription, angleFadeFactor, surfaceData);
half3 normalToPack = surfaceData.normalWS.xyz;
#ifdef DECAL_RECONSTRUCT_NORMAL
surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
#endif
InputData inputData;
InitializeInputData( packedInput, PositionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
SurfaceData surface = (SurfaceData)0;
GetSurface(surfaceData, surface);
half4 color = UniversalFragmentPBR(inputData, surface);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
outColor = color;
}
ENDHLSL
}
Pass
{
Name "DecalGBufferProjector"
Tags { "LightMode"="DecalGBufferProjector" }
Cull Front
Blend 0 SrcAlpha OneMinusSrcAlpha
Blend 1 SrcAlpha OneMinusSrcAlpha
Blend 2 SrcAlpha OneMinusSrcAlpha
Blend 3 SrcAlpha OneMinusSrcAlpha
ZTest Greater
ZWrite Off
ColorMask RGB
ColorMask 0 1
ColorMask 0 2
ColorMask RGB 3
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 170200
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
#pragma multi_compile _ _DECAL_LAYERS
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_SH
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DECAL_GBUFFER_PROJECTOR
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_X_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_X_UINT(GBUFFER4);
#endif
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
float3 Emission;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float3 viewDirectionWS : TEXCOORD1;
float4 lightmapUVs : TEXCOORD2; // @diogo: packs both static (xy) and dynamic (zw)
float3 sh : TEXCOORD3;
#ifdef USE_APV_PROBE_OCCLUSION
float4 probeOcclusion : TEXCOORD4;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float _BlurRadius;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
float GaussianBlur23( sampler2D tex, float2 uv, float2 texelSize, float blurRadius )
{
float kernel[12] = {0.02, 0.05, 0.08, 0.12, 0.15, 0.18, 0.18, 0.15, 0.12, 0.08, 0.05, 0.02};
float kernelSum = 0.0;
float blurResult = 0.0;
for (int x = -6; x <= 6; x++) {
for (int y = -6; y <= 6; y++) {
float2 sampleUV = uv + texelSize * float2(x, y) * blurRadius;
float weight = kernel[abs(x)] * kernel[abs(y)];
// 텍스처 샘플링
float4 texColor = tex2D(tex, sampleUV);
// RGB → 그레이스케일 (luminance 방식)
float grayscale = dot(texColor.rgb, float3(0.299, 0.587, 0.114));
// 그레이스케일 * 1000000 → 클램프(0,1)
float boostedGray = saturate(grayscale * 1000000.0);
// 알파와 더하기 → 클램프(0,1)
float combined = saturate(boostedGray + texColor.a);
// 가중치 적용
blurResult += combined * weight;
kernelSum += weight;
}
}
return blurResult / kernelSum;
}
void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
{
half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#if defined(_MATERIAL_AFFECTS_NORMAL)
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
#else
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
#endif
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#if defined(_MATERIAL_AFFECTS_NORMAL)
float sgn = input.tangentWS.w;
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
#else
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
#endif
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#define DECAL_PROJECTOR
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_MESH
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
#define DECAL_DBUFFER
#endif
#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
#define DECAL_SCREEN_SPACE
#endif
#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_GBUFFER
#endif
#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
#define DECAL_FORWARD_EMISSIVE
#endif
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#ifdef _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = positionWS;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirectionWS;
inputData.shadowCoord = float4(0, 0, 0, 0);
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
inputData.fogCoord = InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, input.lightmapUVs.zw, half3(input.sh), normalWS);
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVs.xy);
#endif
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
#if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI(input.sh,
GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, half3(input.sh), normalWS);
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVs.xy);
#endif
#endif
#endif
#if defined(DEBUG_DISPLAY)
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.lightmapUVs.zw;
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV) && defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.lightmapUVs.xy;
#elif defined(VARYINGS_NEED_SH)
inputData.vertexSH = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
inputData.probeOcclusion = input.probeOcclusion;
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
}
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
surfaceData.metallic = saturate(decalSurfaceData.metallic);
surfaceData.specular = 0;
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
surfaceData.occlusion = decalSurfaceData.occlusion;
surfaceData.emission = decalSurfaceData.emissive;
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
}
PackedVaryings Vert(Attributes inputMesh )
{
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
packedOutput.normalWS.xyz = normalWS;
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.lightmapUVs.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
packedOutput.lightmapUVs.zw = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
packedOutput.sh = float3(SampleSHVertex(half3(normalWS)));
#endif
return packedOutput;
}
void Frag(PackedVaryings packedInput,
out GBufferFragOutput fragmentOutput
)
{
//PassGBuffer.template
#pragma warning (disable : 3578) // The output value isn't completely initialized.
GBufferFragOutput tempFragmentOutput = (GBufferFragOutput)0;
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
//VFXComputePixelOutputToGBuffer(packedInput, tempFragmentOutput);
fragmentOutput.gBuffer0 = tempFragmentOutput.gBuffer0;
fragmentOutput.gBuffer1 = tempFragmentOutput.gBuffer1;
fragmentOutput.gBuffer2 = tempFragmentOutput.gBuffer2;
fragmentOutput.color = tempFragmentOutput.color;
#if defined(GBUFFER_FEATURE_SHADOWMASK)
fragmentOutput.shadowMask = tempFragmentOutput.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked)
#endif
#pragma warning (default : 3578) // Restore output value isn't completely initialized.
half angleFadeFactor = 1.0;
#ifdef _DECAL_LAYERS
#ifdef _RENDER_PASS_ENABLED
uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
#else
uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
#endif
uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
#endif
#if defined(DECAL_PROJECTOR)
#if UNITY_REVERSED_Z
#if _RENDER_PASS_ENABLED
float depth = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, packedInput.positionCS.xy).x;
#else
float depth = LoadSceneDepth(packedInput.positionCS.xy);
#endif
#else
#if _RENDER_PASS_ENABLED
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, packedInput.positionCS.xy));
#else
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(packedInput.positionCS.xy));
#endif
#endif
#endif
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
float4 ScreenPosNorm = float4( positionSS, positionCS.zw );
float4 ClipPos = positionCS * packedInput.positionCS.w;
float4 ScreenPos = ComputeScreenPos( ClipPos );
float3 PositionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
float3 PositionWS = PositionRWS + _WorldSpaceCameraPos;
float3 PositionOS = TransformWorldToObject( PositionWS );
float3 PositionVS = TransformWorldToView( PositionWS );
float3 positionDS = TransformWorldToObject(PositionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0);
float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
clip(clipValue);
float2 texCoord = positionDS.xz + float2(0.5, 0.5);
float4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
texCoord.xy = texCoord.xy * scale + offset;
float2 texCoord0 = texCoord;
float2 texCoord1 = texCoord;
float2 texCoord2 = texCoord;
float2 texCoord3 = texCoord;
float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
#ifdef DECAL_ANGLE_FADE
half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.y < 0.0f)
{
half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
half dotAngle = dot(normalWS, decalNormal);
angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
}
#endif
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
DecalSurfaceData surfaceData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
sampler2D tex23 = _MainTex;
float2 texCoord28 = texCoord0 * float2( 1,1 ) + float2( 0,0 );
float2 uv23 = texCoord28;
float2 texelSize23 = float2( 0.0002441406,0.0002441406 );
float blurRadius23 = _BlurRadius;
float localGaussianBlur23 = GaussianBlur23( tex23 , uv23 , texelSize23 , blurRadius23 );
float4 temp_output_20_0 = ( localGaussianBlur23 * _ShadowColor );
surfaceDescription.BaseColor = temp_output_20_0.rgb;
surfaceDescription.Alpha = temp_output_20_0.a;
surfaceDescription.NormalTS = float3(0.0f, 0.0f, 1.0f);
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = 0;
surfaceDescription.Occlusion =1;
surfaceDescription.Smoothness = 0.5;
surfaceDescription.MAOSAlpha = 1;
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceDescription.Emission = float3(0, 0, 0);
#endif
GetSurfaceData(surfaceDescription, angleFadeFactor, surfaceData);
half3 normalToPack = surfaceData.normalWS.xyz;
#ifdef DECAL_RECONSTRUCT_NORMAL
surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
#endif
InputData inputData;
InitializeInputData(packedInput, PositionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
SurfaceData surface = (SurfaceData)0;
GetSurface(surfaceData, surface);
BRDFData brdfData;
InitializeBRDFData(surface.albedo, surface.metallic, 0, surface.smoothness, surface.alpha, brdfData);
#ifdef _MATERIAL_AFFECTS_ALBEDO
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, surfaceData.normalWS.xyz, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surface.occlusion, surfaceData.normalWS.xyz, inputData.viewDirectionWS);
#else
half3 color = 0;
#endif
//PassGBuffer.template
half3 packedNormalWS = PackGBufferNormal(surfaceData.normalWS.xyz);
fragmentOutput = (GBufferFragOutput)0;
fragmentOutput.gBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
fragmentOutput.gBuffer1 = 0;
fragmentOutput.gBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
#if defined(AFFECT_BASE_COLOR) || defined(AFFECT_EMISSIVE)
fragmentOutput.color = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
#else
fragmentOutput.color = 0;
#endif
#if defined(GBUFFER_FEATURE_SHADOWMASK)
fragmentOutput.shadowMask = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked)
#endif
}
ENDHLSL
}
Pass
{
Name "DBufferMesh"
Tags { "LightMode"="DBufferMesh" }
Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
ColorMask RGBA
ColorMask 0 1
ColorMask RGBA 2
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 170200
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DBUFFER_MESH
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_X_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_X_UINT(GBUFFER4);
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2;
float4 texCoord0 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float _BlurRadius;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
float GaussianBlur23( sampler2D tex, float2 uv, float2 texelSize, float blurRadius )
{
float kernel[12] = {0.02, 0.05, 0.08, 0.12, 0.15, 0.18, 0.18, 0.15, 0.12, 0.08, 0.05, 0.02};
float kernelSum = 0.0;
float blurResult = 0.0;
for (int x = -6; x <= 6; x++) {
for (int y = -6; y <= 6; y++) {
float2 sampleUV = uv + texelSize * float2(x, y) * blurRadius;
float weight = kernel[abs(x)] * kernel[abs(y)];
// 텍스처 샘플링
float4 texColor = tex2D(tex, sampleUV);
// RGB → 그레이스케일 (luminance 방식)
float grayscale = dot(texColor.rgb, float3(0.299, 0.587, 0.114));
// 그레이스케일 * 1000000 → 클램프(0,1)
float boostedGray = saturate(grayscale * 1000000.0);
// 알파와 더하기 → 클램프(0,1)
float combined = saturate(boostedGray + texColor.a);
// 가중치 적용
blurResult += combined * weight;
kernelSum += weight;
}
}
return blurResult / kernelSum;
}
void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
{
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
half fadeFactor = half(1.0);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#if defined(_MATERIAL_AFFECTS_NORMAL)
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
#else
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
#endif
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#if defined(_MATERIAL_AFFECTS_NORMAL)
float sgn = input.tangentWS.w;
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
#else
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
#endif
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#define DECAL_PROJECTOR
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_MESH
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
#define DECAL_DBUFFER
#endif
#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
#define DECAL_SCREEN_SPACE
#endif
#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_GBUFFER
#endif
#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
#define DECAL_FORWARD_EMISSIVE
#endif
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#ifdef _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
void MeshDecalsPositionZBias(inout PackedVaryings input)
{
#if UNITY_REVERSED_Z
input.positionCS.z -= _DecalMeshDepthBias;
#else
input.positionCS.z += _DecalMeshDepthBias;
#endif
}
PackedVaryings Vert(Attributes inputMesh )
{
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
{
float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
}
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
packedOutput.positionWS.xyz = positionWS;
packedOutput.normalWS.xyz = normalWS;
packedOutput.tangentWS.xyzw = tangentWS;
packedOutput.texCoord0.xyzw = inputMesh.uv0;
packedOutput.positionCS = TransformWorldToHClip(positionWS);
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
{
MeshDecalsPositionZBias(packedOutput);
}
return packedOutput;
}
void Frag(PackedVaryings packedInput,
OUTPUT_DBUFFER(outDBuffer)
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#ifdef _DECAL_LAYERS
#ifdef _RENDER_PASS_ENABLED
uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
#else
uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
#endif
uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
#endif
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
float3 positionWS = packedInput.positionWS.xyz;
half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
DecalSurfaceData surfaceData;
SurfaceDescription surfaceDescription;
sampler2D tex23 = _MainTex;
float2 texCoord28 = packedInput.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv23 = texCoord28;
float2 texelSize23 = float2( 0.0002441406,0.0002441406 );
float blurRadius23 = _BlurRadius;
float localGaussianBlur23 = GaussianBlur23( tex23 , uv23 , texelSize23 , blurRadius23 );
float4 temp_output_20_0 = ( localGaussianBlur23 * _ShadowColor );
surfaceDescription.BaseColor = temp_output_20_0.rgb;
surfaceDescription.Alpha = temp_output_20_0.a;
surfaceDescription.NormalTS = float3(0.0f, 0.0f, 1.0f);
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = 0;
surfaceDescription.Occlusion = 1;
surfaceDescription.Smoothness = 0.5;
surfaceDescription.MAOSAlpha = 1;
#endif
GetSurfaceData(packedInput, surfaceDescription, surfaceData);
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
}
ENDHLSL
}
Pass
{
Name "DecalScreenSpaceMesh"
Tags { "LightMode"="DecalScreenSpaceMesh" }
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 170200
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
#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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile _ _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SH
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DECAL_SCREEN_SPACE_MESH
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_X_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_X_UINT(GBUFFER4);
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
float3 Emission;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2;
float4 texCoord0 : TEXCOORD3;
float3 viewDirectionWS : TEXCOORD4;
float4 lightmapUVs : TEXCOORD5; // @diogo: packs both static (xy) and dynamic (zw)
float3 sh : TEXCOORD6;
float4 fogFactorAndVertexLight : TEXCOORD7;
#ifdef USE_APV_PROBE_OCCLUSION
float4 probeOcclusion : TEXCOORD8;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float _BlurRadius;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
float GaussianBlur23( sampler2D tex, float2 uv, float2 texelSize, float blurRadius )
{
float kernel[12] = {0.02, 0.05, 0.08, 0.12, 0.15, 0.18, 0.18, 0.15, 0.12, 0.08, 0.05, 0.02};
float kernelSum = 0.0;
float blurResult = 0.0;
for (int x = -6; x <= 6; x++) {
for (int y = -6; y <= 6; y++) {
float2 sampleUV = uv + texelSize * float2(x, y) * blurRadius;
float weight = kernel[abs(x)] * kernel[abs(y)];
// 텍스처 샘플링
float4 texColor = tex2D(tex, sampleUV);
// RGB → 그레이스케일 (luminance 방식)
float grayscale = dot(texColor.rgb, float3(0.299, 0.587, 0.114));
// 그레이스케일 * 1000000 → 클램프(0,1)
float boostedGray = saturate(grayscale * 1000000.0);
// 알파와 더하기 → 클램프(0,1)
float combined = saturate(boostedGray + texColor.a);
// 가중치 적용
blurResult += combined * weight;
kernelSum += weight;
}
}
return blurResult / kernelSum;
}
void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
{
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
half fadeFactor = half(1.0);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#if defined(_MATERIAL_AFFECTS_NORMAL)
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
#else
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
#endif
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#if defined(_MATERIAL_AFFECTS_NORMAL)
float sgn = input.tangentWS.w;
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
#else
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
#endif
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#define DECAL_PROJECTOR
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_MESH
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
#define DECAL_DBUFFER
#endif
#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
#define DECAL_SCREEN_SPACE
#endif
#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_GBUFFER
#endif
#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
#define DECAL_FORWARD_EMISSIVE
#endif
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#ifdef _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
void MeshDecalsPositionZBias(inout PackedVaryings input)
{
#if UNITY_REVERSED_Z
input.positionCS.z -= _DecalMeshDepthBias;
#else
input.positionCS.z += _DecalMeshDepthBias;
#endif
}
void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = positionWS;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirectionWS;
inputData.shadowCoord = float4(0, 0, 0, 0);
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
inputData.fogCoord = InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, input.lightmapUVs.zw, half3(input.sh), normalWS);
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVs.xy);
#endif
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
#if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI(input.sh,
GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, half3(input.sh), normalWS);
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVs.xy);
#endif
#endif
#endif
#if defined(DEBUG_DISPLAY)
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.lightmapUVs.zw;
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV) && defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.lightmapUVs.xy;
#elif defined(VARYINGS_NEED_SH)
inputData.vertexSH = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
inputData.probeOcclusion = input.probeOcclusion;
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
}
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
surfaceData.metallic = saturate(decalSurfaceData.metallic);
surfaceData.specular = 0;
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
surfaceData.occlusion = decalSurfaceData.occlusion;
surfaceData.emission = decalSurfaceData.emissive;
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
}
PackedVaryings Vert(Attributes inputMesh )
{
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
{
float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
}
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
half fogFactor = 0;
#if !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
#endif
half3 vertexLight = VertexLighting(positionWS, normalWS);
packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
{
MeshDecalsPositionZBias(packedOutput);
}
packedOutput.positionWS.xyz = positionWS;
packedOutput.normalWS.xyz = normalWS;
packedOutput.tangentWS.xyzw = tangentWS;
packedOutput.texCoord0.xyzw = inputMesh.uv0;
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.lightmapUVs.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
packedOutput.lightmapUVs.zw = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
packedOutput.sh = float3(SampleSHVertex(half3(normalWS)));
#endif
return packedOutput;
}
void Frag(PackedVaryings packedInput,
out half4 outColor : SV_Target0
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#ifdef _DECAL_LAYERS
#ifdef _RENDER_PASS_ENABLED
uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
#else
uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
#endif
uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
#endif
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
float3 positionWS = packedInput.positionWS.xyz;
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
DecalSurfaceData surfaceData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
sampler2D tex23 = _MainTex;
float2 texCoord28 = packedInput.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv23 = texCoord28;
float2 texelSize23 = float2( 0.0002441406,0.0002441406 );
float blurRadius23 = _BlurRadius;
float localGaussianBlur23 = GaussianBlur23( tex23 , uv23 , texelSize23 , blurRadius23 );
float4 temp_output_20_0 = ( localGaussianBlur23 * _ShadowColor );
surfaceDescription.BaseColor = temp_output_20_0.rgb;
surfaceDescription.Alpha = temp_output_20_0.a;
surfaceDescription.NormalTS = float3(0.0f, 0.0f, 1.0f);
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = 0;
surfaceDescription.Occlusion = 1;
surfaceDescription.Smoothness = 0.5;
surfaceDescription.MAOSAlpha = 1;
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceDescription.Emission = float3(0, 0, 0);
#endif
GetSurfaceData(packedInput, surfaceDescription, surfaceData);
half3 normalToPack = surfaceData.normalWS.xyz;
#ifdef DECAL_RECONSTRUCT_NORMAL
surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
#endif
InputData inputData;
InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
SurfaceData surface = (SurfaceData)0;
GetSurface(surfaceData, surface);
half4 color = UniversalFragmentPBR(inputData, surface);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
outColor = color;
}
ENDHLSL
}
Pass
{
Name "DecalGBufferMesh"
Tags { "LightMode"="DecalGBufferMesh" }
Blend 0 SrcAlpha OneMinusSrcAlpha
Blend 1 SrcAlpha OneMinusSrcAlpha
Blend 2 SrcAlpha OneMinusSrcAlpha
Blend 3 SrcAlpha OneMinusSrcAlpha
ZWrite Off
ColorMask RGB
ColorMask 0 1
ColorMask 0 2
ColorMask RGB 3
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 170200
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _DECAL_NORMAL_BLEND_LOW _DECAL_NORMAL_BLEND_MEDIUM _DECAL_NORMAL_BLEND_HIGH
#pragma multi_compile _ _DECAL_LAYERS
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SH
#define VARYINGS_NEED_STATIC_LIGHTMAP_UV
#define VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DECAL_GBUFFER_MESH
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_X_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_X_UINT(GBUFFER4);
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
float NormalAlpha;
float Metallic;
float Occlusion;
float Smoothness;
float MAOSAlpha;
float3 Emission;
};
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2;
float4 texCoord0 : TEXCOORD3;
float3 viewDirectionWS : TEXCOORD4;
float4 lightmapUVs : TEXCOORD5; // @diogo: packs both static (xy) and dynamic (zw)
float3 sh : TEXCOORD6;
float4 fogFactorAndVertexLight : TEXCOORD7;
#ifdef USE_APV_PROBE_OCCLUSION
float4 probeOcclusion : TEXCOORD10;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float _BlurRadius;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
float GaussianBlur23( sampler2D tex, float2 uv, float2 texelSize, float blurRadius )
{
float kernel[12] = {0.02, 0.05, 0.08, 0.12, 0.15, 0.18, 0.18, 0.15, 0.12, 0.08, 0.05, 0.02};
float kernelSum = 0.0;
float blurResult = 0.0;
for (int x = -6; x <= 6; x++) {
for (int y = -6; y <= 6; y++) {
float2 sampleUV = uv + texelSize * float2(x, y) * blurRadius;
float weight = kernel[abs(x)] * kernel[abs(y)];
// 텍스처 샘플링
float4 texColor = tex2D(tex, sampleUV);
// RGB → 그레이스케일 (luminance 방식)
float grayscale = dot(texColor.rgb, float3(0.299, 0.587, 0.114));
// 그레이스케일 * 1000000 → 클램프(0,1)
float boostedGray = saturate(grayscale * 1000000.0);
// 알파와 더하기 → 클램프(0,1)
float combined = saturate(boostedGray + texColor.a);
// 가중치 적용
blurResult += combined * weight;
kernelSum += weight;
}
}
return blurResult / kernelSum;
}
void GetSurfaceData(PackedVaryings input, SurfaceDescription surfaceDescription, out DecalSurfaceData surfaceData)
{
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
half fadeFactor = half(1.0);
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.occlusion = half(1.0);
surfaceData.smoothness = half(0);
#ifdef _MATERIAL_AFFECTS_NORMAL
surfaceData.normalWS.w = half(1.0);
#else
surfaceData.normalWS.w = half(0.0);
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceData.emissive.rgb = half3(surfaceDescription.Emission.rgb * fadeFactor);
#endif
surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#if defined(_MATERIAL_AFFECTS_NORMAL)
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
#else
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
#endif
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#if defined(_MATERIAL_AFFECTS_NORMAL)
float sgn = input.tangentWS.w;
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
#else
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
#endif
#endif
surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceData.metallic = half(surfaceDescription.Metallic);
surfaceData.occlusion = half(surfaceDescription.Occlusion);
surfaceData.smoothness = half(surfaceDescription.Smoothness);
surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
#endif
}
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#define DECAL_PROJECTOR
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_MESH
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
#define DECAL_DBUFFER
#endif
#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
#define DECAL_SCREEN_SPACE
#endif
#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_GBUFFER
#endif
#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
#define DECAL_FORWARD_EMISSIVE
#endif
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#ifdef _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
void MeshDecalsPositionZBias(inout PackedVaryings input)
{
#if UNITY_REVERSED_Z
input.positionCS.z -= _DecalMeshDepthBias;
#else
input.positionCS.z += _DecalMeshDepthBias;
#endif
}
void InitializeInputData(PackedVaryings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = positionWS;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirectionWS;
inputData.shadowCoord = float4(0, 0, 0, 0);
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
inputData.fogCoord = InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, input.lightmapUVs.zw, half3(input.sh), normalWS);
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVs.xy);
#endif
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
#if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI(input.sh,
GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(input.lightmapUVs.xy, half3(input.sh), normalWS);
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVs.xy);
#endif
#endif
#endif
#if defined(DEBUG_DISPLAY)
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.lightmapUVs.zw;
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV) && defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.lightmapUVs.xy;
#elif defined(VARYINGS_NEED_SH)
inputData.vertexSH = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
inputData.probeOcclusion = input.probeOcclusion;
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
}
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
surfaceData.metallic = saturate(decalSurfaceData.metallic);
surfaceData.specular = 0;
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
surfaceData.occlusion = decalSurfaceData.occlusion;
surfaceData.emission = decalSurfaceData.emissive;
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
}
PackedVaryings Vert(Attributes inputMesh )
{
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS)
{
float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
}
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS)
{
MeshDecalsPositionZBias(packedOutput);
}
packedOutput.positionWS.xyz = positionWS;
packedOutput.normalWS.xyz = normalWS;
packedOutput.tangentWS.xyzw = tangentWS;
packedOutput.texCoord0.xyzw = inputMesh.uv0;
packedOutput.viewDirectionWS.xyz = GetWorldSpaceViewDir(positionWS);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, packedOutput.lightmapUVs.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
packedOutput.lightmapUVs.zw = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
packedOutput.sh.xyz = float3(SampleSHVertex(half3(normalWS)));
#endif
half fogFactor = 0;
#if !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(packedOutput.positionCS.z);
#endif
half3 vertexLight = VertexLighting(positionWS, normalWS);
packedOutput.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
return packedOutput;
}
void Frag(PackedVaryings packedInput,
out GBufferFragOutput fragmentOutput
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
half angleFadeFactor = 1.0;
#ifdef _DECAL_LAYERS
#ifdef _RENDER_PASS_ENABLED
uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
#else
uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
#endif
uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
#endif
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(packedInput.positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(packedInput.positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(packedInput.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(packedInput.positionCS.xy));
#endif
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
float3 positionWS = packedInput.positionWS.xyz;
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
DecalSurfaceData surfaceData;
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
sampler2D tex23 = _MainTex;
float2 texCoord28 = packedInput.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv23 = texCoord28;
float2 texelSize23 = float2( 0.0002441406,0.0002441406 );
float blurRadius23 = _BlurRadius;
float localGaussianBlur23 = GaussianBlur23( tex23 , uv23 , texelSize23 , blurRadius23 );
float4 temp_output_20_0 = ( localGaussianBlur23 * _ShadowColor );
surfaceDescription.BaseColor = temp_output_20_0.rgb;
surfaceDescription.Alpha = temp_output_20_0.a;
surfaceDescription.NormalTS = float3(0.0f, 0.0f, 1.0f);
surfaceDescription.NormalAlpha = 1;
#if defined( _MATERIAL_AFFECTS_MAOS )
surfaceDescription.Metallic = 0;
surfaceDescription.Occlusion = 1;
surfaceDescription.Smoothness = 0.5;
surfaceDescription.MAOSAlpha = 1;
#endif
#if defined( _MATERIAL_AFFECTS_EMISSION )
surfaceDescription.Emission = float3(0, 0, 0);
#endif
GetSurfaceData(packedInput, surfaceDescription, surfaceData);
half3 normalToPack = surfaceData.normalWS.xyz;
#ifdef DECAL_RECONSTRUCT_NORMAL
surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
#endif
InputData inputData;
InitializeInputData(packedInput, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
SurfaceData surface = (SurfaceData)0;
GetSurface(surfaceData, surface);
BRDFData brdfData;
InitializeBRDFData(surface.albedo, surface.metallic, 0, surface.smoothness, surface.alpha, brdfData);
#ifdef _MATERIAL_AFFECTS_ALBEDO
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, surfaceData.normalWS.xyz, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surface.occlusion, surfaceData.normalWS.xyz, inputData.viewDirectionWS);
#else
half3 color = 0;
#endif
#pragma warning (disable : 3578) // The output value isn't completely initialized.
half3 packedNormalWS = PackGBufferNormal(normalToPack);
fragmentOutput.gBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
fragmentOutput.gBuffer1 = 0;
fragmentOutput.gBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
fragmentOutput.color = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
#if defined(GBUFFER_FEATURE_SHADOWMASK)
fragmentOutput.shadowMask = inputData.shadowMask;
#endif
#pragma warning (default : 3578) // Restore output value isn't completely initialized.
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
Cull Back
HLSLPROGRAM
#define _MATERIAL_AFFECTS_ALBEDO 1
#define _MATERIAL_AFFECTS_NORMAL_BLEND 1
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 170200
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#define HAVE_MESH_MODIFICATION
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
#if _RENDER_PASS_ENABLED
#define GBUFFER3 0
#define GBUFFER4 1
FRAMEBUFFER_INPUT_X_HALF(GBUFFER3);
FRAMEBUFFER_INPUT_X_UINT(GBUFFER4);
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
float _BlurRadius;
float _DrawOrder;
float _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
#if defined(DECAL_ANGLE_FADE)
float _DecalAngleFadeSupported;
#endif
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
float GaussianBlur23( sampler2D tex, float2 uv, float2 texelSize, float blurRadius )
{
float kernel[12] = {0.02, 0.05, 0.08, 0.12, 0.15, 0.18, 0.18, 0.15, 0.12, 0.08, 0.05, 0.02};
float kernelSum = 0.0;
float blurResult = 0.0;
for (int x = -6; x <= 6; x++) {
for (int y = -6; y <= 6; y++) {
float2 sampleUV = uv + texelSize * float2(x, y) * blurRadius;
float weight = kernel[abs(x)] * kernel[abs(y)];
// 텍스처 샘플링
float4 texColor = tex2D(tex, sampleUV);
// RGB → 그레이스케일 (luminance 방식)
float grayscale = dot(texColor.rgb, float3(0.299, 0.587, 0.114));
// 그레이스케일 * 1000000 → 클램프(0,1)
float boostedGray = saturate(grayscale * 1000000.0);
// 알파와 더하기 → 클램프(0,1)
float combined = saturate(boostedGray + texColor.a);
// 가중치 적용
blurResult += combined * weight;
kernelSum += weight;
}
}
return blurResult / kernelSum;
}
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#define DECAL_PROJECTOR
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_MESH
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
#define DECAL_DBUFFER
#endif
#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
#define DECAL_SCREEN_SPACE
#endif
#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_GBUFFER
#endif
#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
#define DECAL_FORWARD_EMISSIVE
#endif
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#ifdef _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
PackedVaryings Vert(Attributes inputMesh )
{
PackedVaryings packedOutput;
ZERO_INITIALIZE(PackedVaryings, packedOutput);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
inputMesh.normalOS = float3( 0, 1, 0 );
packedOutput.ase_texcoord.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
packedOutput.ase_texcoord.zw = 0;
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
packedOutput.positionCS = TransformWorldToHClip(positionWS);
return packedOutput;
}
void Frag(PackedVaryings packedInput,
out float4 outColor : SV_Target0
)
{
sampler2D tex23 = _MainTex;
float2 texCoord28 = packedInput.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 uv23 = texCoord28;
float2 texelSize23 = float2( 0.0002441406,0.0002441406 );
float blurRadius23 = _BlurRadius;
float localGaussianBlur23 = GaussianBlur23( tex23 , uv23 , texelSize23 , blurRadius23 );
float4 temp_output_20_0 = ( localGaussianBlur23 * _ShadowColor );
float3 BaseColor = temp_output_20_0.rgb;
outColor = unity_SelectionID;
}
ENDHLSL
}
}
CustomEditor "UnityEditor.Rendering.Universal.DecalShaderGraphGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
/*ASEBEGIN
Version=19904
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Node;AmplifyShaderEditor.CustomExpressionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;23;-1088,288;Inherit;False; float kernel[12] = {0.02, 0.05, 0.08, 0.12, 0.15, 0.18, 0.18, 0.15, 0.12, 0.08, 0.05, 0.02}@$ float kernelSum = 0.0@$ float blurResult = 0.0@$$ for (int x = -6@ x <= 6@ x++) {$ for (int y = -6@ y <= 6@ y++) {$ float2 sampleUV = uv + texelSize * float2(x, y) * blurRadius@$ float weight = kernel[abs(x)] * kernel[abs(y)]@$ $ // 텍스처 샘플링$ float4 texColor = tex2D(tex, sampleUV)@$ $ // RGB → 그레이스케일 (luminance 방식)$ float grayscale = dot(texColor.rgb, float3(0.299, 0.587, 0.114))@$ $ // 그레이스케일 * 1000000 → 클램프(0,1)$ float boostedGray = saturate(grayscale * 1000000.0)@$ $ // 알파와 더하기 → 클램프(0,1)$ float combined = saturate(boostedGray + texColor.a)@$ $ // 가중치 적용$ blurResult += combined * weight@$ kernelSum += weight@$ }$ }$$ return blurResult / kernelSum@;1;Create;4;True;tex;SAMPLER2D;;In;;Inherit;False;True;uv;FLOAT2;0,0;In;;Inherit;False;True;texelSize;FLOAT2;0.0002441406,0.0002441406;In;;Inherit;False;True;blurRadius;FLOAT;0;In;;Float;False;GaussianBlur;True;False;0;;False;4;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT2;0.0002441406,0.0002441406;False;3;FLOAT;0;False;1;FLOAT;0
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ASEEND*/
//CHKSM=90683DD262D715771941E1AD78ADCE635E74E004