Streamingle_URP/Assets/External/NiloToonURP/Shaders/NiloToonEnvironment.shader

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// SPDX-License-Identifier: (Not available for this version, you are only allowed to use this software if you have express permission from the copyright holder and agreed to the latest NiloToonURP EULA)
// Copyright (c) 2021 Kuroneko ShaderLab Limited
// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
// This shader is a direct copy of Unity6.1 URP17.0.3's ComplexLit.shader, but with some edit.
// If you want to see what is the difference, all edited lines will have a [NiloToon] tag, you can search [NiloToon] in this file,
// or compare URP17.0.3's ComplexLit.shader with this file using tools like SourceGear DiffMerge.
// Complex Lit is superset of Lit, but provides
// advanced material properties and is always forward rendered.
// It also has higher hardware and shader model requirements.
Shader "Universal Render Pipeline/NiloToon/NiloToon_Environment"
{
Properties
{
// Specular vs Metallic workflow
_WorkflowMode("WorkflowMode", Float) = 1.0
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_Parallax("Scale", Range(0.005, 0.08)) = 0.005
_ParallaxMap("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
[ToggleUI] _ClearCoat("Clear Coat", Float) = 0.0
_ClearCoatMap("Clear Coat Map", 2D) = "white" {}
_ClearCoatMask("Clear Coat Mask", Range(0.0, 1.0)) = 0.0
_ClearCoatSmoothness("Clear Coat Smoothness", Range(0.0, 1.0)) = 1.0
// NiloToon added:
//==========================================================================
////////////////////////////////////////////////////////////////////
// Splat map
////////////////////////////////////////////////////////////////////
_SplatMapFeatureOnOff("_SplatMapFeatureOnOff", Range(0,1)) = 0
_SplatMaskMap("_SplatMaskMap", 2D) = "white" {}
_SplatMaskBlendingSoftness("_SplatMaskBlendingSoftness", Range(0,1)) = 0.5
// R
_SplatAlbedoMapRTintColor("_SplatAlbedoMapRTintColor", Color) = (1,1,1,1)
_SplatAlbedoMapR("_SplatAlbedoMapR", 2D) = "white" {}
_SplatNormalMapR("_SplatNormalMapR", 2D) = "bump" {}
_SplatPackedDataMapR("_SplatPackedDataMapR", 2D) = "white" {}
_SplatAlbedoMapRTiling("_SplatAlbedoMapRTiling", Float) = 1
_SplatNormalMapIntensityR("_SplatNormalMapIntensityR", Float) = 1
_SplatSmoothnessMultiplierR("_SplatSmoothnessMultiplierR", Float) = 1
_SplatHeightMultiplierR("_SplatHeightMultiplierR", Float) = 1
// G
_SplatAlbedoMapGTintColor("_SplatAlbedoMapGTintColor", Color) = (1,1,1,1)
_SplatAlbedoMapG("_SplatAlbedoMapG", 2D) = "white" {}
_SplatNormalMapG("_SplatNormalMapG", 2D) = "bump" {}
_SplatPackedDataMapG("_SplatPackedDataMapG", 2D) = "white" {}
_SplatAlbedoMapGTiling("_SplatAlbedoMapGTiling", Float) = 1
_SplatNormalMapIntensityG("_SplatNormalMapIntensityG", Float) = 1
_SplatSmoothnessMultiplierG("_SplatSmoothnessMultiplierG", Float) = 1
_SplatHeightMultiplierG("_SplatHeightMultiplierG", Float) = 1
// B
_SplatAlbedoMapBTintColor("_SplatAlbedoMapBTintColor", Color) = (1,1,1,1)
_SplatAlbedoMapB("_SplatAlbedoMapB", 2D) = "white" {}
_SplatNormalMapB("_SplatNormalMapB", 2D) = "bump" {}
_SplatPackedDataMapB("_SplatPackedDataMapB", 2D) = "white" {}
_SplatAlbedoMapBTiling("_SplatAlbedoMapBTiling", Float) = 1
_SplatNormalMapIntensityB("_SplatNormalMapIntensityB", Float) = 1
_SplatSmoothnessMultiplierB("_SplatSmoothnessMultiplierB", Float) = 1
_SplatHeightMultiplierB("_SplatHeightMultiplierB", Float) = 1
// A
_SplatAlbedoMapATintColor("_SplatAlbedoMapATintColor", Color) = (1,1,1,1)
_SplatAlbedoMapA("_SplatAlbedoMapA", 2D) = "white" {}
_SplatNormalMapA("_SplatNormalMapA", 2D) = "bump" {}
_SplatPackedDataMapA("_SplatPackedDataMapA", 2D) = "white" {}
_SplatAlbedoMapATiling("_SplatAlbedoMapATiling", Float) = 1
_SplatNormalMapIntensityA("_SplatNormalMapIntensityA", Float) = 1
_SplatSmoothnessMultiplierA("_SplatSmoothnessMultiplierA", Float) = 1
_SplatHeightMultiplierA("_SplatHeightMultiplierA", Float) = 1
////////////////////////////////////////////////////////////////////
// Screen space outline
////////////////////////////////////////////////////////////////////
_ScreenSpaceOutlineIntensity("_ScreenSpaceOutlineIntensity", Range(0,1)) = 1
[HDR]_ScreenSpaceOutlineColor("_ScreenSpaceOutlineColor", Color) = (1,1,1,1)
_ScreenSpaceOutlineWidth("_ScreenSpaceOutlineWidth", Float) = 1
////////////////////////////////////////////////////////////////////
// Billboard
////////////////////////////////////////////////////////////////////
[ToggleUI] _BillboardEnable("Enable Billboard", Float) = 0.0
////////////////////////////////////////////////////////////////////
// Brightness Control
////////////////////////////////////////////////////////////////////
[ToggleUI] _UnlitMode("Unlit Mode", Float) = 0.0
_BrightnessMultiplier("Brightness Multiplier", Range(0.0, 5.0)) = 1.0
////////////////////////////////////////////////////////////////////
// Billboard Cull Mode
////////////////////////////////////////////////////////////////////
[Enum(UnityEngine.Rendering.CullMode)] _BillboardCullMode("Billboard Cull Mode", Float) = 0
//==========================================================================
// Blending state
_Surface("__surface", Float) = 0.0
_Blend("__mode", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _BlendOp("__blendop", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
[HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0
[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "ComplexLit"
"IgnoreProjector" = "True"
}
LOD 300
// ------------------------------------------------------------------
// Forward only pass.
// Acts also as an opaque forward fallback for deferred rendering.
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardLit"
Tags
{
"LightMode" = "UniversalForwardOnly"
}
// -------------------------------------
// Render State Commands
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
ZWrite[_ZWrite]
Cull[_Cull]
AlphaToMask[_AlphaToMask]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local_fragment _OCCLUSIONMAP
#pragma shader_feature_local_fragment _ _CLEARCOAT _CLEARCOATMAP
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#if UNITY_VERSION >= 202220
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#endif
#pragma multi_compile _ _LIGHT_LAYERS
// Starting from 6.1, _FORWARD_PLUS is replaced by _CLUSTER_LIGHT_LOOP
#if UNITY_VERSION >= 60010000
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
#elif UNITY_VERSION >= 202220
#pragma multi_compile _ _FORWARD_PLUS
#else
#pragma multi_compile _ _CLUSTERED_RENDERING
#endif
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#if UNITY_VERSION >= 60010000
#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
#endif
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#if UNITY_VERSION >= 60000000
#pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#endif
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#if UNITY_VERSION >= 202220
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#if UNITY_VERSION >= 60010000
#pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
#endif
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fragment _ DEBUG_DISPLAY
// [fog]
// In NiloToon, we force dynamic_branch for fog if possible (dynamic_branch fog introduced in Unity6.1),
// this trades a little bit GPU performance for cutting 50~75% memory usage and 2x~4x faster build time, which is worth it
#if UNITY_VERSION >= 60010000
#pragma dynamic_branch _ FOG_LINEAR FOG_EXP FOG_EXP2 // NiloToon's choice, no shader variant
//#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" // URP's original code
#else
#pragma multi_compile_fog
#endif
// for APV support
#if UNITY_VERSION >= 60000011
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#endif
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#if UNITY_VERSION >= 202220
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#else
#pragma multi_compile _ DOTS_INSTANCING_ON
#endif
//[NiloToon] add:
//==========================================================================================================
#pragma shader_feature_local _SPLATMAP
#pragma multi_compile_fragment _ _NILOTOON_GLOBAL_ENABLE_SCREENSPACE_OUTLINE
//#pragma multi_compile_fragment _ _NILOTOON_GLOBAL_ENABLE_SCREENSPACE_OUTLINE_V2 //WIP, temp disabled
//==========================================================================================================
//[NiloToon] remove:
//==========================================================================================================
// -------------------------------------
// Includes
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
//==========================================================================================================
//[NiloToon] add:
//==========================================================================================================
#include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl"
#include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitForwardPass.hlsl"
//==========================================================================================================
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// -------------------------------------
// Render State Commands
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#if UNITY_VERSION >= 202220
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#else
#pragma multi_compile _ DOTS_INSTANCING_ON
#endif
// -------------------------------------
// Unity defined keywords
#if UNITY_VERSION >= 202220
#pragma multi_compile _ LOD_FADE_CROSSFADE
#endif
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
//[NiloToon] remove:
//==========================================================================================================
// -------------------------------------
// Includes
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
//==========================================================================================================
//[NiloToon] add:
//==========================================================================================================
#include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl"
//==========================================================================================================
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
// NiloToon removed GBuffer pass
/*
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
//
// Fill GBuffer data to prevent "holes", just in case someone wants to reuse GBuffer data.
// Deferred lighting is stenciled out for ComplexLit and rendered as forward.
Name "GBuffer"
Tags
{
"LightMode" = "UniversalGBuffer"
}
// -------------------------------------
// Render State Commands
ZWrite[_ZWrite]
ZTest LEqual
Cull[_Cull]
HLSLPROGRAM
#pragma target 4.5
// Deferred Rendering Path does not support the OpenGL-based graphics API:
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
#pragma exclude_renderers gles3 glcore
// -------------------------------------
// Shader Stages
#pragma vertex LitGBufferPassVertex
#pragma fragment LitGBufferPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
//#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local_fragment _OCCLUSIONMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
ENDHLSL
}
*/
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
ColorMask R
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// -------------------------------------
// Unity defined keywords
#if UNITY_VERSION >= 202220
#pragma multi_compile _ LOD_FADE_CROSSFADE
#endif
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#if UNITY_VERSION >= 202220
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#else
#pragma multi_compile _ DOTS_INSTANCING_ON
#endif
//[NiloToon] remove:
//==========================================================================================================
// -------------------------------------
// Includes
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
//==========================================================================================================
//[NiloToon] add:
//==========================================================================================================
#include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl"
//==========================================================================================================
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
Pass
{
Name "DepthNormalsOnly"
Tags
{
"LightMode" = "DepthNormalsOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
#if UNITY_VERSION >= 202220
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
// -------------------------------------
// Unity defined keywords
#if UNITY_VERSION >= 202220
#pragma multi_compile _ LOD_FADE_CROSSFADE
#endif
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#if UNITY_VERSION >= 202220
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#else
#pragma multi_compile _ DOTS_INSTANCING_ON
#endif
//[NiloToon] remove:
//==========================================================================================================
// -------------------------------------
// Includes
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
//==========================================================================================================
//[NiloToon] add:
//==========================================================================================================
#include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl"
// - when using LitDepthNormalsPass, the normal buffer RT will include normalmap's information
// - when using DepthNormalsPass, the normal buffer RT will only include polygon normal's information
// we changed from LitDepthNormalsPass to DepthNormalsPass,
// because we want the normal buffer RT for NiloToon's screen space outline not including normalmap's information
// else the screen space outline(using normal) is too complex and dirty
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
//==========================================================================================================
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// -------------------------------------
// Render State Commands
Cull Off
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaLit
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SPECGLOSSMAP
#pragma shader_feature EDITOR_VISUALIZATION
//[NiloToon] remove:
//==========================================================================================================
// -------------------------------------
// Includes
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
//==========================================================================================================
//[NiloToon] add:
//==========================================================================================================
#include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl"
//==========================================================================================================
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags
{
"LightMode" = "Universal2D"
}
// -------------------------------------
// Render State Commands
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
//[NiloToon] remove:
//==========================================================================================================
// -------------------------------------
// Includes
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
//==========================================================================================================
//[NiloToon] add:
//==========================================================================================================
#include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl"
//==========================================================================================================
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
Pass
{
Name "MotionVectors"
Tags { "LightMode" = "MotionVectors" }
ColorMask RG
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
//[NiloToon] remove:
//==========================================================================================================
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
//==========================================================================================================
//[NiloToon] add:
//==========================================================================================================
#include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl"
//==========================================================================================================
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
ENDHLSL
}
Pass
{
Name "XRMotionVectors"
Tags { "LightMode" = "XRMotionVectors" }
ColorMask RGB
// Stencil write for obj motion pixels
Stencil
{
WriteMask 1
Ref 1
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
#if UNITY_VERSION >= 60010000
#define APPLICATION_SPACE_WARP_MOTION 1 // starting from Unity6.1, the 'APLICATION' typo is fixed, now the correct one is 'APPLICATION'. See Unity6.1's ComplexLit.shader's XRMotionVectors pass
#else
#define APLICATION_SPACE_WARP_MOTION 1 // this is the 'correct' typo (APLICATION) for Unity6.0 version. See Unity6.0's ComplexLit.shader's XRMotionVectors pass
#endif
//[NiloToon] remove:
//==========================================================================================================
//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
//==========================================================================================================
//[NiloToon] add:
//==========================================================================================================
#include "NiloToonEnvironment_HLSL/NiloToonEnvironment_LitInput.hlsl"
//==========================================================================================================
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
ENDHLSL
}
}
//////////////////////////////////////////////////////
FallBack "Hidden/Universal Render Pipeline/Lit"
FallBack "Hidden/Universal Render Pipeline/FallbackError"
//[NiloToon] remove:
//==========================================================================================================
//CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
//==========================================================================================================
//[NiloToon] added:
//==========================================================================================================
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.NiloToonEnvironmentShaderGUI"
//==========================================================================================================
}