Streamingle_URP/Assets/Scripts/NiloToonEnvironmentReflectionDemo.shader

180 lines
6.3 KiB
Plaintext

Shader "NiloToon/Environment/Reflection Demo"
{
Properties
{
[Header(Base Properties)]
_BaseMap ("Base Map", 2D) = "white" {}
_BaseColor ("Base Color", Color) = (1, 1, 1, 1)
[Header(Surface Properties)]
_Metallic ("Metallic", Range(0, 1)) = 0.5
_Smoothness ("Smoothness", Range(0, 1)) = 0.5
[Header(Normal)]
_BumpMap ("Normal Map", 2D) = "bump" {}
_BumpScale ("Normal Scale", Float) = 1.0
[Header(Planar Reflection)]
[Toggle] _EnablePlanarReflection ("Enable Planar Reflection", Float) = 1
_ReflectionIntensity ("Reflection Intensity", Range(0, 2)) = 1.0
_ReflectionTintColor ("Reflection Tint", Color) = (1, 1, 1, 1)
_ReflectionFresnel ("Fresnel Power", Range(0.1, 5)) = 1.5
_ReflectionDistortion ("Distortion", Range(0, 0.1)) = 0.02
_ReflectionDepthFade ("Depth Fade", Range(0, 10)) = 1.0
_ReflectionBlurRadius ("Blur Radius", Range(0, 2)) = 0.5
[Header(Advanced)]
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
// Unity Standard Properties
_Surface ("Surface Type", Float) = 0.0
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"Queue" = "Geometry"
}
LOD 300
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma target 3.0
// 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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
// Material keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _METALLICSPECGLOSSMAP
#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _OCCLUSIONMAP
#pragma shader_feature_local _EMISSION
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// Custom keywords for reflection
#pragma shader_feature_local _ENABLE_PLANAR_REFLECTION
#pragma shader_feature_local _REFLECTION_DEPTH_FADE
// Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
// Include URP Lit shaders (NiloToon extension will be applied globally)
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
ENDHLSL
}
// Shadow Caster Pass
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
// Depth Only Pass
Pass
{
Name "DepthOnly"
Tags { "LightMode" = "DepthOnly" }
ZWrite On
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
// Meta Pass (for Lightmapping)
Pass
{
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
#pragma target 2.0
#pragma shader_feature EDITOR_VISUALIZATION
#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 vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMeta
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
}
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
Fallback "Hidden/Universal Render Pipeline/FallbackError"
}