3966 lines
153 KiB
GLSL
3966 lines
153 KiB
GLSL
Shader /*ase_name*/"Hidden/Universal/Decal"/*end*/
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{
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Properties
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{
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/*ase_props*/
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[HideInInspector] _DrawOrder("Draw Order", Range(-50, 50)) = 0
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[HideInInspector][Enum(Depth Bias, 0, View Bias, 1)] _DecalMeshBiasType("DecalMesh BiasType", Float) = 0
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[HideInInspector] _DecalMeshDepthBias("DecalMesh DepthBias", Float) = 0
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[HideInInspector] _DecalMeshViewBias("DecalMesh ViewBias", Float) = 0
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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//_DecalAngleFadeSupported("Decal Angle Fade Supported", Float) = 1
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}
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SubShader
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{
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/*ase_subshader_options:Name=Additional Options
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Option:Affect BaseColor:false,true:true
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true:SetDefine:_MATERIAL_AFFECTS_ALBEDO 1
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false:RemoveDefine:_MATERIAL_AFFECTS_ALBEDO 1
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Option:Affect Normal:false,true:true
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true:SetDefine:_MATERIAL_AFFECTS_NORMAL 1
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true:SetPropertyOnPass:DBufferProjector:ColorMask1,true,true,true,true
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true:SetPropertyOnPass:DecalGBufferProjector:ColorMask2,true,true,true,false
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true:SetPropertyOnPass:DBufferMesh:ColorMask1,true,true,true,true
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true:SetPropertyOnPass:DecalGBufferMesh:ColorMask2,true,true,true,false
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false:RemoveDefine:_MATERIAL_AFFECTS_NORMAL 1
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false:SetPropertyOnPass:DBufferProjector:ColorMask1,false,false,false,false
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false:SetPropertyOnPass:DecalGBufferProjector:ColorMask2,false,false,false,false
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false:SetPropertyOnPass:DBufferMesh:ColorMask1,false,false,false,false
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false:SetPropertyOnPass:DecalGBufferMesh:ColorMask2,false,false,false,false
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Option:Blend:false,true:true
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true:SetDefine:_MATERIAL_AFFECTS_NORMAL_BLEND 1
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false:RemoveDefine:_MATERIAL_AFFECTS_NORMAL_BLEND 1
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Option:Affect MAOS:false,true:false
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true:SetDefine: _MATERIAL_AFFECTS_MAOS 1
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true:ShowPort:DecalScreenSpaceProjector:Metallic
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true:ShowPort:DecalScreenSpaceProjector:Occlusion
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true:ShowPort:DecalScreenSpaceProjector:Smoothness
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true:ShowPort:DecalScreenSpaceProjector:MAOS Alpha
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false:RemoveDefine: _MATERIAL_AFFECTS_MAOS 1
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false:HidePort:DecalScreenSpaceProjector:Metallic
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false:HidePort:DecalScreenSpaceProjector:Occlusion
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false:HidePort:DecalScreenSpaceProjector:Smoothness
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false:HidePort:DecalScreenSpaceProjector:MAOS Alpha
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Option:Affect Emission:false,true:false
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true:SetDefine:_MATERIAL_AFFECTS_EMISSION 1
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true:IncludePass:DecalProjectorForwardEmissive
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true:IncludePass:DecalMeshForwardEmissive
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true:ShowPort:DecalScreenSpaceProjector:Emission
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false:RemoveDefine:_MATERIAL_AFFECTS_EMISSION 1
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false:ExcludePass:DecalProjectorForwardEmissive
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false:ExcludePass:DecalMeshForwardEmissive
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false:HidePort:DecalScreenSpaceProjector:Emission
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Option:Support LOD CrossFade:false,true:false
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true:SetDefine:DBufferMesh:USE_UNITY_CROSSFADE 1
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true:SetDefine:DecalScreenSpaceMesh:USE_UNITY_CROSSFADE 1
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true:SetDefine:DecalProjectorForwardEmissive:USE_UNITY_CROSSFADE 1
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true:SetDefine:DecalGBufferMesh:USE_UNITY_CROSSFADE 1
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true:SetDefine:DBufferMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
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true:SetDefine:DecalScreenSpaceMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
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true:SetDefine:DecalProjectorForwardEmissive:pragma multi_compile _ LOD_FADE_CROSSFADE
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true:SetDefine:DecalGBufferMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
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false:RemoveDefine:DBufferMesh:USE_UNITY_CROSSFADE 1
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false:RemoveDefine:DecalScreenSpaceMesh:USE_UNITY_CROSSFADE 1
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false:RemoveDefine:DecalProjectorForwardEmissive:USE_UNITY_CROSSFADE 1
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false:RemoveDefine:DecalGBufferMesh:USE_UNITY_CROSSFADE 1
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false:RemoveDefine:DBufferMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
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false:RemoveDefine:DecalScreenSpaceMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
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false:RemoveDefine:DecalProjectorForwardEmissive:pragma multi_compile _ LOD_FADE_CROSSFADE
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false:RemoveDefine:DecalGBufferMesh:pragma multi_compile _ LOD_FADE_CROSSFADE
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Option:Angle Fade:false,true:true
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true:SetDefine:DBufferProjector:DECAL_ANGLE_FADE 1
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true:SetDefine:DecalScreenSpaceProjector:DECAL_ANGLE_FADE 1
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true:SetDefine:DecalProjectorForwardEmissive:DECAL_ANGLE_FADE 1
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true:SetDefine:DecalGBufferProjector:DECAL_ANGLE_FADE 1
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true:SetDefine:DBufferProjector:DECAL_ANGLE_FADE 1
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false:RemoveDefine:DBufferProjector:DECAL_ANGLE_FADE 1
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false:RemoveDefine:DecalScreenSpaceProjector:DECAL_ANGLE_FADE 1
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false:RemoveDefine:DecalProjectorForwardEmissive:DECAL_ANGLE_FADE 1
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false:RemoveDefine:DecalGBufferProjector:DECAL_ANGLE_FADE 1
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false:RemoveDefine:DBufferProjector:DECAL_ANGLE_FADE 1
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true:SetShaderProperty:_DecalAngleFadeSupported,[HideInInspector] _DecalAngleFadeSupported("Decal Angle Fade Supported", Float) = 1
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false:SetShaderProperty:_DecalAngleFadeSupported,//[HideInInspector] _DecalAngleFadeSupported("Decal Angle Fade Supported", Float) = 1
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*/
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Tags
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{
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"RenderPipeline"="UniversalPipeline"
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"PreviewType"="Plane"
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"DisableBatching" = "LODFading"
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"ShaderGraphShader"="true"
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"ShaderGraphTargetId" = "UniversalDecalSubTarget"
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}
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HLSLINCLUDE
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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ENDHLSL
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/*ase_pass*/
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Pass
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{
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/*ase_hide_pass*/
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Name "DBufferProjector"
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Tags
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{
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"LightMode" = "DBufferProjector"
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}
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Cull Front
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Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
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Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
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Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
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ZTest Greater
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ZWrite Off
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ColorMask RGBA
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ColorMask RGBA 1
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ColorMask RGBA 2
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma exclude_renderers gles gles3 glcore
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#pragma multi_compile_instancing
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#pragma editor_sync_compilation
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ _DECAL_LAYERS
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/*ase_srp_cond_begin:<140010*/
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#pragma multi_compile_fragment _ _FOVEATED_RENDERING_NON_UNIFORM_RASTER
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/*ase_srp_cond_end*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#define HAVE_MESH_MODIFICATION
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#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
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#if _RENDER_PASS_ENABLED
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#define GBUFFER3 0
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#define GBUFFER4 1
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FRAMEBUFFER_INPUT_HALF(GBUFFER3);
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FRAMEBUFFER_INPUT_HALF(GBUFFER4);
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#endif
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/*ase_srp_cond_begin:<140007*/
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#pragma multi_compile _ DOTS_INSTANCING_ON
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/*ase_srp_cond_end*/
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/*ase_srp_cond_begin:>=140007*/
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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/*ase_srp_cond_end*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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/*ase_unity_cond_begin:>=20220316*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220316*/
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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/*ase_unity_cond_end*/
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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/*ase_pragma*/
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struct SurfaceDescription
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{
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float3 BaseColor;
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float Alpha;
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float3 NormalTS;
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float NormalAlpha;
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float Metallic;
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float Occlusion;
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float Smoothness;
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float MAOSAlpha;
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};
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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/*ase_vdata:p=p;n=n;t=t*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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float4 positionCS : SV_POSITION;
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/*ase_interp(0,):sp=sp*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float _DrawOrder;
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float _DecalMeshBiasType;
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float _DecalMeshDepthBias;
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float _DecalMeshViewBias;
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#if defined(DECAL_ANGLE_FADE)
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float _DecalAngleFadeSupported;
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#endif
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CBUFFER_END
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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/*ase_globals*/
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/*ase_funcs*/
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void GetSurfaceData(SurfaceDescription surfaceDescription, float angleFadeFactor, out DecalSurfaceData surfaceData)
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{
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half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
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half fadeFactor = clamp(normalToWorld[0][3], 0.0f, 1.0f) * angleFadeFactor;
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float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
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float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
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ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
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surfaceData.occlusion = half(1.0);
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surfaceData.smoothness = half(0);
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#ifdef _MATERIAL_AFFECTS_NORMAL
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surfaceData.normalWS.w = half(1.0);
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#else
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surfaceData.normalWS.w = half(0.0);
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#endif
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surfaceData.baseColor.xyz = half3(surfaceDescription.BaseColor);
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surfaceData.baseColor.w = half(surfaceDescription.Alpha * fadeFactor);
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
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#if defined(_MATERIAL_AFFECTS_NORMAL)
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/*ase_unity_cond_begin:<20220310*/
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surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220310*/
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surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
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/*ase_unity_cond_end*/
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#else
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/*ase_unity_cond_begin:<20220310*/
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surfaceData.normalWS.xyz = normalToWorld[2].xyz;
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220310*/
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surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
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/*ase_unity_cond_end*/
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#endif
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#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
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#if defined(_MATERIAL_AFFECTS_NORMAL)
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float sgn = input.tangentWS.w;
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
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surfaceData.normalWS.xyz = normalize(TransformTangentToWorld(surfaceDescription.NormalTS, tangentToWorld));
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#else
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/*ase_unity_cond_begin:<20220310*/
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surfaceData.normalWS.xyz = half3(input.normalWS);
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220310*/
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surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
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/*ase_unity_cond_end*/
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#endif
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#endif
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surfaceData.normalWS.w = surfaceDescription.NormalAlpha * fadeFactor;
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#if defined( _MATERIAL_AFFECTS_MAOS )
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surfaceData.metallic = half(surfaceDescription.Metallic);
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surfaceData.occlusion = half(surfaceDescription.Occlusion);
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surfaceData.smoothness = half(surfaceDescription.Smoothness);
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surfaceData.MAOSAlpha = half(surfaceDescription.MAOSAlpha * fadeFactor);
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#endif
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}
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
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#define DECAL_PROJECTOR
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#endif
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#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
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#define DECAL_MESH
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#endif
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
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#define DECAL_DBUFFER
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#endif
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#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
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#define DECAL_SCREEN_SPACE
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#endif
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#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
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#define DECAL_GBUFFER
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#endif
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#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
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#define DECAL_FORWARD_EMISSIVE
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#endif
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#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))
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#define DECAL_RECONSTRUCT_NORMAL
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#elif defined(DECAL_ANGLE_FADE)
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#define DECAL_LOAD_NORMAL
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#endif
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#ifdef _DECAL_LAYERS
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
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#endif
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#if defined(DECAL_LOAD_NORMAL)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
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#endif
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#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#endif
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#ifdef DECAL_MESH
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
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#endif
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#ifdef DECAL_RECONSTRUCT_NORMAL
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
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#endif
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PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
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{
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PackedVaryings packedOutput;
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ZERO_INITIALIZE(PackedVaryings, packedOutput);
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UNITY_SETUP_INSTANCE_ID(inputMesh);
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UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
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inputMesh.tangentOS = float4( 1, 0, 0, -1 );
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inputMesh.normalOS = float3( 0, 1, 0 );
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/*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
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VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
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float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
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packedOutput.positionCS = TransformWorldToHClip(positionWS);
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return packedOutput;
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}
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void Frag(PackedVaryings packedInput,
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OUTPUT_DBUFFER(outDBuffer)
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/*ase_frag_input*/
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)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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UNITY_SETUP_INSTANCE_ID(packedInput);
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half angleFadeFactor = 1.0;
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#ifdef _DECAL_LAYERS
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#ifdef _RENDER_PASS_ENABLED
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uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_INPUT(GBUFFER4, packedInput.positionCS.xy).r);
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#else
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uint surfaceRenderingLayer = LoadSceneRenderingLayer(packedInput.positionCS.xy);
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#endif
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uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
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clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
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#endif
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#if defined(DECAL_PROJECTOR)
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|
#if UNITY_REVERSED_Z
|
|
#if _RENDER_PASS_ENABLED
|
|
float depth = LOAD_FRAMEBUFFER_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_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
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if ASE_SRP_VERSION <=140011
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220352*/
|
|
#if ASE_SRP_VERSION >=140011
|
|
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_local_var:sp*/float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
|
|
float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
|
|
/*ase_local_var:rwp*/float3 positionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
|
|
/*ase_local_var:wp*/float3 positionWS = positionRWS + _WorldSpaceCameraPos;
|
|
/*ase_local_var:op*/float3 positionOS = TransformWorldToObject( positionWS );
|
|
/*ase_local_var:vp*/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;
|
|
|
|
/*ase_local_var:uv0*/float2 texCoord0 = texCoord;
|
|
/*ase_local_var:uv1*/float2 texCoord1 = texCoord;
|
|
/*ase_local_var:uv2*/float2 texCoord2 = texCoord;
|
|
/*ase_local_var:uv3*/float2 texCoord3 = texCoord;
|
|
|
|
/*ase_local_var:wt*/float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
|
|
/*ase_local_var:wn*/float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
|
|
/*ase_local_var:wbt*/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;
|
|
|
|
/*ase_frag_code:packedInput=PackedVaryings*/
|
|
|
|
surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
|
|
surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
|
|
surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
|
|
surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
|
|
surfaceDescription.Smoothness =/*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/ 0.5/*end*/;
|
|
surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
|
|
#endif
|
|
|
|
GetSurfaceData(surfaceDescription, angleFadeFactor, surfaceData);
|
|
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
{
|
|
positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
|
|
}
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "DecalProjectorForwardEmissive"
|
|
Tags
|
|
{
|
|
"LightMode" = "DecalProjectorForwardEmissive"
|
|
}
|
|
|
|
Cull Front
|
|
Blend 0 SrcAlpha One
|
|
ZTest Greater
|
|
ZWrite Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma multi_compile_instancing
|
|
#pragma editor_sync_compilation
|
|
|
|
#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"
|
|
|
|
#define HAVE_MESH_MODIFICATION
|
|
|
|
#define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_PROJECTOR
|
|
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
/*ase_srp_cond_begin:<140007*/
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140007*/
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
/*ase_srp_cond_end*/
|
|
|
|
#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.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
#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"
|
|
#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
|
|
|
|
/*ase_pragma*/
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float3 Emission;
|
|
};
|
|
|
|
struct Attributes
|
|
{
|
|
float3 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
/*ase_vdata:p=p;n=n;t=t*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
/*ase_interp(0,):sp=sp*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
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.w = half(surfaceDescription.Alpha * fadeFactor);
|
|
}
|
|
|
|
#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 /*ase_vert_input*/ )
|
|
{
|
|
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 );
|
|
|
|
/*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(inputMesh.positionOS.xyz);
|
|
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
|
|
packedOutput.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return packedOutput;
|
|
}
|
|
|
|
void Frag(PackedVaryings packedInput,
|
|
out half4 outEmissive : SV_Target0
|
|
/*ase_frag_input*/
|
|
)
|
|
{
|
|
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_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_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
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if ASE_SRP_VERSION <=140011
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220352*/
|
|
#if ASE_SRP_VERSION >=140011
|
|
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_local_var:sp*/float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
|
|
float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
|
|
/*ase_local_var:rwp*/float3 positionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
|
|
/*ase_local_var:wp*/float3 positionWS = positionRWS + _WorldSpaceCameraPos;
|
|
/*ase_local_var:op*/float3 positionOS = TransformWorldToObject( positionWS );
|
|
/*ase_local_var:vp*/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;
|
|
|
|
#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;
|
|
|
|
/*ase_local_var:uv0*/float2 texCoord0 = texCoord;
|
|
/*ase_local_var:uv1*/float2 texCoord1 = texCoord;
|
|
/*ase_local_var:uv2*/float2 texCoord2 = texCoord;
|
|
/*ase_local_var:uv3*/float2 texCoord3 = texCoord;
|
|
|
|
/*ase_local_var:wt*/float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
|
|
/*ase_local_var:wn*/float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
|
|
/*ase_local_var:wbt*/float3 worldBitangent = TransformObjectToWorldDir(float3(0, 0, 1));
|
|
|
|
/*ase_frag_code:packedInput=PackedVaryings*/
|
|
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/float3(0, 0, 0)/*end*/;
|
|
#endif
|
|
|
|
GetSurfaceData( surfaceDescription, angleFadeFactor, surfaceData);
|
|
|
|
outEmissive.rgb = surfaceData.emissive;
|
|
outEmissive.a = surfaceData.baseColor.a;
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
{
|
|
positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
|
|
}
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_main_pass*/
|
|
Name "DecalScreenSpaceProjector"
|
|
Tags
|
|
{
|
|
"LightMode" = "DecalScreenSpaceProjector"
|
|
}
|
|
|
|
Cull Front
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZTest Greater
|
|
ZWrite Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fog
|
|
#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
|
|
|
|
/*ase_srp_cond_begin:<140009*/
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140009*/
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
|
/*ase_srp_cond_end*/
|
|
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
|
|
|
/*ase_unity_cond_begin:>=20220325*/
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:<140010*/
|
|
#pragma multi_compile_fragment _ _FOVEATED_RENDERING_NON_UNIFORM_RASTER
|
|
/*ase_srp_cond_end*/
|
|
|
|
#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"
|
|
|
|
#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
|
|
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
/*ase_srp_cond_begin:<140007*/
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140007*/
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
/*ase_srp_cond_end*/
|
|
|
|
#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"
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
#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 defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
/*ase_pragma*/
|
|
|
|
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;
|
|
/*ase_vdata:p=p;n=n;t=t*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 normalWS : TEXCOORD0;
|
|
float3 viewDirectionWS : TEXCOORD1;
|
|
float2 staticLightmapUV : TEXCOORD2;
|
|
float2 dynamicLightmapUV : TEXCOORD3;
|
|
float3 sh : TEXCOORD4;
|
|
float4 fogFactorAndVertexLight : TEXCOORD5;
|
|
/*ase_interp(6,):sp=sp;wn=tc0;wvd=tc1*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
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)
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
|
|
/*ase_unity_cond_end*/
|
|
|
|
#else
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = normalToWorld[2].xyz;
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
|
|
/*ase_unity_cond_end*/
|
|
#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
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = half3(input.normalWS);
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
|
|
/*ase_unity_cond_end*/
|
|
#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, input.sh, normalWS);
|
|
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
|
#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
|
|
#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 /*ase_vert_input*/ )
|
|
{
|
|
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 );
|
|
|
|
/*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
|
|
|
|
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.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
packedOutput.dynamicLightmapUV.xy = 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
|
|
/*ase_frag_input*/
|
|
)
|
|
{
|
|
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_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_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
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if ASE_SRP_VERSION <=140011
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220352*/
|
|
#if ASE_SRP_VERSION >=140011
|
|
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_local_var:sp*/float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
|
|
float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
|
|
/*ase_local_var:rwp*/float3 positionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
|
|
/*ase_local_var:wp*/float3 positionWS = positionRWS + _WorldSpaceCameraPos;
|
|
/*ase_local_var:op*/float3 positionOS = TransformWorldToObject( positionWS );
|
|
/*ase_local_var:vp*/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;
|
|
|
|
/*ase_local_var:uv0*/float2 texCoord0 = texCoord;
|
|
/*ase_local_var:uv1*/float2 texCoord1 = texCoord;
|
|
/*ase_local_var:uv2*/float2 texCoord2 = texCoord;
|
|
/*ase_local_var:uv3*/float2 texCoord3 = texCoord;
|
|
|
|
/*ase_local_var:wt*/float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
|
|
/*ase_local_var:wn*/float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
|
|
/*ase_local_var:wbt*/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;
|
|
|
|
/*ase_frag_code:packedInput=PackedVaryings*/
|
|
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
|
|
surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
|
|
surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
|
|
surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
|
|
surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;8;-1;_Emission*/float3(0, 0, 0)/*end*/;
|
|
#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;
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
{
|
|
positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
|
|
}
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_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 RGB 2
|
|
ColorMask RGB 3
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fog
|
|
#pragma editor_sync_compilation
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
|
|
/*ase_srp_cond_begin:<140009*/
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140009*/
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
|
/*ase_srp_cond_end*/
|
|
|
|
#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"
|
|
|
|
#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
|
|
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
/*ase_srp_cond_begin:<140007*/
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140007*/
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
/*ase_srp_cond_end*/
|
|
|
|
#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"
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.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
|
|
|
|
/*ase_pragma*/
|
|
|
|
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;
|
|
/*ase_vdata:p=p;n=n;t=t*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 normalWS : TEXCOORD0;
|
|
float3 viewDirectionWS : TEXCOORD1;
|
|
float2 staticLightmapUV : TEXCOORD2;
|
|
float2 dynamicLightmapUV : TEXCOORD3;
|
|
float3 sh : TEXCOORD4;
|
|
/*ase_interp(5,):sp=sp;wn=tc0;wvd=tc1*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
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)
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
|
|
/*ase_unity_cond_end*/
|
|
|
|
#else
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = normalToWorld[2].xyz;
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
|
|
/*ase_unity_cond_end*/
|
|
#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
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = half3(input.normalWS);
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
|
|
/*ase_unity_cond_end*/
|
|
#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, input.sh, normalWS);
|
|
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
|
#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
|
|
#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 /*ase_vert_input*/ )
|
|
{
|
|
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 );
|
|
|
|
/*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
|
|
|
|
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.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
packedOutput.dynamicLightmapUV.xy = 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 FragmentOutput fragmentOutput
|
|
/*ase_frag_input*/
|
|
)
|
|
{
|
|
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_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_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
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if ASE_SRP_VERSION <=140011
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220352*/
|
|
#if ASE_SRP_VERSION >=140011
|
|
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_local_var:sp*/float4 positionCS = ComputeClipSpacePosition( positionSS, depth );
|
|
float4 hpositionVS = mul( UNITY_MATRIX_I_P, positionCS );
|
|
/*ase_local_var:rwp*/float3 positionRWS = mul( ( float3x3 )UNITY_MATRIX_I_V, hpositionVS.xyz / hpositionVS.w );
|
|
/*ase_local_var:wp*/float3 positionWS = positionRWS + _WorldSpaceCameraPos;
|
|
/*ase_local_var:op*/float3 positionOS = TransformWorldToObject( positionWS );
|
|
/*ase_local_var:vp*/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;
|
|
|
|
/*ase_local_var:uv0*/float2 texCoord0 = texCoord;
|
|
/*ase_local_var:uv1*/float2 texCoord1 = texCoord;
|
|
/*ase_local_var:uv2*/float2 texCoord2 = texCoord;
|
|
/*ase_local_var:uv3*/float2 texCoord3 = texCoord;
|
|
|
|
/*ase_local_var:wt*/float3 worldTangent = TransformObjectToWorldDir(float3(1, 0, 0));
|
|
/*ase_local_var:wn*/float3 worldNormal = TransformObjectToWorldDir(float3(0, 1, 0));
|
|
/*ase_local_var:wbt*/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;
|
|
|
|
/*ase_frag_code:packedInput=PackedVaryings*/
|
|
|
|
surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
|
|
surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
|
|
surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
|
|
surfaceDescription.Occlusion =/*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
|
|
surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceDescription.Emission = /*ase_frag_out:Emission;Float;8;-1;_Emission*/float3(0, 0, 0)/*end*/;
|
|
#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
|
|
|
|
#pragma warning (disable : 3578) // The output value isn't completely initialized.
|
|
half3 packedNormalWS = PackNormal(normalToPack);
|
|
fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
|
|
fragmentOutput.GBuffer1 = 0;
|
|
fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
|
|
fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
|
|
#if OUTPUT_SHADOWMASK
|
|
fragmentOutput.GBuffer4 = inputData.shadowMask;
|
|
#endif
|
|
#pragma warning (default : 3578) // Restore output value isn't completely initialized.
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
{
|
|
positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
|
|
}
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_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 RGBA 1
|
|
ColorMask RGBA 2
|
|
|
|
HLSLPROGRAM
|
|
|
|
#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"
|
|
|
|
#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
|
|
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
/*ase_srp_cond_begin:<140007*/
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140007*/
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
/*ase_srp_cond_end*/
|
|
|
|
#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"
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
#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"
|
|
#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
|
|
|
|
/*ase_pragma*/
|
|
|
|
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;
|
|
/*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1;uv2=tc2*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
float3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2;
|
|
float4 texCoord0 : TEXCOORD3;
|
|
/*ase_interp(4,):sp=sp;wp=tc0;wn=tc1;wt=tc2;uv0=tc3*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
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)
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
|
|
/*ase_unity_cond_end*/
|
|
|
|
#else
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = normalToWorld[2].xyz;
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
|
|
/*ase_unity_cond_end*/
|
|
#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
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = half3(input.normalWS);
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
|
|
/*ase_unity_cond_end*/
|
|
#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 /*ase_vert_input*/ )
|
|
{
|
|
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);
|
|
|
|
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
|
|
inputMesh.normalOS = float3( 0, 1, 0 );
|
|
|
|
/*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
|
|
|
|
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)
|
|
/*ase_frag_input*/
|
|
)
|
|
{
|
|
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
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if ASE_SRP_VERSION <=140011
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220352*/
|
|
#if ASE_SRP_VERSION >=140011
|
|
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
float3 positionWS = packedInput.positionWS.xyz;
|
|
half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
|
|
|
|
DecalSurfaceData surfaceData;
|
|
SurfaceDescription surfaceDescription;
|
|
|
|
/*ase_frag_code:packedInput=PackedVaryings*/
|
|
|
|
surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
|
|
surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
|
|
surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
|
|
surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
|
|
surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
|
|
#endif
|
|
|
|
GetSurfaceData(packedInput, surfaceDescription, surfaceData);
|
|
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
{
|
|
positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
|
|
}
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "DecalMeshForwardEmissive"
|
|
Tags
|
|
{
|
|
"LightMode" = "DecalMeshForwardEmissive"
|
|
}
|
|
|
|
Blend 0 SrcAlpha One
|
|
ZTest LEqual
|
|
ZWrite Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma multi_compile_instancing
|
|
#pragma editor_sync_compilation
|
|
|
|
#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"
|
|
|
|
#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_FORWARD_EMISSIVE_MESH
|
|
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
/*ase_srp_cond_begin:<140007*/
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140007*/
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
/*ase_srp_cond_end*/
|
|
|
|
#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.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
#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"
|
|
#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
|
|
|
|
/*ase_pragma*/
|
|
|
|
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;
|
|
/*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1;uv2=tc2*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
float3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2;
|
|
float4 texCoord0 : TEXCOORD3;
|
|
/*ase_interp(4,):sp=sp;wp=tc0;wn=tc1;wt=tc2;uv0=tc3*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
void GetSurfaceData(SurfaceDescription surfaceDescription, float4 positionCS, 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);
|
|
|
|
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 /*ase_vert_input*/ )
|
|
{
|
|
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);
|
|
|
|
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
|
|
inputMesh.normalOS = float3( 0, 1, 0 );
|
|
|
|
/*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
|
|
|
|
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;
|
|
|
|
return packedOutput;
|
|
}
|
|
|
|
void Frag(PackedVaryings packedInput,
|
|
out half4 outEmissive : SV_Target0
|
|
/*ase_frag_input*/
|
|
)
|
|
{
|
|
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
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if ASE_SRP_VERSION <=140011
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220352*/
|
|
#if ASE_SRP_VERSION >=140011
|
|
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
float3 positionWS = packedInput.positionWS.xyz;
|
|
half3 viewDirectionWS = half3(1.0, 1.0, 1.0);
|
|
|
|
DecalSurfaceData surfaceData;
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
/*ase_frag_code:packedInput=PackedVaryings*/
|
|
|
|
surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
|
|
surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
|
|
surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
|
|
surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
|
|
surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;8;-1;_Emission*/float3(0, 0, 0)/*end*/;
|
|
#endif
|
|
|
|
GetSurfaceData(surfaceDescription, packedInput.positionCS, surfaceData);
|
|
|
|
outEmissive.rgb = surfaceData.emissive;
|
|
outEmissive.a = surfaceData.baseColor.a;
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
{
|
|
positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
|
|
}
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "DecalScreenSpaceMesh"
|
|
Tags
|
|
{
|
|
"LightMode" = "DecalScreenSpaceMesh"
|
|
}
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ZTest LEqual
|
|
ZWrite Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fog
|
|
#pragma editor_sync_compilation
|
|
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#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
|
|
|
|
/*ase_srp_cond_begin:<140009*/
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140009*/
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
|
/*ase_srp_cond_end*/
|
|
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
|
#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"
|
|
|
|
#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
|
|
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
/*ase_srp_cond_begin:<140007*/
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140007*/
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
/*ase_srp_cond_end*/
|
|
|
|
#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"
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
#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 defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
/*ase_pragma*/
|
|
|
|
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;
|
|
/*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1;uv2=tc2*/
|
|
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;
|
|
float2 staticLightmapUV : TEXCOORD5;
|
|
float2 dynamicLightmapUV : TEXCOORD6;
|
|
float3 sh : TEXCOORD7;
|
|
float4 fogFactorAndVertexLight : TEXCOORD8;
|
|
/*ase_interp(9,):sp=sp;wp=tc0;wn=tc1;wt=tc2;uv0=tc3;wvd=tc4*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
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)
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
|
|
/*ase_unity_cond_end*/
|
|
|
|
#else
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = normalToWorld[2].xyz;
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
|
|
/*ase_unity_cond_end*/
|
|
#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
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = half3(input.normalWS);
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
|
|
/*ase_unity_cond_end*/
|
|
#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, input.sh, normalWS);
|
|
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
|
#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
|
|
#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 /*ase_vert_input*/ )
|
|
{
|
|
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);
|
|
|
|
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
|
|
inputMesh.normalOS = float3( 0, 1, 0 );
|
|
|
|
/*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
|
|
|
|
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.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
packedOutput.dynamicLightmapUV.xy = 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
|
|
/*ase_frag_input*/
|
|
)
|
|
{
|
|
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
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if ASE_SRP_VERSION <=140011
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220352*/
|
|
#if ASE_SRP_VERSION >=140011
|
|
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
float3 positionWS = packedInput.positionWS.xyz;
|
|
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
|
|
|
|
DecalSurfaceData surfaceData;
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
/*ase_frag_code:packedInput=PackedVaryings*/
|
|
|
|
surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
|
|
surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
|
|
surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
|
|
surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
|
|
surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_MAOSAlpha*/1/*end*/;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;8;-1;_Emission*/float3(0, 0, 0)/*end*/;
|
|
#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;
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
{
|
|
positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
|
|
}
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_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 RGB 2
|
|
ColorMask RGB 3
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fog
|
|
#pragma editor_sync_compilation
|
|
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
|
|
/*ase_srp_cond_begin:<140009*/
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140009*/
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
|
/*ase_srp_cond_end*/
|
|
|
|
#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"
|
|
|
|
#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
|
|
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
/*ase_srp_cond_begin:<140007*/
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
/*ase_srp_cond_end*/
|
|
|
|
/*ase_srp_cond_begin:>=140007*/
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
/*ase_srp_cond_end*/
|
|
|
|
#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"
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220316*/
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.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
|
|
|
|
/*ase_pragma*/
|
|
|
|
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;
|
|
/*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1;uv2=tc2*/
|
|
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;
|
|
float2 staticLightmapUV : TEXCOORD5;
|
|
float2 dynamicLightmapUV : TEXCOORD6;
|
|
float3 sh : TEXCOORD7;
|
|
float4 fogFactorAndVertexLight : TEXCOORD8;
|
|
/*ase_interp(9,):sp=sp;wp=tc0;wn=tc1;wt=tc2;uv0=tc3;wvd=tc4*/
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float _DrawOrder;
|
|
float _DecalMeshBiasType;
|
|
float _DecalMeshDepthBias;
|
|
float _DecalMeshViewBias;
|
|
#if defined(DECAL_ANGLE_FADE)
|
|
float _DecalAngleFadeSupported;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
/*ase_globals*/
|
|
|
|
/*ase_funcs*/
|
|
|
|
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)
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz);
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(mul((half3x3)normalToWorld, surfaceDescription.NormalTS.xyz));
|
|
/*ase_unity_cond_end*/
|
|
|
|
#else
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = normalToWorld[2].xyz;
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(normalToWorld[2].xyz);
|
|
/*ase_unity_cond_end*/
|
|
#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
|
|
/*ase_unity_cond_begin:<20220310*/
|
|
surfaceData.normalWS.xyz = half3(input.normalWS);
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220310*/
|
|
surfaceData.normalWS.xyz = normalize(half3(input.normalWS));
|
|
/*ase_unity_cond_end*/
|
|
#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, input.sh, normalWS);
|
|
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
|
|
#endif
|
|
|
|
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
|
#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
|
|
#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 /*ase_vert_input*/ )
|
|
{
|
|
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);
|
|
|
|
inputMesh.tangentOS = float4( 1, 0, 0, -1 );
|
|
inputMesh.normalOS = float3( 0, 1, 0 );
|
|
|
|
/*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
|
|
|
|
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.staticLightmapUV);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
packedOutput.dynamicLightmapUV.xy = 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 FragmentOutput fragmentOutput
|
|
/*ase_frag_input*/
|
|
)
|
|
{
|
|
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
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if ASE_SRP_VERSION <=140011
|
|
float2 positionSS = packedInput.positionCS.xy * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
/*ase_unity_cond_begin:>=20220352*/
|
|
#if ASE_SRP_VERSION >=140011
|
|
float2 positionSS = FoveatedRemapNonUniformToLinearCS(packedInput.positionCS.xy) * _ScreenSize.zw;
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
float3 positionWS = packedInput.positionWS.xyz;
|
|
half3 viewDirectionWS = half3(packedInput.viewDirectionWS);
|
|
|
|
DecalSurfaceData surfaceData;
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
/*ase_frag_code:packedInput=PackedVaryings*/
|
|
|
|
surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
|
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
|
|
surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;2;-1;_NormalTS*/float3(0.0f, 0.0f, 1.0f)/*end*/;
|
|
surfaceDescription.NormalAlpha = /*ase_frag_out:Normal Alpha;Float;3;-1;_NormalAlpha*/1/*end*/;
|
|
|
|
#if defined( _MATERIAL_AFFECTS_MAOS )
|
|
surfaceDescription.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
|
|
surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;5;-1;_Occlusion*/1/*end*/;
|
|
surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;6;-1;_Smoothness*/0.5/*end*/;
|
|
surfaceDescription.MAOSAlpha = /*ase_frag_out:MAOS Alpha;Float;7;-1;_ColorP*/1/*end*/;
|
|
#endif
|
|
|
|
#if defined( _MATERIAL_AFFECTS_EMISSION )
|
|
surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;8;-1;_Emission*/float3(0, 0, 0)/*end*/;
|
|
#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 = PackNormal(normalToPack);
|
|
fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
|
|
fragmentOutput.GBuffer1 = 0;
|
|
fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
|
|
fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
|
|
#if OUTPUT_SHADOWMASK
|
|
fragmentOutput.GBuffer4 = inputData.shadowMask;
|
|
#endif
|
|
#pragma warning (default : 3578) // Restore output value isn't completely initialized.
|
|
|
|
/*ase_unity_cond_begin:<20220352*/
|
|
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
|
{
|
|
positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
|
|
}
|
|
#endif
|
|
/*ase_unity_cond_end*/
|
|
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
/*ase_pass*/
|
|
Pass
|
|
{
|
|
/*ase_hide_pass*/
|
|
Name "ScenePickingPass"
|
|
Tags
|
|
{
|
|
"LightMode" = "Picking"
|
|
}
|
|
|
|
Cull Back
|
|
|
|
HLSLPROGRAM
|
|
|
|
#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"
|
|
|
|
#define HAVE_MESH_MODIFICATION
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#if _RENDER_PASS_ENABLED
|
|
#define GBUFFER3 0
|
|
#define GBUFFER4 1
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER3);
|
|
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
|
|
#endif
|
|
|
|
#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"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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/*ase_unity_cond_begin:>=20220316*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220316*/
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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/*ase_unity_cond_end*/
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderVariablesDecal.hlsl"
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/*ase_pragma*/
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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/*ase_vdata:p=p;n=n;t=t*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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float4 positionCS : SV_POSITION;
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/*ase_interp(0,):sp=sp*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float _DrawOrder;
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float _DecalMeshBiasType;
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float _DecalMeshDepthBias;
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float _DecalMeshViewBias;
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#if defined(DECAL_ANGLE_FADE)
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float _DecalAngleFadeSupported;
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#endif
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CBUFFER_END
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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/*ase_globals*/
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/*ase_funcs*/
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
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#define DECAL_PROJECTOR
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#endif
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#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
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#define DECAL_MESH
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#endif
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
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#define DECAL_DBUFFER
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#endif
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#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
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#define DECAL_SCREEN_SPACE
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#endif
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#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
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#define DECAL_GBUFFER
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#endif
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#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
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#define DECAL_FORWARD_EMISSIVE
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#endif
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#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))
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#define DECAL_RECONSTRUCT_NORMAL
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#elif defined(DECAL_ANGLE_FADE)
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#define DECAL_LOAD_NORMAL
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#endif
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#ifdef _DECAL_LAYERS
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
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#endif
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#if defined(DECAL_LOAD_NORMAL)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
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#endif
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#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#endif
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#ifdef DECAL_MESH
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
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#endif
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#ifdef DECAL_RECONSTRUCT_NORMAL
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
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#endif
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PackedVaryings Vert(Attributes inputMesh /*ase_vert_input*/ )
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{
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PackedVaryings packedOutput;
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ZERO_INITIALIZE(PackedVaryings, packedOutput);
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UNITY_SETUP_INSTANCE_ID(inputMesh);
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UNITY_TRANSFER_INSTANCE_ID(inputMesh, packedOutput);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(packedOutput);
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inputMesh.tangentOS = float4( 1, 0, 0, -1 );
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inputMesh.normalOS = float3( 0, 1, 0 );
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/*ase_vert_code:inputMesh=Attributes;packedOutput=PackedVaryings*/
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float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
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packedOutput.positionCS = TransformWorldToHClip(positionWS);
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return packedOutput;
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}
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void Frag(PackedVaryings packedInput,
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out float4 outColor : SV_Target0
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/*ase_frag_input*/
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)
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{
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/*ase_frag_code:packedInput=PackedVaryings*/
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float3 BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
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outColor = _SelectionID;
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}
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ENDHLSL
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}
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}
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CustomEditor "UnityEditor.Rendering.Universal.DecalShaderGraphGUI"
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FallBack "Hidden/Shader Graph/FallbackError"
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}
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