Added terrain and basic terrain textures
This commit is contained in:
359
Assets/Filamented/Extras/FilamentedTemplate.shader
Normal file
359
Assets/Filamented/Extras/FilamentedTemplate.shader
Normal file
@ -0,0 +1,359 @@
|
||||
/*
|
||||
Filamented example template.
|
||||
This is a template of how to use Filamented to make a simple shader
|
||||
that passes its own properties through to Filament, in a manner
|
||||
similar to a Unity surface shader - but with less jank.
|
||||
|
||||
Instead of reading multiple seperate maps, it just asks for
|
||||
an albedo map, a normal map, and a MOES map.
|
||||
*/
|
||||
Shader "Silent/Filamented Extras/Filamented Template"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("Albedo", 2D) = "white" {}
|
||||
[Normal] _BumpMap("Normal", 2D) = "bump" {}
|
||||
_BumpScale("Normal Scale", Float) = 1
|
||||
[Space]
|
||||
_MOESMap("MOES Map", 2D) = "white" {}
|
||||
_MetallicScale("Metallic", Range( 0 , 1)) = 0
|
||||
_OcclusionScale("Occlusion", Range( 0 , 1)) = 0
|
||||
_SmoothnessScale("Smoothness", Range( 0 , 1)) = 0
|
||||
[Space]
|
||||
_Emission("Emission Power", Float) = 0
|
||||
_EmissionColor("Emission Color", Color) = (1,1,1,1)
|
||||
[Space]
|
||||
[Toggle(_LIGHTMAPSPECULAR)]_LightmapSpecular("Lightmap Specular", Range(0, 1)) = 1
|
||||
_LightmapSpecularMaxSmoothness("Lightmap Specular Max Smoothness", Range(0, 1)) = 1
|
||||
_ExposureOcclusion("Lightmap Occlusion Sensitivity", Range(0, 1)) = 0.2
|
||||
[Space]
|
||||
[KeywordEnum(None, SH, RNM, MonoSH)] _Bakery ("Bakery Mode", Int) = 0
|
||||
[HideInInspector]_RNM0("RNM0", 2D) = "black" {}
|
||||
[HideInInspector]_RNM1("RNM1", 2D) = "black" {}
|
||||
[HideInInspector]_RNM2("RNM2", 2D) = "black" {}
|
||||
[Toggle(_LTCGI)] _LTCGI ("LTCGI", Int) = 0
|
||||
[Toggle(_VRCLV)] _VRCLV ("VRC Light Volumes", Int) = 0
|
||||
[IfDef(_VRCLV)] _VRCLVSurfaceBias("Light Volume Surface Bias", Range(0, 0.5)) = 0.05
|
||||
[Space]
|
||||
[Enum(UnityEngine.Rendering.CullMode)]_CullMode("Cull Mode", Int) = 2
|
||||
[Toggle(_ALPHATEST_ON)]_AtoCmode("Cutout Transparency", Float) = 0
|
||||
|
||||
[NonModifiableTextureData][HideInInspector] _DFG("DFG", 2D) = "white" {}
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
// First, setup what Filamented does.
|
||||
// Filamented's behaviour is decided by the shading model and what material properties are defined.
|
||||
// These are listed in FilamentMaterialInputs.
|
||||
// You can set up and use anything in the initMaterials function.
|
||||
|
||||
// SHADING_MODEL_SPECULAR_GLOSSINESS
|
||||
// If this is not defined, the material will default to metallic/roughness workflow.
|
||||
|
||||
#define MATERIAL_HAS_NORMAL
|
||||
// If this is not defined, normal maps won't be enabled.
|
||||
|
||||
#define MATERIAL_HAS_AMBIENT_OCCLUSION
|
||||
// If this is not defined, occlusion won't be taken into account
|
||||
|
||||
#define MATERIAL_HAS_EMISSIVE
|
||||
// If this is not defined, emission won't be taken into account
|
||||
|
||||
// MATERIAL_HAS_ANISOTROPY
|
||||
// If this is set, the material will support anisotropy.
|
||||
|
||||
// MATERIAL_HAS_CLEAR_COAT
|
||||
// If this is set, the material will support clear coat.
|
||||
|
||||
// HAS_ATTRIBUTE_COLOR
|
||||
// If this is not defined, vertex colour will not be available.
|
||||
|
||||
#define USE_DFG_LUT
|
||||
// Whether to use the lookup texture for specular reflection calculation.
|
||||
// Requires a shader property _DFG to be present and filled.
|
||||
ENDCG
|
||||
|
||||
CGINCLUDE
|
||||
#ifndef UNITY_PASS_SHADOWCASTER
|
||||
|
||||
// Include common files. These will include the other files as needed.
|
||||
#include "Packages/s-ilent.filamented/Filamented/UnityLightingCommon.cginc"
|
||||
#include "Packages/s-ilent.filamented/Filamented/UnityStandardInput.cginc"
|
||||
#include "Packages/s-ilent.filamented/Filamented/UnityStandardConfig.cginc"
|
||||
#include "Packages/s-ilent.filamented/Filamented/UnityStandardCore.cginc"
|
||||
// Note: Unfortunately, Input is still needed due to some interdependancies with other Unity files.
|
||||
// This means that some properties will always be defined, even if they aren't used.
|
||||
// In practise, this won't affect the final compilation, but it means you'll need to watch out for the names
|
||||
// of some common parameters. In this case, only MOESMap and some other properties are defined here because
|
||||
// they are already defined in Input.
|
||||
|
||||
// uniform sampler2D _MainTex;
|
||||
// uniform sampler2D _BumpMap;
|
||||
uniform sampler2D _MOESMap;
|
||||
// uniform half _BumpScale;
|
||||
uniform half _MetallicScale;
|
||||
uniform half _OcclusionScale;
|
||||
uniform half _SmoothnessScale;
|
||||
uniform half _Emission;
|
||||
// uniform half3 _EmissionColor;
|
||||
|
||||
// Vertex functions are called from UnityStandardCore.
|
||||
// You can alter values here, or copy the function in and modify it.
|
||||
VertexOutputForwardBase vertBase (VertexInput v) { return vertForwardBase(v); }
|
||||
VertexOutputForwardAdd vertAdd (VertexInput v) { return vertForwardAdd(v); }
|
||||
|
||||
// The material function itself! You can alter the code below to add extra properties.
|
||||
inline MaterialInputs MyMaterialSetup (inout float4 i_tex, float3 i_eyeVec, half3 i_viewDirForParallax, float4 tangentToWorld[3], float3 i_posWorld)
|
||||
{
|
||||
half4 baseColor = tex2D (_MainTex, i_tex.xy);
|
||||
half4 packedMap = tex2D (_MOESMap, i_tex.xy);
|
||||
half3 normalTangent = UnpackScaleNormal(tex2D (_BumpMap, i_tex.xy), _BumpScale);
|
||||
|
||||
half metallic = packedMap.x * _MetallicScale;
|
||||
half occlusion = lerp(1, packedMap.y, _OcclusionScale);
|
||||
half emissionMask = packedMap.z;
|
||||
half smoothness = packedMap.w * _SmoothnessScale;
|
||||
|
||||
MaterialInputs material = (MaterialInputs)0;
|
||||
initMaterial(material);
|
||||
material.baseColor = baseColor;
|
||||
material.metallic = metallic;
|
||||
material.roughness = computeRoughnessFromGlossiness(smoothness);
|
||||
material.normal = normalTangent;
|
||||
material.emissive.rgb = baseColor.rgb * emissionMask * _Emission * _EmissionColor;
|
||||
material.emissive.a = 1.0;
|
||||
material.ambientOcclusion = occlusion;
|
||||
return material;
|
||||
}
|
||||
|
||||
half4 fragForwardBaseTemplate (VertexOutputForwardBase i)
|
||||
{
|
||||
UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
ShadingParams shading = (ShadingParams)0;
|
||||
// Initialize shading with expected parameters
|
||||
computeShadingParamsForwardBase(shading, i);
|
||||
|
||||
UNITY_LIGHT_ATTENUATION(atten, i, shading.position);
|
||||
|
||||
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||||
GetBakedAttenuation(atten, i.ambientOrLightmapUV.xy, shading.position);
|
||||
#endif
|
||||
|
||||
// Your material setup goes here.
|
||||
MaterialInputs material =
|
||||
MyMaterialSetup(i.tex, i.eyeVec.xyz, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndPackedData, IN_WORLDPOS(i));
|
||||
|
||||
prepareMaterial(shading, material);
|
||||
|
||||
#if (defined(_NORMALMAP) && defined(NORMALMAP_SHADOW))
|
||||
float noise = noiseR2(i.pos.xy);
|
||||
float nmShade = NormalTangentShadow (i.tex, i.lightDirTS, noise);
|
||||
shading.attenuation = min(shading.attenuation, max(1-nmShade, 0));
|
||||
#endif
|
||||
|
||||
float4 c = evaluateMaterial (shading, material);
|
||||
|
||||
UNITY_EXTRACT_FOG_FROM_EYE_VEC(i);
|
||||
UNITY_APPLY_FOG(_unity_fogCoord, c.rgb);
|
||||
return c;
|
||||
}
|
||||
|
||||
half4 fragForwardAddTemplate (VertexOutputForwardAdd i)
|
||||
{
|
||||
UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
|
||||
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
ShadingParams shading = (ShadingParams)0;
|
||||
// Initialize shading with expected parameters
|
||||
computeShadingParamsForwardAdd(shading, i);
|
||||
|
||||
UNITY_LIGHT_ATTENUATION(atten, i, shading.position);
|
||||
|
||||
// Your material setup goes here.
|
||||
MaterialInputs material =
|
||||
MyMaterialSetup(i.tex, i.eyeVec.xyz, IN_VIEWDIR4PARALLAX_FWDADD(i), i.tangentToWorldAndLightDir, IN_WORLDPOS_FWDADD(i));
|
||||
|
||||
prepareMaterial(shading, material);
|
||||
|
||||
#if (defined(_NORMALMAP) && defined(NORMALMAP_SHADOW))
|
||||
float noise = noiseR2(i.pos.xy);
|
||||
float nmShade = NormalTangentShadow (i.tex, i.lightDirTS, noise);
|
||||
shading.attenuation = min(shading.attenuation, max(1-nmShade, 0));
|
||||
#endif
|
||||
|
||||
float4 c = evaluateMaterial (shading, material);
|
||||
|
||||
UNITY_EXTRACT_FOG_FROM_EYE_VEC(i);
|
||||
UNITY_APPLY_FOG_COLOR(_unity_fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass
|
||||
return c;
|
||||
}
|
||||
|
||||
half4 fragBase (VertexOutputForwardBase i) : SV_Target { return fragForwardBaseTemplate(i); }
|
||||
half4 fragAdd (VertexOutputForwardAdd i) : SV_Target { return fragForwardAddTemplate(i); }
|
||||
#endif
|
||||
|
||||
ENDCG
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" "LTCGI" = "_LTCGI" }
|
||||
LOD 300
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Base forward pass (directional light, emission, lightmaps, ...)
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
|
||||
Cull [_CullMode]
|
||||
AlphaToMask [_AtoCmode]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 4.0
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
|
||||
#pragma shader_feature_local _LIGHTMAPSPECULAR
|
||||
|
||||
#pragma shader_feature_local _ _BAKERY_RNM _BAKERY_SH _BAKERY_MONOSH
|
||||
#pragma shader_feature_local _LTCGI
|
||||
#pragma shader_feature_local _VRCLV
|
||||
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_instancing
|
||||
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#pragma vertex vertBase
|
||||
#pragma fragment fragBase
|
||||
|
||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Additive forward pass (one light per pass)
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
Fog { Color (0,0,0,0) } // in additive pass fog should be black
|
||||
ZWrite Off
|
||||
ZTest Equal
|
||||
Cull [_CullMode]
|
||||
AlphaToMask [_AtoCmode]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile_fog
|
||||
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#pragma vertex vertAdd
|
||||
#pragma fragment fragAdd
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// Shadow rendering pass
|
||||
Pass {
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On ZTest LEqual
|
||||
Cull [_CullMode]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
#ifndef UNITY_PASS_SHADOWCASTER
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
#endif
|
||||
|
||||
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile_instancing
|
||||
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
|
||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#pragma vertex vertShadowCaster
|
||||
#pragma fragment fragShadowCaster
|
||||
|
||||
#include "Packages/s-ilent.filamented/Filamented/UnityStandardShadow.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
// Deferred not implemented
|
||||
UsePass "Standard/DEFERRED"
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "META"
|
||||
Tags {"LightMode"="Meta"}
|
||||
Cull Off
|
||||
CGPROGRAM
|
||||
|
||||
#include "Packages/s-ilent.filamented/Filamented/UnityStandardMeta.cginc"
|
||||
|
||||
#define META_PASS
|
||||
|
||||
float4 frag_meta2 (v2f_meta i): SV_Target
|
||||
{
|
||||
MaterialInputs material = SETUP_BRDF_INPUT (i.uv);
|
||||
// Note: If your MaterialSetup needs vertex normals, you might want to use a custom vert_meta which passes them through.
|
||||
float4 dummy[3]; dummy[0] = 1.0; dummy[1] = 0.0; dummy[2] = 0.0;
|
||||
material = MyMaterialSetup(i.uv, 0, 0, dummy, 0);
|
||||
|
||||
PixelParams pixel = (PixelParams)0;
|
||||
getCommonPixelParams(material, pixel);
|
||||
|
||||
UnityMetaInput o;
|
||||
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o);
|
||||
|
||||
#ifdef EDITOR_VISUALIZATION
|
||||
o.Albedo = pixel.diffuseColor;
|
||||
o.VizUV = i.vizUV;
|
||||
o.LightCoord = i.lightCoord;
|
||||
#else
|
||||
o.Albedo = UnityLightmappingAlbedo (pixel.diffuseColor, pixel.f0, 1-pixel.perceptualRoughness);
|
||||
#endif
|
||||
o.SpecularColor = pixel.f0;
|
||||
o.Emission = material.emissive;
|
||||
|
||||
return UnityMetaFragment(o);
|
||||
}
|
||||
|
||||
#pragma vertex vert_meta
|
||||
#pragma fragment frag_meta2
|
||||
#pragma shader_feature _EMISSION
|
||||
#pragma shader_feature _METALLICGLOSSMAP
|
||||
#pragma shader_feature ___ _DETAIL_MULX2
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
FallBack "VertexLit"
|
||||
}
|
||||
Reference in New Issue
Block a user