Added terrain and basic terrain textures
This commit is contained in:
432
Assets/Filamented/Extras/FilamentedTriplanar.shader
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432
Assets/Filamented/Extras/FilamentedTriplanar.shader
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/*
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Filamented triplanar example.
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*/
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Shader "Silent/Filamented Extras/Simple Triplanar Filamented"
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{
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Properties
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{
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[CheckDFGTexture]
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[BlendModeSelector(_SrcBlend, _DstBlend, _CustomRenderQueue, _ZWrite, _AtoCmode)] _Mode ("__mode", Float) = 0.0
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[HeaderEx(Base Material)]
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[SingleLine(_Color)]_MainTex("Albedo", 2D) = "white" {}
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[HideInInspector]_Color("Color", Color) = (1,1,1,1)
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[SingleLine(_BumpScale)][Normal] _BumpMap("Normal", 2D) = "bump" {}
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[HideInInspector]_BumpScale("Normal Scale", Float) = 1
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[SingleLine]_MOESMap("MOES Map", 2D) = "white" {}
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[Space]
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_MetallicScale("Metallic", Range( 0 , 1)) = 0
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_OcclusionScale("Occlusion", Range( 0 , 1)) = 0
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_Emission("Emission Power", Float) = 0
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_SmoothnessScale("Smoothness", Range( 0 , 1)) = 0
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[Space]
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_EmissionColor("Emission Tint", Color) = (1,1,1,1)
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[Space]
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[HeaderEx(Texture Transform)]
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_UVTransform0("UV Transform X", Vector) = (1, 0, 0, 0)
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_UVTransform1("UV Transform Y", Vector) = (0, 1, 0, 0)
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_UVTransform2("UV Transform Z", Vector) = (0, 0, 1, 0)
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[HeaderEx(System)]
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[Toggle(_LIGHTMAPSPECULAR)]_LightmapSpecular("Lightmap Specular", Range(0, 1)) = 1
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_LightmapSpecularMaxSmoothness("Lightmap Specular Max Smoothness", Range(0, 1)) = 1
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_ExposureOcclusion("Lightmap Occlusion Sensitivity", Range(0, 1)) = 0.2
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[KeywordEnum(None, SH, RNM, MonoSH)] _Bakery ("Bakery Mode", Int) = 0
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[HideInInspector]_RNM0("RNM0", 2D) = "black" {}
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[HideInInspector]_RNM1("RNM1", 2D) = "black" {}
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[HideInInspector]_RNM2("RNM2", 2D) = "black" {}
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[Toggle(_LTCGI)] _LTCGI ("LTCGI", Int) = 0
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[Toggle(_VRCLV)] _VRCLV ("VRC Light Volumes", Int) = 0
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[IfDef(_VRCLV)] _VRCLVSurfaceBias("Light Volume Surface Bias", Range(0, 0.5)) = 0.05
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[Space]
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[Enum(UnityEngine.Rendering.CullMode)]_CullMode("Cull Mode", Int) = 2
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[NonModifiableTextureData][HideInInspector] _DFG("DFG", 2D) = "white" {}
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// Blending state
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _CustomRenderQueue ("__rq", Float) = 1.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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[HideInInspector] _AtoCmode("__atoc", Float) = 0
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}
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CustomEditor "Silent.FilamentedExtras.Unity.FilamentedExtrasInspector"
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CGINCLUDE
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// First, setup what Filamented does.
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// Filamented's behaviour is decided by the shading model and what material properties are defined.
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// These are listed in FilamentMaterialInputs.
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// You can set up and use anything in the initMaterials function.
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// SHADING_MODEL_SPECULAR_GLOSSINESS
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// If this is not defined, the material will default to metallic/roughness workflow.
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#define MATERIAL_HAS_NORMAL
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// If this is not defined, normal maps won't be enabled.
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#define MATERIAL_HAS_AMBIENT_OCCLUSION
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// If this is not defined, occlusion won't be taken into account
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#define MATERIAL_HAS_EMISSIVE
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// If this is not defined, emission won't be taken into account
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// MATERIAL_HAS_ANISOTROPY
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// If this is set, the material will support anisotropy.
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// MATERIAL_HAS_CLEAR_COAT
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// If this is set, the material will support clear coat.
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// HAS_ATTRIBUTE_COLOR
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// If this is not defined, vertex colour will not be available.
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#define USE_DFG_LUT
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// Whether to use the lookup texture for specular reflection calculation.
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// Requires a shader property _DFG to be present and filled.
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ENDCG
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CGINCLUDE
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#ifndef UNITY_PASS_SHADOWCASTER
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// Include common files. These will include the other files as needed.
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#include "Packages/s-ilent.filamented/Filamented/UnityLightingCommon.cginc"
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#include "Packages/s-ilent.filamented/Filamented/UnityStandardInput.cginc"
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#include "Packages/s-ilent.filamented/Filamented/UnityStandardConfig.cginc"
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#include "Packages/s-ilent.filamented/Filamented/UnityStandardCore.cginc"
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// Note: Unfortunately, Input is still needed due to some interdependancies with other Unity files.
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// This means that some properties will always be defined, even if they aren't used.
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// In practise, this won't affect the final compilation, but it means you'll need to watch out for the names
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// of some common parameters. In this case, only MOESMap and some other properties are defined here because
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// they are already defined in Input.
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// uniform sampler2D _MainTex;
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// uniform sampler2D _BumpMap;
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uniform sampler2D _MOESMap;
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// uniform half _BumpScale;
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uniform half _MetallicScale;
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uniform half _OcclusionScale;
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uniform half _SmoothnessScale;
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uniform half _Emission;
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// uniform half3 _EmissionColor;
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uniform half4 _UVTransform0;
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uniform half4 _UVTransform1;
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uniform half4 _UVTransform2;
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// Vertex functions are called from UnityStandardCore.
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// You can alter values here, or copy the function in and modify it.
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VertexOutputForwardBase vertBase (VertexInput v) { return vertForwardBase(v); }
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VertexOutputForwardAdd vertAdd (VertexInput v) { return vertForwardAdd(v); }
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// https://iquilezles.org/www/articles/biplanar/biplanar.htm
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// "p" point being textured
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// "n" surface normal at "p"
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// "k" controls the sharpness of the blending in the transitions areas
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// "s" texture sampler
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float4 biplanar( sampler2D sam, float3 p, float3 n, float k )
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{
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// grab coord derivatives for texturing
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float3 dpdx = ddx(p);
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float3 dpdy = ddy(p);
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n = abs(n);
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// determine major axis (in x; yz are following axis)
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int3 ma = (n.x>n.y && n.x>n.z) ? int3(0,1,2) :
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(n.y>n.z) ? int3(1,2,0) :
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int3(2,0,1) ;
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// determine minor axis (in x; yz are following axis)
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int3 mi = (n.x<n.y && n.x<n.z) ? int3(0,1,2) :
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(n.y<n.z) ? int3(1,2,0) :
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int3(2,0,1) ;
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// determine median axis (in x; yz are following axis)
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int3 me = clamp(3 - mi - ma, 0, 2);
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// project+fetch
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float4 x = tex2Dgrad( sam, float2( p[ma.y], p[ma.z]),
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float2(dpdx[ma.y],dpdx[ma.z]),
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float2(dpdy[ma.y],dpdy[ma.z]) );
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float4 y = tex2Dgrad( sam, float2( p[me.y], p[me.z]),
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float2(dpdx[me.y],dpdx[me.z]),
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float2(dpdy[me.y],dpdy[me.z]) );
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// blend factors
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float2 w = float2(n[ma.x],n[me.x]);
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// make local support
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w = clamp( (w-0.5773)/(1.0-0.5773), 0.0, 1.0 );
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// shape transition
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w = pow( w, k/8.0 );
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// blend and return
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return (x*w.x + y*w.y) / (w.x + w.y);
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}
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// The material function itself! You can alter the code below to add extra properties.
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inline MaterialInputs MyMaterialSetup (inout float4 i_tex, float3 i_eyeVec, half3 i_viewDirForParallax, float4 tangentToWorld[3], float3 i_posWorld)
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{
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float3x3 tangentToWorldOnly = float3x3(tangentToWorld[0].xyz, tangentToWorld[1].xyz, tangentToWorld[2].xyz);
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float3 normal = mul ( float3( 0, 0, 1 ), tangentToWorldOnly );
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//float2 x0 = i_posWorld.xz * _UVTransform1.xy + _UVTransform1.zw;
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//float2 y0 = i_posWorld.zy * _UVTransform0.xy + _UVTransform0.zw;
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//float2 z0 = i_posWorld.xy * _UVTransform2.xy + _UVTransform2.zw;
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float3 transformedPos = float3(
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dot(float4(i_posWorld.xyz, 1), _UVTransform0),
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dot(float4(i_posWorld.xyz, 1), _UVTransform1),
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dot(float4(i_posWorld.xyz, 1), _UVTransform2)
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);
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float4 baseColor = 0;
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fixed3 normalTangent = 0.0f;
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float4 packedMap = 0;
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baseColor = biplanar( _MainTex, transformedPos, normal, 1.0) * _Color;
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normalTangent = UnpackScaleNormal(biplanar( _BumpMap, transformedPos, normal, 1.0), _BumpScale);
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packedMap = biplanar( _MOESMap, transformedPos, normal, 1.0);
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half metallic = packedMap.x * _MetallicScale;
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half occlusion = lerp(1, packedMap.y, _OcclusionScale);
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half emissionMask = packedMap.z;
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half smoothness = packedMap.w * _SmoothnessScale;
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MaterialInputs material = (MaterialInputs)0;
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initMaterial(material);
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material.baseColor = baseColor;
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material.metallic = metallic;
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material.roughness = computeRoughnessFromGlossiness(smoothness);
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material.normal = normalTangent;
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material.emissive.rgb = baseColor.rgb * emissionMask * _Emission * _EmissionColor;
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material.emissive.a = 1.0;
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material.ambientOcclusion = occlusion;
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return material;
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}
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half4 fragForwardBaseTemplate (VertexOutputForwardBase i)
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{
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UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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ShadingParams shading = (ShadingParams)0;
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// Initialize shading with expected parameters
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computeShadingParamsForwardBase(shading, i);
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UNITY_LIGHT_ATTENUATION(atten, i, shading.position);
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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GetBakedAttenuation(atten, i.ambientOrLightmapUV.xy, shading.position);
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#endif
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// Your material setup goes here.
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MaterialInputs material =
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MyMaterialSetup(i.tex, i.eyeVec.xyz, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndPackedData, IN_WORLDPOS(i));
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prepareMaterial(shading, material);
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#if (defined(_NORMALMAP) && defined(NORMALMAP_SHADOW))
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float noise = noiseR2(i.pos.xy);
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float nmShade = NormalTangentShadow (i.tex, i.lightDirTS, noise);
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shading.attenuation = min(shading.attenuation, max(1-nmShade, 0));
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#endif
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float4 c = evaluateMaterial (shading, material);
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UNITY_EXTRACT_FOG_FROM_EYE_VEC(i);
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UNITY_APPLY_FOG(_unity_fogCoord, c.rgb);
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return c;
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}
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half4 fragForwardAddTemplate (VertexOutputForwardAdd i)
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{
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UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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ShadingParams shading = (ShadingParams)0;
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// Initialize shading with expected parameters
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computeShadingParamsForwardAdd(shading, i);
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UNITY_LIGHT_ATTENUATION(atten, i, shading.position);
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// Your material setup goes here.
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MaterialInputs material =
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MyMaterialSetup(i.tex, i.eyeVec.xyz, IN_VIEWDIR4PARALLAX_FWDADD(i), i.tangentToWorldAndLightDir, IN_WORLDPOS_FWDADD(i));
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prepareMaterial(shading, material);
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#if (defined(_NORMALMAP) && defined(NORMALMAP_SHADOW))
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float noise = noiseR2(i.pos.xy);
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float nmShade = NormalTangentShadow (i.tex, i.lightDirTS, noise);
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shading.attenuation = min(shading.attenuation, max(1-nmShade, 0));
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#endif
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float4 c = evaluateMaterial (shading, material);
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UNITY_EXTRACT_FOG_FROM_EYE_VEC(i);
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UNITY_APPLY_FOG_COLOR(_unity_fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass
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return c;
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}
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half4 fragBase (VertexOutputForwardBase i) : SV_Target { return fragForwardBaseTemplate(i); }
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half4 fragAdd (VertexOutputForwardAdd i) : SV_Target { return fragForwardAddTemplate(i); }
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#endif
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" "LTCGI" = "_LTCGI" }
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LOD 300
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// ------------------------------------------------------------------
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// Base forward pass (directional light, emission, lightmaps, ...)
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Cull [_CullMode]
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AlphaToMask [_AtoCmode]
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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CGPROGRAM
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#pragma target 4.0
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// -------------------------------------
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
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#pragma shader_feature_local _LIGHTMAPSPECULAR
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#pragma shader_feature_local _ _BAKERY_RNM _BAKERY_SH _BAKERY_MONOSH
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#pragma shader_feature_local _LTCGI
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#pragma shader_feature_local _VRCLV
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||||
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||||
#pragma multi_compile_fwdbase
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||||
#pragma multi_compile_fog
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||||
#pragma multi_compile_instancing
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||||
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
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||||
//#pragma multi_compile _ LOD_FADE_CROSSFADE
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||||
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#pragma vertex vertBase
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||||
#pragma fragment fragBase
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||||
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||||
ENDCG
|
||||
}
|
||||
// ------------------------------------------------------------------
|
||||
// Additive forward pass (one light per pass)
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||||
Pass
|
||||
{
|
||||
Name "FORWARD_DELTA"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
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||||
Fog { Color (0,0,0,0) } // in additive pass fog should be black
|
||||
ZWrite Off
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||||
ZTest Equal
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||||
Cull [_CullMode]
|
||||
AlphaToMask [_AtoCmode]
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||||
// Blend One [_DstBlend]
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||||
// ZWrite [_ZWrite]
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||||
|
||||
CGPROGRAM
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||||
#pragma target 3.0
|
||||
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||||
// -------------------------------------
|
||||
|
||||
|
||||
#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]
|
||||
AlphaToMask Off
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "META"
|
||||
Tags {"LightMode"="Meta"}
|
||||
Cull Off
|
||||
CGPROGRAM
|
||||
|
||||
#define REQUIRE_META_WORLDPOS
|
||||
|
||||
#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);
|
||||
float4 dummy[3]; dummy[0] = 1; dummy[1] = 0; dummy[2] = 0;
|
||||
material = MyMaterialSetup (i.uv, 0, 0, dummy, i.worldPos);
|
||||
|
||||
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