/* Filamented example template. */ Shader "Silent/Filamented Extras/Filamented Details Template" { Properties { [CheckDFGTexture] [BlendModeSelector(_SrcBlend, _DstBlend, _CustomRenderQueue, _ZWrite, _AtoCmode)] _Mode ("__mode", Float) = 0.0 [HeaderEx(Base Material)] [ScaleOffset][SingleLine(_Color)]_MainTex("Albedo", 2D) = "white" {} [HideInInspector]_Color("Color", Color) = (1,1,1,1) [SingleLine(_BumpScale)][Normal] _BumpMap("Normal", 2D) = "bump" {} [HideInInspector]_BumpScale("Normal Scale", Float) = 1 [SingleLine]_MOESMap("MOES Map", 2D) = "white" {} [Space] _MetallicScale("Metallic", Range( 0 , 1)) = 0 _OcclusionScale("Occlusion", Range( 0 , 1)) = 0 _Emission("Emission Power", Float) = 0 _SmoothnessScale("Smoothness", Range( 0 , 1)) = 0 [Space] _EmissionColor("Emission Tint", Color) = (1,1,1,1) [Space] [HeaderEx(Details)] _DetailBlendWeight("Blend Weight", Range(0, 1)) = 1 [HideInInspector][Enum(Multiply2x, 0, Multiply, 1, Additive, 2, AlphaBlend, 3)]_DetailBlendMode("Blend Mode", Float) = 0.0 [ScaleOffset][SingleLine(_DetailBlendMode)]_MainTexDetail("Albedo Detail", 2D) = "gray" {} [SingleLine(_BumpScaleDetail)][Normal] _BumpMapDetail("Normal Detail", 2D) = "bump" {} [HideInInspector]_BumpScaleDetail("Normal Detail Scale", Float) = 1 [SingleLine]_MOESMapDetail("MOES Map Detail", 2D) = "white" {} [Space] [Toggle(_DTRIPLANAR)]_UseDTriplanar("Triplanar Detail", Float) = 0.0 _TriplanarSharp("Blending Sharpness", Range(1, 10)) = 3 [IfDef(_DTRIPLANAR)]_TriplanarTiles0x ("X Axis Tiling", float) = 1 [IfDef(_DTRIPLANAR)]_TriplanarTiles0y ("Y Axis Tiling", float) = 1 [IfDef(_DTRIPLANAR)]_TriplanarTiles0z ("X Axis Tiling", float) = 1 [IfDef(_DTRIPLANAR)]_TriplanarOffset0x ("X Axis Offset", float) = 0 [IfDef(_DTRIPLANAR)]_TriplanarOffset0y ("Y Axis Offset", float) = 0 [IfDef(_DTRIPLANAR)]_TriplanarOffset0z ("X Axis Offset", float) = 0 [Space] [HeaderEx(System)] [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 [NonModifiableTextureData][HideInInspector] _DFG("DFG", 2D) = "white" {} // Blending state [HideInInspector] _SrcBlend ("__src", Float) = 1.0 [HideInInspector] _DstBlend ("__dst", Float) = 0.0 [HideInInspector] _CustomRenderQueue ("__rq", Float) = 1.0 [HideInInspector] _ZWrite ("__zw", Float) = 1.0 [HideInInspector] _AtoCmode("__atoc", Float) = 0 } CustomEditor "Silent.FilamentedExtras.Unity.FilamentedExtrasInspector" CGINCLUDE #pragma multi_compile_local _ _DTRIPLANAR // 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; uniform sampler2D _MainTexDetail; uniform sampler2D _MOESMapDetail; uniform sampler2D _BumpMapDetail; uniform half _BumpScaleDetail; uniform half _DetailBlendMode; uniform half _DetailBlendWeight; uniform half4 _MainTexDetail_ST; #ifdef _DTRIPLANAR uniform half _TriplanarTiles0x; uniform half _TriplanarTiles0y; uniform half _TriplanarTiles0z; uniform half _TriplanarOffset0x; uniform half _TriplanarOffset0y; uniform half _TriplanarOffset0z; uniform half _TriplanarSharp; #endif // 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); } float4 boxmap(sampler2D tex, float3 p, float3 n, float k ) { // grab coord derivatives for texturing float3 dpdx = ddx(p); float3 dpdy = ddy(p); float3 m = pow( abs(n), k ); // project+fetch float4 x = 0.0; if (m.x > 0) x = tex2Dgrad( tex, p.zy, dpdx.zy, dpdy.zy ); float4 y = 0.0; if (m.y > 0) y = tex2Dgrad( tex, p.zx, dpdx.zx, dpdy.zx ); float4 z = 0.0; if (m.z > 0) z = tex2Dgrad( tex, p.xy, dpdx.xy, dpdy.xy ); // and blend return (x*m.x + y*m.y + z*m.z) / (m.x + m.y + m.z); } float3 applyDetailBlendMode(int blendOp, half3 a, half3 b, half t) { switch(blendOp) { default: case 0: // Multiply 2x return a * LerpWhiteTo (b * unity_ColorSpaceDouble.rgb, t); case 1: // Multiply return a * LerpWhiteTo (b, t); case 2: // Additive return a + b * t; case 3: // Alpha Blend return lerp(a, b, t); } } float3 RNMBlendUnpacked(float3 n1, float3 n2) { n1 += float3( 0, 0, 1); n2 *= float3(-1, -1, 1); return n1*dot(n1, n2)/n1.z - n2; } // 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) * _Color; 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; #if defined(_DTRIPLANAR) float triSharp = _TriplanarSharp; float3 triPosition = i_posWorld * float3(_TriplanarTiles0x, _TriplanarTiles0y, _TriplanarTiles0z) + float3(_TriplanarOffset0x, _TriplanarOffset0y, _TriplanarOffset0z); half4 baseColorDetail = boxmap (_MainTexDetail, triPosition, tangentToWorld[2], triSharp); half4 packedMapDetail = boxmap (_MOESMapDetail, triPosition, tangentToWorld[2], triSharp); half3 normalTangentDetail = UnpackScaleNormal(boxmap (_BumpMapDetail, triPosition, tangentToWorld[2], triSharp), _BumpScaleDetail); #else float2 dUV = i_tex.xy * _MainTexDetail_ST.xy + _MainTexDetail_ST.zw; half4 baseColorDetail = tex2D (_MainTexDetail, dUV); half4 packedMapDetail = tex2D (_MOESMapDetail, dUV); half3 normalTangentDetail = UnpackScaleNormal(tex2D (_BumpMapDetail, dUV), _BumpScaleDetail); #endif baseColor.rgb = applyDetailBlendMode(_DetailBlendMode, baseColor, baseColorDetail, _DetailBlendWeight); normalTangent = lerp(normalTangent, RNMBlendUnpacked(normalTangent, normalTangentDetail), _DetailBlendWeight); 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] Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] 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 shader_feature_local _LIGHTMAPSPECULAR #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] Blend One [_DstBlend] ZWrite [_ZWrite] 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] 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" }