/* Filamented triplanar example. */ Shader "Silent/Filamented Extras/Filamented Fractal Sampling" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {} [Space] [NoScaleOffset][Normal] _BumpMap("Normal", 2D) = "bump" {} _BumpScale("Normal Scale", Float) = 1 [Space] [NoScaleOffset]_MOESMap("MOES Map", 2D) = "white" {} [NoScaleOffset]_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 [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" {} } 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); } //Samples at three scales, interpolating between them (with mipmapping) float4 fractal_texture_mip(sampler2D tex, float2 uv, float depth) { //Find the pixel level of detail float LOD = log(depth); //Round LOD down float LOD_floor = floor(LOD); //Compute the fract part for interpolating float LOD_fract = LOD - LOD_floor; //Compute scaled uvs float2 uv1 = uv / exp(LOD_floor - 1.0); float2 uv2 = uv / exp(LOD_floor + 0.0); float2 uv3 = uv / exp(LOD_floor + 1.0); //Compute continous derivitives float2 dx = ddx(uv) / depth * exp(1.0); float2 dy = ddy(uv) / depth * exp(1.0); //Sample at 3 scales float4 tex0 = tex2Dgrad(tex, uv1, dx, dy); float4 tex1 = tex2Dgrad(tex, uv2, dx, dy); float4 tex2 = tex2Dgrad(tex, uv3, dx, dy); //Blend samples together return (tex1 + lerp(tex0, tex2, LOD_fract)) * 0.5; } // 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_pos) { float3x3 tangentToWorldOnly = float3x3(tangentToWorld[0].xyz, tangentToWorld[1].xyz, tangentToWorld[2].xyz); float3 normal = mul ( float3( 0, 0, 1 ), tangentToWorldOnly ); float4 baseColor = 0; fixed3 normalTangent = 0.0f; float4 packedMap = 0; float depth = LinearEyeDepth(i_pos.z); baseColor = fractal_texture_mip( _MainTex, i_tex, depth) * _Color; normalTangent = UnpackScaleNormal(fractal_texture_mip( _BumpMap, i_tex, depth), _BumpScale); packedMap = fractal_texture_mip( _MOESMap, i_tex, depth); 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, i.pos); 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, i.pos); 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] 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] 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" // Meta not implemented UsePass "Standard/META" } FallBack "VertexLit" }