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Silly-Home/Assets/Filamented/Extras/FilamentedFractal.shader

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/*
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"
}