405 lines
16 KiB
GLSL
405 lines
16 KiB
GLSL
/*
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Filamented Pixel Art is a shader designed for rendering PBR with pixel art.
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It uses the same techniques as my Pixel Standard shader, but adapted for
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Filamented.
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https://gitlab.com/s-ilent/pixelstandard
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*/
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Shader "Silent/Filamented Extras/Pixel Art 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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[Enum(UnityEngine.Rendering.CullMode)]_CullMode("Cull Mode", Int) = 2
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[HeaderEx(Base Material)]
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[ScaleOffset][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 Color", Color) = (1,1,1,1)
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[HeaderEx(Texture Animation)]
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[Toggle(_ANIMATED)] _Animated ("Texture Animation", Float) = 0
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[NoScaleOffset]_AnimationMainTex("Animated Albedo", 2DArray) = "white" {}
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[Enum(PingPong, 0, Linear, 1)]_AnimationMode("Animation Mode",Float) = 0
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_AnimationSpeed("Animation Speed", Float) = 1.0
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[HeaderEx(Animation)]
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[ToggleUI]_QuakeWater("Quake-style Distortion", Float) = 0
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[HeaderEx(System)]
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[Space]
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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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[Space]
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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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[HideInInspector][Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend ("__src", Float) = 1
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[HideInInspector][Enum(UnityEngine.Rendering.BlendMode)]_DstBlend ("__dst", Float) = 0
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[HideInInspector][Enum(Off,0,On,1)]_ZWrite ("__zw", Float) = 1
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[HideInInspector]_AtoCmode("Cutout Transparency", Float) = 0
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[NonModifiableTextureData][HideInInspector] _DFG("DFG", 2D) = "white" {}
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}
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CustomEditor "Silent.FilamentedExtras.Unity.FilamentedExtrasInspector"
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CGINCLUDE
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#pragma shader_feature_local _ANIMATED
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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 SKIP_UNITY_STANDARD_INPUT_DEFINES
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// If this is not defined, Unity Standard textures like _MainTex and _BumpMap
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// will be automatically defined.
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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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uniform half4 _Color;
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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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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); half4 _MainTex_TexelSize;
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TEXTURE2D(_MOESMap); SAMPLER(sampler_MOESMap); half4 _MOESMap_TexelSize;
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TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); half4 _BumpMap_TexelSize;
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half4 _MainTex_ST;
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#if defined(_ANIMATED)
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TEXTURE2D_ARRAY(_AnimationMainTex); SAMPLER(sampler_AnimationMainTex); half4 _AnimationMainTex_TexelSize;
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TEXTURE2D_ARRAY(_AnimationMOESMap); SAMPLER(sampler_AnimationMOESMap); half4 _AnimationMOESMap_TexelSize;
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TEXTURE2D_ARRAY(_AnimationBumpMap); SAMPLER(sampler_AnimationBumpMap); half4 _AnimationBumpMap_TexelSize;
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uniform fixed _AnimationMode;
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uniform float _AnimationSpeed;
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#endif
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uniform fixed _QuakeWater;
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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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// Returns pixel sharpened to nearest pixel boundary.
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// texSize is Unity _Texture_TexelSize; zw is w/h, xy is 1/wh
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float2 sharpSample2( float4 texSize , float2 coord )
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{
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float2 boxSize = clamp(fwidth(coord) * texSize.zw, 1e-5, 1.0);
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coord = coord * texSize.zw - 0.5 * boxSize;
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float2 txOffset = smoothstep(1.0 - boxSize, 1.0, frac(coord));
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return (floor(coord) + 0.5 + txOffset) * texSize.xy;
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}
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float4 SampleTexture2DPixelFiltering(TEXTURE2D_PARAM(tex, smp), float2 coord, float4 texSize)
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{
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float2 boxSize = clamp(fwidth(coord) * texSize.zw, 1e-5, 1);
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coord = coord * texSize.zw - 0.5 * boxSize;
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float2 txOffset = smoothstep(1 - boxSize, 1, frac(coord));
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coord = (floor(coord) + 0.5 + txOffset) * texSize.xy;
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return SAMPLE_TEXTURE2D_GRAD(tex, smp, coord, ddx(coord), ddy(coord));
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}
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float4 SampleTexture2DArrayPixelFiltering(TEXTURE2D_ARRAY_PARAM(tex, smp), float2 coord, float4 texSize, float index)
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{
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float2 boxSize = clamp(fwidth(coord) * texSize.zw, 1e-5, 1);
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coord = coord * texSize.zw - 0.5 * boxSize;
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float2 txOffset = smoothstep(1 - boxSize, 1, frac(coord));
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coord = (floor(coord) + 0.5 + txOffset) * texSize.xy;
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return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, smp, coord, index, ddx(coord), ddy(coord));
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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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i_tex.xy = i_tex * _MainTex_ST.xy + _MainTex_ST.zw;
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// Animation stuff first.
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if (_QuakeWater)
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{
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i_tex.xy += float2(sin(_Time.y + i_tex.y * UNITY_PI),cos(_Time.y + i_tex.x * UNITY_PI)) * 0.1;
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}
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// Sample with derivatives to avoid artifacts.
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half4 baseColor = SampleTexture2DPixelFiltering(TEXTURE2D_ARGS(_MainTex, sampler_MainTex), i_tex.xy, _MainTex_TexelSize);
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half4 packedMap = SampleTexture2DPixelFiltering(TEXTURE2D_ARGS(_MOESMap, sampler_MOESMap), i_tex.xy, _MOESMap_TexelSize);
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half3 normalTangent = UnpackScaleNormal(SampleTexture2DPixelFiltering(TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), i_tex.xy, _BumpMap_TexelSize), _BumpScale);
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#if defined(_ANIMATED)
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uint width, height, elements;
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_AnimationMainTex.GetDimensions(width, height, elements);
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float tex_index = 0;
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switch (_AnimationMode) {
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case 0:
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float t = _Time.y * _AnimationSpeed;
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float phase = floor(t); // separate the integer part
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t = frac(t); // fractional part of time, in [0, 1)
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t = phase % 2 < 1 ? t : 1 - t; // reverse time every other cycle
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tex_index = t * (elements - 1);
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break;
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case 1:
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tex_index = floor(frac(_Time.y * _AnimationSpeed) * elements);
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break;
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}
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baseColor = SampleTexture2DArrayPixelFiltering(TEXTURE2D_ARRAY_ARGS(_AnimationMainTex, sampler_AnimationMainTex), i_tex.xy, _AnimationMainTex_TexelSize, tex_index );
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#endif
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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 * _Color;
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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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#pragma shader_feature_local _LIGHTMAPSPECULAR
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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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#pragma vertex vertBase
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#pragma fragment fragBase
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ENDCG
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}
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// ------------------------------------------------------------------
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// Additive forward pass (one light per pass)
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Pass
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{
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend [_SrcBlend] One
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest Equal
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Cull [_CullMode]
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AlphaToMask [_AtoCmode]
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CGPROGRAM
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#pragma target 3.0
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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 multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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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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#pragma vertex vertAdd
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#pragma fragment fragAdd
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ENDCG
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}
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// ------------------------------------------------------------------
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// Shadow rendering pass
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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Cull [_CullMode]
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CGPROGRAM
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#pragma target 3.0
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// -------------------------------------
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#ifndef UNITY_PASS_SHADOWCASTER
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#define UNITY_PASS_SHADOWCASTER
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#endif
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#pragma multi_compile_shadowcaster
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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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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "Packages/s-ilent.filamented/Filamented/UnityStandardShadow.cginc"
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ENDCG
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}
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}
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FallBack "VertexLit"
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}
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