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