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

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17 KiB
GLSL

/*
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"
}