Files
Silly-Home/Assets/Filamented/Extras/PixelFilamentedTemplate.shader

405 lines
16 KiB
GLSL

/*
Filamented Pixel Art is a shader designed for rendering PBR with pixel art.
It uses the same techniques as my Pixel Standard shader, but adapted for
Filamented.
https://gitlab.com/s-ilent/pixelstandard
*/
Shader "Silent/Filamented Extras/Pixel Art Filamented"
{
Properties
{
[CheckDFGTexture]
[BlendModeSelector(_SrcBlend, _DstBlend, _CustomRenderQueue, _ZWrite, _AtoCmode)] _Mode ("__mode", Float) = 0.0
[Enum(UnityEngine.Rendering.CullMode)]_CullMode("Cull Mode", Int) = 2
[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 Color", Color) = (1,1,1,1)
[HeaderEx(Texture Animation)]
[Toggle(_ANIMATED)] _Animated ("Texture Animation", Float) = 0
[NoScaleOffset]_AnimationMainTex("Animated Albedo", 2DArray) = "white" {}
[Enum(PingPong, 0, Linear, 1)]_AnimationMode("Animation Mode",Float) = 0
_AnimationSpeed("Animation Speed", Float) = 1.0
[HeaderEx(Animation)]
[ToggleUI]_QuakeWater("Quake-style Distortion", Float) = 0
[HeaderEx(System)]
[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
[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]
[HideInInspector][Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend ("__src", Float) = 1
[HideInInspector][Enum(UnityEngine.Rendering.BlendMode)]_DstBlend ("__dst", Float) = 0
[HideInInspector][Enum(Off,0,On,1)]_ZWrite ("__zw", Float) = 1
[HideInInspector]_AtoCmode("Cutout Transparency", Float) = 0
[NonModifiableTextureData][HideInInspector] _DFG("DFG", 2D) = "white" {}
}
CustomEditor "Silent.FilamentedExtras.Unity.FilamentedExtrasInspector"
CGINCLUDE
#pragma shader_feature_local _ANIMATED
// 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 SKIP_UNITY_STANDARD_INPUT_DEFINES
// If this is not defined, Unity Standard textures like _MainTex and _BumpMap
// will be automatically defined.
#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"
uniform half4 _Color;
uniform half _BumpScale;
uniform half _MetallicScale;
uniform half _OcclusionScale;
uniform half _SmoothnessScale;
uniform half _Emission;
uniform half3 _EmissionColor;
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); half4 _MainTex_TexelSize;
TEXTURE2D(_MOESMap); SAMPLER(sampler_MOESMap); half4 _MOESMap_TexelSize;
TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); half4 _BumpMap_TexelSize;
half4 _MainTex_ST;
#if defined(_ANIMATED)
TEXTURE2D_ARRAY(_AnimationMainTex); SAMPLER(sampler_AnimationMainTex); half4 _AnimationMainTex_TexelSize;
TEXTURE2D_ARRAY(_AnimationMOESMap); SAMPLER(sampler_AnimationMOESMap); half4 _AnimationMOESMap_TexelSize;
TEXTURE2D_ARRAY(_AnimationBumpMap); SAMPLER(sampler_AnimationBumpMap); half4 _AnimationBumpMap_TexelSize;
uniform fixed _AnimationMode;
uniform float _AnimationSpeed;
#endif
uniform fixed _QuakeWater;
// 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); }
// Returns pixel sharpened to nearest pixel boundary.
// texSize is Unity _Texture_TexelSize; zw is w/h, xy is 1/wh
float2 sharpSample2( float4 texSize , float2 coord )
{
float2 boxSize = clamp(fwidth(coord) * texSize.zw, 1e-5, 1.0);
coord = coord * texSize.zw - 0.5 * boxSize;
float2 txOffset = smoothstep(1.0 - boxSize, 1.0, frac(coord));
return (floor(coord) + 0.5 + txOffset) * texSize.xy;
}
float4 SampleTexture2DPixelFiltering(TEXTURE2D_PARAM(tex, smp), float2 coord, float4 texSize)
{
float2 boxSize = clamp(fwidth(coord) * texSize.zw, 1e-5, 1);
coord = coord * texSize.zw - 0.5 * boxSize;
float2 txOffset = smoothstep(1 - boxSize, 1, frac(coord));
coord = (floor(coord) + 0.5 + txOffset) * texSize.xy;
return SAMPLE_TEXTURE2D_GRAD(tex, smp, coord, ddx(coord), ddy(coord));
}
float4 SampleTexture2DArrayPixelFiltering(TEXTURE2D_ARRAY_PARAM(tex, smp), float2 coord, float4 texSize, float index)
{
float2 boxSize = clamp(fwidth(coord) * texSize.zw, 1e-5, 1);
coord = coord * texSize.zw - 0.5 * boxSize;
float2 txOffset = smoothstep(1 - boxSize, 1, frac(coord));
coord = (floor(coord) + 0.5 + txOffset) * texSize.xy;
return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, smp, coord, index, ddx(coord), ddy(coord));
}
// 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)
{
i_tex.xy = i_tex * _MainTex_ST.xy + _MainTex_ST.zw;
// Animation stuff first.
if (_QuakeWater)
{
i_tex.xy += float2(sin(_Time.y + i_tex.y * UNITY_PI),cos(_Time.y + i_tex.x * UNITY_PI)) * 0.1;
}
// Sample with derivatives to avoid artifacts.
half4 baseColor = SampleTexture2DPixelFiltering(TEXTURE2D_ARGS(_MainTex, sampler_MainTex), i_tex.xy, _MainTex_TexelSize);
half4 packedMap = SampleTexture2DPixelFiltering(TEXTURE2D_ARGS(_MOESMap, sampler_MOESMap), i_tex.xy, _MOESMap_TexelSize);
half3 normalTangent = UnpackScaleNormal(SampleTexture2DPixelFiltering(TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), i_tex.xy, _BumpMap_TexelSize), _BumpScale);
#if defined(_ANIMATED)
uint width, height, elements;
_AnimationMainTex.GetDimensions(width, height, elements);
float tex_index = 0;
switch (_AnimationMode) {
case 0:
float t = _Time.y * _AnimationSpeed;
float phase = floor(t); // separate the integer part
t = frac(t); // fractional part of time, in [0, 1)
t = phase % 2 < 1 ? t : 1 - t; // reverse time every other cycle
tex_index = t * (elements - 1);
break;
case 1:
tex_index = floor(frac(_Time.y * _AnimationSpeed) * elements);
break;
}
baseColor = SampleTexture2DArrayPixelFiltering(TEXTURE2D_ARRAY_ARGS(_AnimationMainTex, sampler_AnimationMainTex), i_tex.xy, _AnimationMainTex_TexelSize, tex_index );
#endif
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 * _Color;
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 [_SrcBlend] One
Fog { Color (0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest Equal
Cull [_CullMode]
AlphaToMask [_AtoCmode]
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
}
}
FallBack "VertexLit"
}