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- Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit"
- {
- Properties
- {
- _MainTex ("Main Texture", 2D) = "white" { }
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
- LOD 100
- ZWrite On
- // Lightmapped
- Pass
- {
- Name "TerrainDetailVertex"
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- #pragma vertex Vert
- #pragma fragment Frag
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile _ _SHADOWS_SOFT
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
- float4 _MainTex_ST;
- struct Attributes
- {
- float4 PositionOS : POSITION;
- float2 UV0 : TEXCOORD0;
- float2 UV1 : TEXCOORD1;
- float3 NormalOS : NORMAL;
- half4 Color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float2 UV01 : TEXCOORD0; // UV0
- float2 LightmapUV : TEXCOORD1; // Lightmap UVs
- half4 Color : TEXCOORD2; // Vertex Color
- half4 LightingFog : TEXCOORD3; // Vetex Lighting, Fog Factor
- #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- float4 ShadowCoords : TEXCOORD4; // Shadow UVs
- #endif
- float4 PositionCS : SV_POSITION; // Clip Position
- UNITY_VERTEX_OUTPUT_STEREO
- };
- Varyings Vert(Attributes input)
- {
- Varyings output = (Varyings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- // Vertex attributes
- output.UV01 = TRANSFORM_TEX(input.UV0, _MainTex);
- output.LightmapUV = input.UV1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.PositionOS.xyz);
- output.Color = input.Color;
- output.PositionCS = vertexInput.positionCS;
- // Shadow Coords
- #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- output.ShadowCoords = GetShadowCoord(vertexInput);
- #endif
- // Vertex Lighting
- half3 NormalWS = input.NormalOS;
- Light mainLight = GetMainLight();
- half3 attenuatedLightColor = mainLight.color * mainLight.distanceAttenuation;
- half3 diffuseColor = LightingLambert(attenuatedLightColor, mainLight.direction, NormalWS);
- #ifdef _ADDITIONAL_LIGHTS
- int pixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < pixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, vertexInput.positionWS);
- half3 attenuatedLightColor = light.color * light.distanceAttenuation;
- diffuseColor += LightingLambert(attenuatedLightColor, light.direction, NormalWS);
- }
- #endif
- output.LightingFog.xyz = diffuseColor;
- // Fog factor
- output.LightingFog.w = ComputeFogFactor(output.PositionCS.z);
- return output;
- }
- half4 Frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- half3 bakedGI = SampleLightmap(input.LightmapUV, half3(0.0, 1.0, 0.0));
- #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- half3 lighting = input.LightingFog.rgb * MainLightRealtimeShadow(input.ShadowCoords) + bakedGI;
- #else
- half3 lighting = input.LightingFog.rgb + bakedGI;
- #endif
- half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01);
- half4 color = 1.0;
- color.rgb = input.Color.rgb * tex.rgb * lighting;
- color.rgb = MixFog(color.rgb, input.LightingFog.w);
- return color;
- }
- ENDHLSL
- }
- Pass
- {
- Name "Depth"
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "Meta"
- Tags{ "LightMode" = "Meta" }
- Cull Off
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMetaSimple
- #pragma shader_feature _SPECGLOSSMAP
- #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
- ENDHLSL
- }
- }
- //Fallback "VertexLit"
- }
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