// Made with Amplify Shader Editor v1.9.2.2 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "UI_Render_On_Top" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 _BaseMap("BaseMap", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] _RenderQueueType("Render Queue Type", Float) = 5 [HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 //[HideInInspector] _ShadowMatteFilter("Shadow Matte Filter", Float) = 2.006836 [HideInInspector] _StencilRef("Stencil Ref", Int) = 0 // StencilUsage.Clear [HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering [HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 0 // Nothing [HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8 // StencilUsage.TraceReflectionRay [HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 32 // StencilUsage.ObjectMotionVector [HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 32 // StencilUsage.ObjectMotionVector [HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 2 // StencilUsage.DistortionVectors [HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 2 // StencilUsage.DistortionVectors [HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering [HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting [HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4 [HideInInspector][ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0 [HideInInspector][ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1 [HideInInspector] _SurfaceType("Surface Type", Float) = 1 [HideInInspector] _BlendMode("Blend Mode", Float) = 0 [HideInInspector] _SrcBlend("Src Blend", Float) = 1 [HideInInspector] _DstBlend("Dst Blend", Float) = 0 [HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1 [HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0 [HideInInspector][ToggleUI] _ZWrite("ZWrite", Float) = 1 [HideInInspector][ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0 [HideInInspector] _CullMode("Cull Mode", Float) = 2 [HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Float) = 0 [HideInInspector][ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1 [HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent [HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("Transparent Cull Mode", Int) = 2// Back culling by default [HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4 // Less equal [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Int) = 4// Less equal [HideInInspector][ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0 [HideInInspector][ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 1 [HideInInspector][ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0 [HideInInspector][ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0 [HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2 [HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0) [HideInInspector] _DistortionEnable("_DistortionEnable",Float) = 0 [HideInInspector] _DistortionOnly("_DistortionOnly",Float) = 0 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector][ToggleUI] _TransparentWritingMotionVec("Transparent Writing MotionVec", Float) = 0 [HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode("Opaque Cull Mode", Int) = 2 // Back culling by default [HideInInspector][ToggleUI] _SupportDecals("Support Decals", Float) = 1 [HideInInspector][ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0 [HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1) [HideInInspector] _UnlitColorMap_MipInfo("_UnlitColorMap_MipInfo", Vector) = (0, 0, 0, 0) [HideInInspector][Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode("Double sided GI mode", Float) = 0 //DoubleSidedGIMode added in api 12x and higher } SubShader { LOD 0 Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Transparent" } HLSLINCLUDE #pragma target 4.5 #pragma exclude_renderers glcore gles gles3 ps4 ps5 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlaneASE (float3 pos, float4 plane) { return dot (float4(pos,1.0f), plane); } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward Unlit" Tags { "LightMode"="ForwardOnly" } Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] Cull [_CullModeForward] ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] ColorMask [_ColorMaskTransparentVel] 1 Stencil { Ref [_StencilRef] WriteMask [_StencilWriteMask] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT #define ASE_SRP_VERSION 120111 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ DEBUG_DISPLAY #pragma vertex Vert #pragma fragment Frag #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif #define SHADERPASS SHADERPASS_FORWARD_UNLIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" #if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER #define HAS_LIGHTLOOP #define SHADOW_OPTIMIZE_REGISTER_USAGE 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl" #endif struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; float3 positionRWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START( UnityPerMaterial ) float4 _BaseMap_ST; float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _BaseMap; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct SurfaceDescription { float3 Color; float3 Emission; float4 ShadowTint; float Alpha; float AlphaClipThreshold; float4 VTPackedFeedback; }; void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); surfaceData.color = surfaceDescription.Color; } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription , FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #if _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData); #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif #if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT HDShadowContext shadowContext = InitShadowContext(); float shadow; float3 shadow3; posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); float3 normalWS = normalize(fragInputs.tangentToWorld[1]); uint renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS; ShadowLoopMin(shadowContext, posInput, normalWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3); shadow = dot(shadow3, float3(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f)); float4 shadowColor = (1 - shadow)*surfaceDescription.ShadowTint.rgba; float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha); #ifdef _SURFACE_TYPE_TRANSPARENT surfaceData.color = lerp(shadowColor.rgb*surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha); #else surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow); #endif localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a; surfaceDescription.Alpha = localAlpha; #endif ZERO_INITIALIZE(BuiltinData, builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif builtinData.emissiveColor = surfaceDescription.Emission; #ifdef UNITY_VIRTUAL_TEXTURING builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } float GetDeExposureMultiplier() { #if defined(DISABLE_UNLIT_DEEXPOSURE) return 1.0; #else return _DeExposureMultiplier; #endif } VertexOutput VertexFunction( VertexInput inputMesh ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); o.ase_texcoord1.xy = inputMesh.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord1.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); o.positionCS = TransformWorldToHClip(positionRWS); o.positionRWS = positionRWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif #ifdef UNITY_VIRTUAL_TEXTURING #define VT_BUFFER_TARGET SV_Target1 #define EXTRA_BUFFER_TARGET SV_Target2 #else #define EXTRA_BUFFER_TARGET SV_Target1 #endif void Frag( VertexOutput packedInput, out float4 outColor : SV_Target0 #ifdef UNITY_VIRTUAL_TEXTURING ,out float4 outVTFeedback : VT_BUFFER_TARGET #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; float3 positionRWS = packedInput.positionRWS; input.positionSS = packedInput.positionCS; input.positionRWS = positionRWS; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir( input.positionRWS ); SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 uv_BaseMap = packedInput.ase_texcoord1.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; surfaceDescription.Color = tex2D( _BaseMap, uv_BaseMap ).rgb; surfaceDescription.Emission = 0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = _AlphaCutoff; surfaceDescription.ShadowTint = float4( 0, 0 ,0 ,1 ); float2 Distortion = float2 ( 0, 0 ); float DistortionBlur = 0; surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData ); #if defined(_ENABLE_SHADOW_MATTE) bsdfData.color *= GetScreenSpaceAmbientOcclusion(input.positionSS.xy); #endif #ifdef DEBUG_DISPLAY if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) { if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) { builtinData.emissiveColor = 0.0; } else { bsdfData.color = 0.0; } } #endif float4 outResult = ApplyBlendMode(bsdfData.color * GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity); outResult = EvaluateAtmosphericScattering(posInput, V, outResult); #ifdef DEBUG_DISPLAY int bufferSize = int(_DebugViewMaterialArray[0].x); for (int index = 1; index <= bufferSize; index++) { int indexMaterialProperty = int(_DebugViewMaterialArray[index].x); if (indexMaterialProperty != 0) { float3 result = float3(1.0, 0.0, 1.0); bool needLinearToSRGB = false; GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB); GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB); GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB); GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB); GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB); if (!needLinearToSRGB) result = SRGBToLinear(max(0, result)); outResult = float4(result, 1.0); } } if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW) { float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A); outResult = result; } #endif outColor = outResult; #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef UNITY_VIRTUAL_TEXTURING outVTFeedback = builtinData.vtPackedFeedback; #endif } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Cull [_CullMode] ZWrite On ZClip [_ZClip] ColorMask 0 HLSLPROGRAM #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT #define ASE_SRP_VERSION 120111 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #pragma vertex Vert #pragma fragment Frag #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START( UnityPerMaterial ) float4 _BaseMap_ST; float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold); #endif #if _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData); ZERO_INITIALIZE (BuiltinData, builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } VertexOutput VertexFunction( VertexInput inputMesh ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); o.positionCS = TransformWorldToHClip(positionRWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #endif #else #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #endif #endif #if defined(_DEPTHOFFSET_ON) , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = float3( 1.0, 1.0, 1.0 ); SurfaceDescription surfaceDescription = (SurfaceDescription)0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = _AlphaCutoff; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData); #if defined(_DEPTHOFFSET_ON) outputDepth = posInput.deviceDepth; float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias; outputDepth += bias; #endif #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.vmesh.positionCS.z; #ifdef _ALPHATOMASK_ON depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif #endif #if defined(WRITE_NORMAL_BUFFER) EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) DecalPrepassData decalPrepassData; decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer(); EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); #endif } ENDHLSL } Pass { Name "META" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT #define ASE_SRP_VERSION 120111 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature EDITOR_VISUALIZATION #pragma vertex Vert #pragma fragment Frag #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" CBUFFER_START( UnityPerMaterial ) float4 _BaseMap_ST; float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _BaseMap; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 uv3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; #ifdef EDITOR_VISUALIZATION float2 VizUV : TEXCOORD0; float4 LightCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct SurfaceDescription { float3 Color; float3 Emission; float Alpha; float AlphaClipThreshold; }; void BuildSurfaceData( FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData ) { ZERO_INITIALIZE( SurfaceData, surfaceData ); surfaceData.color = surfaceDescription.Color; #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif } void GetSurfaceAndBuiltinData( SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData ) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #if _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData ); ZERO_INITIALIZE( BuiltinData, builtinData ); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif builtinData.emissiveColor = surfaceDescription.Emission; #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } #define SCENEPICKINGPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/MetaPass.hlsl" VertexOutput VertexFunction( VertexInput inputMesh ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID( inputMesh ); UNITY_TRANSFER_INSTANCE_ID( inputMesh, o ); o.ase_texcoord2.xy = inputMesh.uv0.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; #ifdef EDITOR_VISUALIZATION float2 vizUV = 0; float4 lightCoord = 0; UnityEditorVizData(inputMesh.positionOS.xyz, inputMesh.uv0.xy, inputMesh.uv1.xy, inputMesh.uv2.xy, vizUV, lightCoord); #endif float2 uv = float2( 0.0, 0.0 ); if( unity_MetaVertexControl.x ) { uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; } else if( unity_MetaVertexControl.y ) { uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } #ifdef EDITOR_VISUALIZATION o.VizUV.xy = vizUV; o.LightCoord = lightCoord; #endif o.positionCS = float4( uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0 ); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 uv3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.uv0 = v.uv0; o.uv1 = v.uv1; o.uv2 = v.uv2; o.uv3 = v.uv3; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z; o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z; o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z; o.uv3 = patch[0].uv3 * bary.x + patch[1].uv3 * bary.y + patch[2].uv3 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif float4 Frag( VertexOutput packedInput ) : SV_Target { UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE( FragInputs, input ); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS ); float3 V = float3( 1.0, 1.0, 1.0 ); SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 uv_BaseMap = packedInput.ase_texcoord2.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; surfaceDescription.Color = tex2D( _BaseMap, uv_BaseMap ).rgb; surfaceDescription.Emission = 0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = _AlphaCutoff; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData( surfaceDescription,input, V, posInput, surfaceData, builtinData ); BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData ); LightTransportData lightTransportData = GetLightTransportData( surfaceData, builtinData, bsdfData ); float4 res = float4( 0.0, 0.0, 0.0, 1.0 ); UnityMetaInput metaInput; metaInput.Albedo = lightTransportData.diffuseColor.rgb; metaInput.Emission = lightTransportData.emissiveColor; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = packedInput.VizUV; metaInput.LightCoord = packedInput.LightCoord; #endif res = UnityMetaFragment(metaInput); return res; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT #define ASE_SRP_VERSION 120111 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #pragma editor_sync_compilation #pragma vertex Vert #pragma fragment Frag #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" int _ObjectId; int _PassValue; CBUFFER_START( UnityPerMaterial ) float4 _BaseMap_ST; float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData); ZERO_INITIALIZE(BuiltinData, builtinData); builtinData.opacity = surfaceDescription.Alpha; #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } VertexOutput VertexFunction( VertexInput inputMesh ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); o.positionCS = TransformWorldToHClip(positionRWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput , out float4 outColor : SV_Target0 #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = float3( 1.0, 1.0, 1.0 ); SurfaceData surfaceData; BuiltinData builtinData; SurfaceDescription surfaceDescription = (SurfaceDescription)0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = _AlphaCutoff; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 ); } ENDHLSL } Pass { Name "DepthForwardOnly" Tags { "LightMode"="DepthForwardOnly" } Cull [_CullMode] ZWrite On Stencil { Ref [_StencilRefDepth] WriteMask [_StencilWriteMaskDepth] Comp Always Pass Replace } ColorMask 0 0 HLSLPROGRAM #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT #define ASE_SRP_VERSION 120111 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ WRITE_MSAA_DEPTH #pragma vertex Vert #pragma fragment Frag #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" CBUFFER_START( UnityPerMaterial ) float4 _BaseMap_ST; float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_Position; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #if _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData); ZERO_INITIALIZE(BuiltinData, builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } VertexOutput VertexFunction( VertexInput inputMesh ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); o.positionCS = TransformWorldToHClip(positionRWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #endif #else #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #endif #endif #if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS) , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif ) { UNITY_SETUP_INSTANCE_ID( packedInput ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = float3( 1.0, 1.0, 1.0 ); SurfaceDescription surfaceDescription = (SurfaceDescription)0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = _AlphaCutoff; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef WRITE_MSAA_DEPTH depthColor = packedInput.positionCS.z; #ifdef _ALPHATOMASK_ON depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif #endif #if defined(WRITE_NORMAL_BUFFER) EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif } ENDHLSL } Pass { Name "MotionVectors" Tags { "LightMode"="MotionVectors" } Cull [_CullMode] ZWrite On Stencil { Ref [_StencilRefMV] WriteMask [_StencilWriteMaskMV] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT #define ASE_SRP_VERSION 120111 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ WRITE_MSAA_DEPTH #pragma vertex Vert #pragma fragment Frag #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif #define SHADERPASS SHADERPASS_MOTION_VECTORS #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" CBUFFER_START( UnityPerMaterial ) float4 _BaseMap_ST; float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float3 previousPositionOS : TEXCOORD4; float3 precomputedVelocity : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 vmeshPositionCS : SV_Position; float3 vmeshInterp00 : TEXCOORD0; float3 vpassInterpolators0 : TEXCOORD1; //interpolators0 float3 vpassInterpolators1 : TEXCOORD2; //interpolators1 UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData) { ZERO_INITIALIZE(SurfaceData, surfaceData); #ifdef WRITE_NORMAL_BUFFER surfaceData.normalWS = fragInputs.tangentToWorld[2]; #endif } void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #if _ALPHATEST_ON DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold ); #endif #if _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData); ZERO_INITIALIZE(BuiltinData, builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o ) { _TimeParameters.xyz = timeParameters; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; return inputMesh; } VertexOutput VertexFunction(VertexInput inputMesh) { VertexOutput o = (VertexOutput)0; VertexInput defaultMesh = inputMesh; UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, o); float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float3 VMESHpositionRWS = positionRWS; float4 VMESHpositionCS = TransformWorldToHClip(positionRWS); //#if defined(UNITY_REVERSED_Z) // VMESHpositionCS.z -= unity_MotionVectorsParams.z * VMESHpositionCS.w; //#else // VMESHpositionCS.z += unity_MotionVectorsParams.z * VMESHpositionCS.w; //#endif float4 VPASSpreviousPositionCS; float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0)); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if (forceNoMotion) { VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0); } else { bool hasDeformation = unity_MotionVectorsParams.x > 0.0; float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS); #if defined(_ADD_PRECOMPUTED_VELOCITY) effectivePositionOS -= inputMesh.precomputedVelocity; #endif #if defined(HAVE_MESH_MODIFICATION) VertexInput previousMesh = defaultMesh; previousMesh.positionOS = effectivePositionOS ; VertexOutput test = (VertexOutput)0; float3 curTime = _TimeParameters.xyz; previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test); _TimeParameters.xyz = curTime; float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS); #else float3 normalWS = float3(0.0, 0.0, 0.0); #endif #if defined(HAVE_VERTEX_MODIFICATION) ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz); #endif VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } o.vmeshPositionCS = VMESHpositionCS; o.vmeshInterp00.xyz = VMESHpositionRWS; o.vpassInterpolators0 = float3(VPASSpositionCS.xyw); o.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw); return o; } #if ( 0 ) // TEMPORARY: defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float3 previousPositionOS : TEXCOORD4; float3 precomputedVelocity : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.previousPositionOS = v.previousPositionOS; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = v.precomputedVelocity; #endif return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z; #if defined (_ADD_PRECOMPUTED_VELOCITY) o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z; #endif #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(WRITE_DECAL_BUFFER) && defined(WRITE_MSAA_DEPTH) #define SV_TARGET_NORMAL SV_Target3 #elif defined(WRITE_DECAL_BUFFER) || defined(WRITE_MSAA_DEPTH) #define SV_TARGET_NORMAL SV_Target2 #else #define SV_TARGET_NORMAL SV_Target1 #endif void Frag( VertexOutput packedInput #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 , out float4 outMotionVector : SV_Target1 #ifdef WRITE_DECAL_BUFFER , out float4 outDecalBuffer : SV_Target2 #endif #else , out float4 outMotionVector : SV_Target0 #ifdef WRITE_DECAL_BUFFER , out float4 outDecalBuffer : SV_Target1 #endif #endif #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_TARGET_NORMAL #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput ); UNITY_SETUP_INSTANCE_ID( packedInput ); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.vmeshPositionCS; input.positionRWS = packedInput.vmeshInterp00.xyz; PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); SurfaceDescription surfaceDescription = (SurfaceDescription)0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = _AlphaCutoff; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z); float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z); #ifdef _DEPTHOFFSET_ON VPASSpositionCS.w += builtinData.depthOffset; VPASSpreviousPositionCS.w += builtinData.depthOffset; #endif float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS ); EncodeMotionVector( motionVector * 0.5, outMotionVector ); bool forceNoMotion = unity_MotionVectorsParams.y == 0.0; if( forceNoMotion ) outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 ); // Depth and Alpha to coverage #ifdef WRITE_MSAA_DEPTH // In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer depthColor = packedInput.vmeshPositionCS.z; #ifdef _ALPHATOMASK_ON // Alpha channel is used for alpha to coverage depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold); #endif #endif // Normal Buffer Processing #ifdef WRITE_NORMAL_BUFFER EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); #endif #if defined(WRITE_DECAL_BUFFER) DecalPrepassData decalPrepassData; #ifdef _DISABLE_DECALS ZERO_INITIALIZE(DecalPrepassData, decalPrepassData); #else decalPrepassData.geomNormalWS = surfaceData.geomNormalWS; decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer(); #endif EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer); #if ASE_SRP_VERSION >= 120107 // make sure we don't overwrite light layers outDecalBuffer.w = (GetMeshRenderingLightLayer() & 0x000000FF) / 255.0; #endif #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } Cull [_CullMode] HLSLPROGRAM #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT #define ASE_SRP_VERSION 120111 #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC #pragma editor_sync_compilation #pragma vertex Vert #pragma fragment Frag #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_TANGENT_TO_WORLD #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENEPICKINGPASS 1 #define SHADER_UNLIT float4 _SelectionID; CBUFFER_START( UnityPerMaterial ) float4 _BaseMap_ST; float4 _EmissionColor; float _RenderQueueType; #ifdef _ADD_PRECOMPUTED_VELOCITY float _AddPrecomputedVelocity; #endif #ifdef _ENABLE_SHADOW_MATTE float _ShadowMatteFilter; #endif float _StencilRef; float _StencilWriteMask; float _StencilRefDepth; float _StencilWriteMaskDepth; float _StencilRefMV; float _StencilWriteMaskMV; float _StencilRefDistortionVec; float _StencilWriteMaskDistortionVec; float _StencilWriteMaskGBuffer; float _StencilRefGBuffer; float _ZTestGBuffer; float _RequireSplitLighting; float _ReceivesSSR; float _SurfaceType; float _BlendMode; float _SrcBlend; float _DstBlend; float _AlphaSrcBlend; float _AlphaDstBlend; float _ZWrite; float _TransparentZWrite; float _CullMode; float _TransparentSortPriority; float _EnableFogOnTransparent; float _CullModeForward; float _TransparentCullMode; float _ZTestDepthEqualForOpaque; float _ZTestTransparent; float _TransparentBackfaceEnable; float _AlphaCutoffEnable; float _AlphaCutoff; float _UseShadowThreshold; float _DoubleSidedEnable; float _DoubleSidedNormalMode; float4 _DoubleSidedConstants; float _EnableBlendModePreserveSpecularLighting; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float3 normalWS : TEXCOORD0; float4 tangentWS : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS) { #ifdef LOD_FADE_CROSSFADE LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif #ifdef _ALPHATEST_ON float alphaCutoff = surfaceDescription.AlphaClipThreshold; GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff); #endif #if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput); #endif ZERO_INITIALIZE(SurfaceData, surfaceData); ZERO_BUILTIN_INITIALIZE(builtinData); builtinData.opacity = surfaceDescription.Alpha; #if defined(DEBUG_DISPLAY) builtinData.renderingLayers = GetMeshRenderingLightLayer(); #endif #ifdef _ALPHATEST_ON builtinData.alphaClipTreshold = alphaCutoff; #endif #if _DEPTHOFFSET_ON builtinData.depthOffset = surfaceDescription.DepthOffset; #endif ApplyDebugToBuiltinData(builtinData); } VertexOutput VertexFunction(VertexInput inputMesh ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SETUP_INSTANCE_ID(inputMesh); UNITY_TRANSFER_INSTANCE_ID(inputMesh, o ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = inputMesh.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = defaultVertexValue ; #ifdef ASE_ABSOLUTE_VERTEX_POS inputMesh.positionOS.xyz = vertexValue; #else inputMesh.positionOS.xyz += vertexValue; #endif inputMesh.normalOS = inputMesh.normalOS ; float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS); float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w); o.positionCS = TransformWorldToHClip(positionRWS); o.normalWS.xyz = normalWS; o.tangentWS.xyzw = tangentWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float3 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl Vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.positionOS = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0) float3 cameraPos = 0; #else float3 cameraPos = _WorldSpaceCameraPos; #endif #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput Vert ( VertexInput v ) { return VertexFunction( v ); } #endif void Frag( VertexOutput packedInput , out float4 outColor : SV_Target0 ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); UNITY_SETUP_INSTANCE_ID(packedInput); FragInputs input; ZERO_INITIALIZE(FragInputs, input); input.tangentToWorld = k_identity3x3; input.positionSS = packedInput.positionCS; input.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS.xyzw, packedInput.normalWS.xyz); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); SurfaceDescription surfaceDescription = (SurfaceDescription)0; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = _AlphaCutoff; float3 V = float3(1.0, 1.0, 1.0); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData); outColor = _SelectionID; } ENDHLSL } Pass { Name "FullScreenDebug" Tags { "LightMode" = "FullScreenDebug" } Cull [_CullMode] ZTest LEqual ZWrite Off HLSLPROGRAM /*ase_pragma_before*/ #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG #define SHADER_UNLIT #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) #define _WRITE_TRANSPARENT_MOTION_VECTOR #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" struct AttributesMesh { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct VaryingsMeshToPS { SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct SurfaceDescriptionInputs { }; struct PackedVaryingsMeshToPS { SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif }; PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input) { PackedVaryingsMeshToPS output; ZERO_INITIALIZE(PackedVaryingsMeshToPS, output); output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif return output; } VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input) { VaryingsMeshToPS output; output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif return output; } struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } struct SurfaceDescription { float3 BaseColor; float3 Emission; float Alpha; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; surface.BaseColor = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5)); surface.Emission = float3(0, 0, 0); surface.Alpha = 1; return surface; } VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters ) { VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input); VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs); input.positionOS = vertexDescription.Position; input.normalOS = vertexDescription.Normal; input.tangentOS.xyz = vertexDescription.Tangent; return input; } FragInputs BuildFragInputs(VaryingsMeshToPS input) { FragInputs output; ZERO_INITIALIZE(FragInputs, output); output.tangentToWorld = k_identity3x3; output.positionSS = input.positionCS; return output; } FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input) { UNITY_SETUP_INSTANCE_ID(input); VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input); return BuildFragInputs(unpacked); } SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); return output; } #define DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; varyingsType.vmesh = VertMesh(inputMesh); return PackVaryingsType(varyingsType); } #if !defined(_DEPTHOFFSET_ON) [earlydepthstencil] #endif void Frag(PackedVaryingsToPS packedInput) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); FragInputs input = UnpackVaryingsToFragInputs(packedInput); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz); #ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW) { IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID); } #endif } ENDHLSL } } CustomEditor "Rendering.HighDefinition.HDUnlitGUI" Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN Version=19202 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;0,0;Float;False;False;-1;2;Rendering.HighDefinition.HDUnlitGUI;0;1;New Amplify 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