128 lines
4.4 KiB
Plaintext
128 lines
4.4 KiB
Plaintext
Shader "Custom/StencilObjectHDRP"
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{
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Properties
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{
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_BaseColor("Base Color", Color) = (1,1,1,1)
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_MainTex("Albedo (RGB)", 2D) = "white" {}
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_NormalMap("Normal Map", 2D) = "bump" {}
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_NormalStrength("Normal Strength", Range(0,2)) = 1
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_Metallic("Metallic", Range(0,1)) = 0.0
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_Smoothness("Smoothness", Range(0,1)) = 0.5
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}
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SubShader
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{
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Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode"="ForwardOnly" }
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Stencil
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{
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Ref 1
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Comp Equal
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Pass Keep
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}
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ZTest Always
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Cull Back
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.5
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#pragma multi_compile _ NORMALMAP
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
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float3 GetIndexColor(int index)
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{
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float3 colors[5] = {
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float3(1, 0, 0), // Red
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float3(0, 1, 0), // Green
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float3(0, 0, 1), // Blue
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float3(1, 1, 0), // Yellow
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float3(1, 0, 1) // Magenta
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};
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return colors[index % 5];
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}
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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float3 tangentWS : TEXCOORD2;
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float3 bitangentWS : TEXCOORD3;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_NormalMap);
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SAMPLER(sampler_NormalMap);
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float4 _BaseColor;
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float _NormalStrength;
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float _Metallic;
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float _Smoothness;
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = IN.uv;
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
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OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _BaseColor;
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float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, IN.uv));
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normalTS.xy *= _NormalStrength;
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normalTS.z = sqrt(1.0 - saturate(dot(normalTS.xy, normalTS.xy)));
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float3 normalWS = normalize(
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normalTS.x * IN.tangentWS +
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normalTS.y * IN.bitangentWS +
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normalTS.z * IN.normalWS
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);
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BuiltinData builtinData;
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ZERO_INITIALIZE(BuiltinData, builtinData);
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SurfaceData surfaceData;
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ZERO_INITIALIZE(SurfaceData, surfaceData);
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surfaceData.baseColor = albedo.rgb;
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surfaceData.normalWS = normalWS;
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surfaceData.perceptualSmoothness = _Smoothness;
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surfaceData.metallic = _Metallic;
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surfaceData.ambientOcclusion = 1.0;
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surfaceData.specularColor = 0.5.xxx;
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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builtinData.color = EvaluateBSDF(bsdfData, normalWS);
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return half4(builtinData.color, 1.0);
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}
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ENDHLSL
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}
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}
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}
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