Migrate shaders to URP and add loading screen
Reworks multiple shaders and materials for URP compatibility and adds a Loading screen/scene and a few model imports. Key changes: - Converted ProBuilder standard vertex-color shader and several particle/surface shaders to URP HLSL passes (UniversalForward, ShadowCaster, Depth, DepthNormals) preserving base texture * tint * vertex color, normal map and PBR parameters. - Updated particle SurfaceShader_VC to a URP forward pass and simplified lighting to use URP shader library helpers. - Updated materials (landMark, tile) to point to project textures, adjust keywords/flags (e.g. XRMotionVectorsPass, disable ShadowCaster for one), tweak tiling and base color values. - Added a Loading screen UI (UXML, USS) and LoadingScreenController.cs plus a new Loading scene and scene metadata. - Imported new FBX assets (T-Pose, Untitled) and updated Editor build settings / project settings to include the new Loading scene. These changes migrate rendering code to the Universal Render Pipeline and add a basic loading UI/scene, while updating materials and project settings accordingly.
This commit is contained in:
@@ -1,410 +1,356 @@
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/**
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* This shader was created with Shaderforge but contains multiple manual edits.
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* If you modify this shader make sure to go through and pack uv1 and uv2 channels
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* into a single float4 to save on registers (on penalty of compile error)
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*/
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// Shader created with Shader Forge v1.38
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// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
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// Note: Manually altering this data may prevent you from opening it in Shader Forge
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// Uncomment (just the //) this line to edit with ShaderForge
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// /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:Standard,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:3,spmd:1,trmd:0,grmd:1,uamb:True,mssp:True,bkdf:True,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:2865,x:32719,y:32712,varname:node_2865,prsc:2|diff-6343-OUT,spec-358-OUT,gloss-1813-OUT,normal-5964-RGB;n:type:ShaderForge.SFN_Multiply,id:6343,x:32114,y:32712,varname:node_6343,prsc:2|A-7736-RGB,B-6665-RGB,C-3150-RGB;n:type:ShaderForge.SFN_Color,id:6665,x:31921,y:32805,ptovrint:False,ptlb:Color,ptin:_Color,varname:_Color,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7736,x:31921,y:32620,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:5964,x:32407,y:32978,ptovrint:True,ptlb:Normal Map,ptin:_BumpMap,varname:_BumpMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Slider,id:358,x:32250,y:32780,ptovrint:False,ptlb:Metallic,ptin:_Metallic,varname:node_358,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:1813,x:32250,y:32882,ptovrint:False,ptlb:Gloss,ptin:_Gloss,varname:_Metallic_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.8,max:1;n:type:ShaderForge.SFN_VertexColor,id:3150,x:31921,y:32967,varname:node_3150,prsc:2;proporder:5964-6665-7736-358-1813;pass:END;sub:END;*/
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// ProBuilder Standard Vertex Color - rewritten for URP (Universal Render Pipeline)
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// Preserves original feature set: Base Texture * Color Tint * Vertex Color, Normal Map, Metallic/Gloss PBR
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Shader "ProBuilder/Standard Vertex Color" {
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Properties {
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_MainTex ("Base Color", 2D) = "white" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_Color ("Color", Color) = (1,1,1,1)
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_Metallic ("Metallic", Range(0, 1)) = 0
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_Gloss ("Gloss", Range(0, 1)) = 0.8
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_MainTex ("Base Color", 2D) = "white" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_Color ("Color", Color) = (1,1,1,1)
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_Metallic ("Metallic", Range(0, 1)) = 0
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_Gloss ("Gloss", Range(0, 1)) = 0.8
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}
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SubShader {
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Tags {
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"RenderType"="Opaque"
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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"Queue" = "Geometry"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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LOD 300
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CGPROGRAM
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#pragma vertex vert
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// ─────────────────────────────────────────────────────────────────
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// UniversalForward – main PBR pass
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// ─────────────────────────────────────────────────────────────────
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Pass {
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Name "UniversalForward"
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
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#define _GLOSSYENV 1
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#pragma multi_compile_fwdbase_fullshadows
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma target 3.0
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uniform float4 _Color;
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
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uniform float _Metallic;
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uniform float _Gloss;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float4 vertexColor : COLOR;
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _BumpMap_ST;
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half4 _Color;
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half _Metallic;
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half _Gloss;
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CBUFFER_END
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struct Attributes {
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 uv : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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half4 vertexColor : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float4 uv1 : TEXCOORD1;
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float4 posWorld : TEXCOORD3;
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float3 normalDir : TEXCOORD4;
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float3 tangentDir : TEXCOORD5;
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float3 bitangentDir : TEXCOORD6;
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float4 vertexColor : COLOR;
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LIGHTING_COORDS(7,8)
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UNITY_FOG_COORDS(9)
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#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
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float4 ambientOrLightmapUV : TEXCOORD10;
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struct Varyings {
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uvBump : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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float3 normalWS : TEXCOORD3;
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float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign
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half4 vertexColor : COLOR;
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 5);
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fog, yzw: vertex lights
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD7;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv1 = float4(v.texcoord1, v.texcoord2);
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Varyings vert(Attributes v) {
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Varyings o = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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VertexPositionInputs posInputs = GetVertexPositionInputs(v.positionOS.xyz);
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VertexNormalInputs normInputs = GetVertexNormalInputs(v.normalOS, v.tangentOS);
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o.positionCS = posInputs.positionCS;
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o.positionWS = posInputs.positionWS;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.uvBump = TRANSFORM_TEX(v.uv, _BumpMap);
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o.normalWS = normInputs.normalWS;
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o.tangentWS = float4(normInputs.tangentWS, v.tangentOS.w * GetOddNegativeScale());
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o.vertexColor = v.vertexColor;
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#ifdef LIGHTMAP_ON
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o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.ambientOrLightmapUV.zw = 0;
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#elif UNITY_SHOULD_SAMPLE_SH
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OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.staticLightmapUV);
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OUTPUT_SH(o.normalWS.xyz, o.vertexSH);
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half3 vertexLight = VertexLighting(posInputs.positionWS, normInputs.normalWS);
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half fogFactor = ComputeFogFactor(posInputs.positionCS.z);
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o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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o.shadowCoord = GetShadowCoord(posInputs);
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos( v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
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float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
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float3 normalLocal = _BumpMap_var.rgb;
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float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
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float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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float3 halfDirection = normalize(viewDirection+lightDirection);
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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float Pi = 3.141592654;
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float InvPi = 0.31830988618;
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///////// Gloss:
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float gloss = 1.0 - _Gloss; // Convert roughness to gloss
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float perceptualRoughness = _Gloss;
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float roughness = perceptualRoughness * perceptualRoughness;
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float specPow = exp2( gloss * 10.0 + 1.0 );
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/////// GI Data:
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UnityLight light;
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#ifdef LIGHTMAP_OFF
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light.color = lightColor;
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light.dir = lightDirection;
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light.ndotl = LambertTerm (normalDirection, light.dir);
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#else
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light.color = half3(0.f, 0.f, 0.f);
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light.ndotl = 0.0f;
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light.dir = half3(0.f, 0.f, 0.f);
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#endif
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UnityGIInput d;
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d.light = light;
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d.worldPos = i.posWorld.xyz;
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d.worldViewDir = viewDirection;
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d.atten = attenuation;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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d.ambient = 0;
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d.lightmapUV = i.ambientOrLightmapUV;
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#else
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d.ambient = i.ambientOrLightmapUV;
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#endif
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#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMin[0] = unity_SpecCube0_BoxMin;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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#endif
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#if UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMax[0] = unity_SpecCube0_BoxMax;
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d.boxMax[1] = unity_SpecCube1_BoxMax;
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d.probePosition[0] = unity_SpecCube0_ProbePosition;
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d.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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d.probeHDR[0] = unity_SpecCube0_HDR;
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d.probeHDR[1] = unity_SpecCube1_HDR;
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Unity_GlossyEnvironmentData ugls_en_data;
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ugls_en_data.roughness = 1.0 - gloss;
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ugls_en_data.reflUVW = viewReflectDirection;
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UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
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lightDirection = gi.light.dir;
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lightColor = gi.light.color;
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////// Specular:
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float NdotL = saturate(dot( normalDirection, lightDirection ));
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float LdotH = saturate(dot(lightDirection, halfDirection));
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float3 specularColor = _Metallic;
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float specularMonochrome;
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float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
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float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic
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diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
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specularMonochrome = 1.0-specularMonochrome;
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float NdotV = abs(dot( normalDirection, viewDirection ));
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float NdotH = saturate(dot( normalDirection, halfDirection ));
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float VdotH = saturate(dot( viewDirection, halfDirection ));
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||||
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
|
||||
float normTerm = GGXTerm(NdotH, roughness);
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float specularPBL = (visTerm*normTerm) * UNITY_PI;
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#ifdef UNITY_COLORSPACE_GAMMA
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specularPBL = sqrt(max(1e-4h, specularPBL));
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||||
#endif
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||||
specularPBL = max(0, specularPBL * NdotL);
|
||||
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
specularPBL = 0.0;
|
||||
#endif
|
||||
half surfaceReduction;
|
||||
#ifdef UNITY_COLORSPACE_GAMMA
|
||||
surfaceReduction = 1.0-0.28*roughness*perceptualRoughness;
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||||
#else
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||||
surfaceReduction = 1.0/(roughness*roughness + 1.0);
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||||
#endif
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specularPBL *= any(specularColor) ? 1.0 : 0.0;
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float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
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half grazingTerm = saturate( gloss + specularMonochrome );
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float3 indirectSpecular = (gi.indirect.specular);
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indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
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indirectSpecular *= surfaceReduction;
|
||||
float3 specular = (directSpecular + indirectSpecular);
|
||||
/////// Diffuse:
|
||||
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||||
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
||||
float nlPow5 = Pow5(1-NdotL);
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||||
float nvPow5 = Pow5(1-NdotV);
|
||||
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
|
||||
float3 indirectDiffuse = float3(0,0,0);
|
||||
indirectDiffuse += gi.indirect.diffuse;
|
||||
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
|
||||
/// Final Color:
|
||||
float3 finalColor = diffuse + specular;
|
||||
fixed4 finalRGBA = fixed4(finalColor,1);
|
||||
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||||
return finalRGBA;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Pass {
|
||||
Name "FORWARD_DELTA"
|
||||
Tags {
|
||||
"LightMode"="ForwardAdd"
|
||||
}
|
||||
Blend One One
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#define UNITY_PASS_FORWARDADD
|
||||
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||||
#define _GLOSSYENV 1
|
||||
#include "UnityCG.cginc"
|
||||
#include "AutoLight.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "UnityStandardBRDF.cginc"
|
||||
#pragma multi_compile_fwdadd_fullshadows
|
||||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile_fog
|
||||
#pragma target 3.0
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
||||
uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
|
||||
uniform float _Metallic;
|
||||
uniform float _Gloss;
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float2 texcoord2 : TEXCOORD2;
|
||||
float4 vertexColor : COLOR;
|
||||
half4 frag(Varyings i) : SV_Target {
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
// Albedo = texture * color tint * vertex color (matches original logic)
|
||||
half4 albedoSample = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
|
||||
half3 albedo = albedoSample.rgb * _Color.rgb * i.vertexColor.rgb;
|
||||
|
||||
// Normal map
|
||||
half4 normalSample = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, i.uvBump);
|
||||
half3 normalTS = UnpackNormal(normalSample);
|
||||
float3 bitangentWS = cross(i.normalWS, i.tangentWS.xyz) * i.tangentWS.w;
|
||||
float3 normalWS = TransformTangentToWorld(normalTS,
|
||||
float3x3(i.tangentWS.xyz, bitangentWS, i.normalWS));
|
||||
normalWS = NormalizeNormalPerPixel(normalWS);
|
||||
|
||||
// Shadow coordinate
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord = i.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
float4 shadowCoord = TransformWorldToShadowCoord(i.positionWS);
|
||||
#else
|
||||
float4 shadowCoord = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
|
||||
// Build URP surface / input structs
|
||||
SurfaceData surfaceData = (SurfaceData)0;
|
||||
surfaceData.albedo = albedo;
|
||||
surfaceData.metallic = _Metallic;
|
||||
surfaceData.smoothness = _Gloss;
|
||||
surfaceData.normalTS = normalTS;
|
||||
surfaceData.occlusion = 1.0h;
|
||||
surfaceData.alpha = 1.0h;
|
||||
|
||||
InputData inputData = (InputData)0;
|
||||
inputData.positionWS = i.positionWS;
|
||||
inputData.normalWS = normalWS;
|
||||
inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(i.positionWS);
|
||||
inputData.shadowCoord = shadowCoord;
|
||||
inputData.fogCoord = i.fogFactorAndVertexLight.x;
|
||||
inputData.vertexLighting = i.fogFactorAndVertexLight.yzw;
|
||||
inputData.bakedGI = SAMPLE_GI(i.staticLightmapUV, i.vertexSH, inputData.normalWS);
|
||||
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(i.positionCS);
|
||||
inputData.shadowMask = SAMPLE_SHADOWMASK(i.staticLightmapUV);
|
||||
|
||||
half4 color = UniversalFragmentPBR(inputData, surfaceData);
|
||||
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
// ShadowCaster
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
Pass {
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
ColorMask 0
|
||||
Cull Back
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex shadowVert
|
||||
#pragma fragment shadowFrag
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _BumpMap_ST;
|
||||
half4 _Color;
|
||||
half _Metallic;
|
||||
half _Gloss;
|
||||
CBUFFER_END
|
||||
|
||||
float3 _LightDirection;
|
||||
float3 _LightPosition;
|
||||
|
||||
struct ShadowAttributes {
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 uv1 : TEXCOORD1;
|
||||
float4 posWorld : TEXCOORD3;
|
||||
float3 normalDir : TEXCOORD4;
|
||||
float3 tangentDir : TEXCOORD5;
|
||||
float3 bitangentDir : TEXCOORD6;
|
||||
float4 vertexColor : COLOR;
|
||||
LIGHTING_COORDS(7,8)
|
||||
UNITY_FOG_COORDS(9)
|
||||
|
||||
struct ShadowVaryings {
|
||||
float4 positionCS : SV_POSITION;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.uv0 = v.texcoord0;
|
||||
o.uv1 = float4(v.texcoord1, v.texcoord2);
|
||||
o.vertexColor = v.vertexColor;
|
||||
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
||||
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
|
||||
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
|
||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
float3 lightColor = _LightColor0.rgb;
|
||||
o.pos = UnityObjectToClipPos( v.vertex );
|
||||
UNITY_TRANSFER_FOG(o,o.pos);
|
||||
TRANSFER_VERTEX_TO_FRAGMENT(o)
|
||||
|
||||
ShadowVaryings shadowVert(ShadowAttributes v) {
|
||||
ShadowVaryings o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
float3 positionWS = TransformObjectToWorld(v.positionOS.xyz);
|
||||
float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
|
||||
|
||||
#if defined(_CASTING_PUNCTUAL_LIGHT_SHADOW)
|
||||
float3 lightDir = normalize(_LightPosition - positionWS);
|
||||
#else
|
||||
float3 lightDir = _LightDirection;
|
||||
#endif
|
||||
|
||||
o.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDir));
|
||||
#if UNITY_REVERSED_Z
|
||||
o.positionCS.z = min(o.positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||||
#else
|
||||
o.positionCS.z = max(o.positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
float4 frag(VertexOutput i) : COLOR {
|
||||
i.normalDir = normalize(i.normalDir);
|
||||
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
|
||||
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||||
float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
|
||||
float3 normalLocal = _BumpMap_var.rgb;
|
||||
float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
|
||||
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
|
||||
float3 lightColor = _LightColor0.rgb;
|
||||
float3 halfDirection = normalize(viewDirection+lightDirection);
|
||||
////// Lighting:
|
||||
float attenuation = LIGHT_ATTENUATION(i);
|
||||
float3 attenColor = attenuation * _LightColor0.xyz;
|
||||
float Pi = 3.141592654;
|
||||
float InvPi = 0.31830988618;
|
||||
///////// Gloss:
|
||||
float gloss = 1.0 - _Gloss; // Convert roughness to gloss
|
||||
float perceptualRoughness = _Gloss;
|
||||
float roughness = perceptualRoughness * perceptualRoughness;
|
||||
float specPow = exp2( gloss * 10.0 + 1.0 );
|
||||
////// Specular:
|
||||
float NdotL = saturate(dot( normalDirection, lightDirection ));
|
||||
float LdotH = saturate(dot(lightDirection, halfDirection));
|
||||
float3 specularColor = _Metallic;
|
||||
float specularMonochrome;
|
||||
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
||||
float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb); // Need this for specular when using metallic
|
||||
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
|
||||
specularMonochrome = 1.0-specularMonochrome;
|
||||
float NdotV = abs(dot( normalDirection, viewDirection ));
|
||||
float NdotH = saturate(dot( normalDirection, halfDirection ));
|
||||
float VdotH = saturate(dot( viewDirection, halfDirection ));
|
||||
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
|
||||
float normTerm = GGXTerm(NdotH, roughness);
|
||||
float specularPBL = (visTerm*normTerm) * UNITY_PI;
|
||||
#ifdef UNITY_COLORSPACE_GAMMA
|
||||
specularPBL = sqrt(max(1e-4h, specularPBL));
|
||||
#endif
|
||||
specularPBL = max(0, specularPBL * NdotL);
|
||||
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
specularPBL = 0.0;
|
||||
#endif
|
||||
specularPBL *= any(specularColor) ? 1.0 : 0.0;
|
||||
float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
|
||||
float3 specular = directSpecular;
|
||||
/////// Diffuse:
|
||||
NdotL = max(0.0,dot( normalDirection, lightDirection ));
|
||||
half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
|
||||
float nlPow5 = Pow5(1-NdotL);
|
||||
float nvPow5 = Pow5(1-NdotV);
|
||||
float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
|
||||
float3 diffuse = directDiffuse * diffuseColor;
|
||||
/// Final Color:
|
||||
float3 finalColor = diffuse + specular;
|
||||
fixed4 finalRGBA = fixed4(finalColor * 1,0);
|
||||
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
|
||||
return finalRGBA;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Pass {
|
||||
Name "Meta"
|
||||
Tags {
|
||||
"LightMode"="Meta"
|
||||
}
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#define UNITY_PASS_META 1
|
||||
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
|
||||
#define _GLOSSYENV 1
|
||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "UnityStandardBRDF.cginc"
|
||||
#include "UnityMetaPass.cginc"
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#pragma multi_compile_shadowcaster
|
||||
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
|
||||
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
|
||||
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile_fog
|
||||
#pragma target 3.0
|
||||
uniform float4 _Color;
|
||||
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
||||
uniform float _Metallic;
|
||||
uniform float _Gloss;
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float2 texcoord2 : TEXCOORD2;
|
||||
float4 vertexColor : COLOR;
|
||||
half4 shadowFrag(ShadowVaryings i) : SV_Target { return 0; }
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
// DepthOnly
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
Pass {
|
||||
Name "DepthOnly"
|
||||
Tags { "LightMode" = "DepthOnly" }
|
||||
|
||||
ZWrite On
|
||||
ColorMask R
|
||||
Cull Back
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex depthVert
|
||||
#pragma fragment depthFrag
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _BumpMap_ST;
|
||||
half4 _Color;
|
||||
half _Metallic;
|
||||
half _Gloss;
|
||||
CBUFFER_END
|
||||
|
||||
struct DepthAttributes {
|
||||
float4 positionOS : POSITION;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 uv1 : TEXCOORD1;
|
||||
float4 posWorld : TEXCOORD3;
|
||||
float4 vertexColor : COLOR;
|
||||
|
||||
struct DepthVaryings {
|
||||
float4 positionCS : SV_POSITION;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.uv0 = v.texcoord0;
|
||||
o.uv1 = float4(v.texcoord1, v.texcoord2);
|
||||
o.vertexColor = v.vertexColor;
|
||||
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||||
|
||||
DepthVaryings depthVert(DepthAttributes v) {
|
||||
DepthVaryings o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
|
||||
return o;
|
||||
}
|
||||
float4 frag(VertexOutput i) : SV_Target {
|
||||
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
|
||||
UnityMetaInput o;
|
||||
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
|
||||
|
||||
o.Emission = 0;
|
||||
half depthFrag(DepthVaryings i) : SV_Target { return i.positionCS.z; }
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
||||
float3 diffColor = (_MainTex_var.rgb*_Color.rgb*i.vertexColor.rgb);
|
||||
float specularMonochrome;
|
||||
float3 specColor;
|
||||
diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
|
||||
float roughness = _Gloss;
|
||||
o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
// DepthNormals – needed by SSAO and other URP effects
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
Pass {
|
||||
Name "DepthNormals"
|
||||
Tags { "LightMode" = "DepthNormals" }
|
||||
|
||||
return UnityMetaFragment( o );
|
||||
ZWrite On
|
||||
Cull Back
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex depthNormalsVert
|
||||
#pragma fragment depthNormalsFrag
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _BumpMap_ST;
|
||||
half4 _Color;
|
||||
half _Metallic;
|
||||
half _Gloss;
|
||||
CBUFFER_END
|
||||
|
||||
struct DNAttributes {
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct DNVaryings {
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uvBump : TEXCOORD0;
|
||||
float3 normalWS : TEXCOORD1;
|
||||
float4 tangentWS : TEXCOORD2;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
DNVaryings depthNormalsVert(DNAttributes v) {
|
||||
DNVaryings o = (DNVaryings)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
VertexNormalInputs normInputs = GetVertexNormalInputs(v.normalOS, v.tangentOS);
|
||||
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
|
||||
o.uvBump = TRANSFORM_TEX(v.uv, _BumpMap);
|
||||
o.normalWS = normInputs.normalWS;
|
||||
o.tangentWS = float4(normInputs.tangentWS, v.tangentOS.w * GetOddNegativeScale());
|
||||
return o;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
float4 depthNormalsFrag(DNVaryings i) : SV_Target {
|
||||
half4 normalSample = SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, i.uvBump);
|
||||
half3 normalTS = UnpackNormal(normalSample);
|
||||
float3 bitangentWS = cross(i.normalWS, i.tangentWS.xyz) * i.tangentWS.w;
|
||||
float3 normalWS = TransformTangentToWorld(normalTS,
|
||||
float3x3(i.tangentWS.xyz, bitangentWS, i.normalWS));
|
||||
normalWS = NormalizeNormalPerPixel(normalWS);
|
||||
return float4(normalWS * 0.5 + 0.5, 0.0);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
FallBack "Standard"
|
||||
FallBack "Universal Render Pipeline/Lit"
|
||||
}
|
||||
|
||||
@@ -14,7 +14,6 @@ Material:
|
||||
m_ValidKeywords:
|
||||
- _ALPHAPREMULTIPLY_ON
|
||||
- _EMISSION
|
||||
- _SPECULAR_COLOR
|
||||
- _SURFACE_TYPE_TRANSPARENT
|
||||
m_InvalidKeywords: []
|
||||
m_LightmapFlags: 1
|
||||
@@ -26,6 +25,7 @@ Material:
|
||||
disabledShaderPasses:
|
||||
- MOTIONVECTORS
|
||||
- DepthOnly
|
||||
- SHADOWCASTER
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
@@ -55,7 +55,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
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- _MainTex:
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||||
m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: 435eb10ee7c8e0b41812b2dd39ca7e2b, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
@@ -116,10 +116,11 @@ Material:
|
||||
- _SrcBlendAlpha: 1
|
||||
- _Surface: 1
|
||||
- _UVSec: 0
|
||||
- _XRMotionVectorsPass: 1
|
||||
- _ZWrite: 0
|
||||
m_Colors:
|
||||
- _BaseColor: {r: 0.28275868, g: 0, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 0.28275865, g: 0, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
||||
@@ -13,8 +13,6 @@ Material:
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords:
|
||||
- _EMISSION
|
||||
- _GLOSSINESS_FROM_BASE_ALPHA
|
||||
- _SPECULAR_COLOR
|
||||
m_InvalidKeywords: []
|
||||
m_LightmapFlags: 1
|
||||
m_EnableInstancingVariants: 0
|
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@@ -49,8 +47,8 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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- _MainTex:
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||||
m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 2800000, guid: 900e49f80a88714429ddb6e43b813ef6, type: 3}
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m_Scale: {x: 5, y: 5}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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||||
m_Texture: {fileID: 0}
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@@ -97,6 +95,7 @@ Material:
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||||
- _SrcBlend: 1
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- _SrcBlendAlpha: 1
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- _Surface: 0
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||||
- _XRMotionVectorsPass: 1
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||||
- _ZWrite: 1
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||||
m_Colors:
|
||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
|
||||
@@ -1,47 +1,91 @@
|
||||
Shader "Custom/SurfaceShader_VC" {
|
||||
Properties{
|
||||
Shader "Custom/URP_SurfaceShader_VC"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_MainTex("Albedo (RGB)", 2D) = "white" {}
|
||||
_Normal("Normap Map", 2D) = "bump" {}
|
||||
|
||||
_Normal("Normal Map", 2D) = "bump" {}
|
||||
}
|
||||
SubShader{
|
||||
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
|
||||
LOD 200
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "UniversalForward" }
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Normal;
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
};
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
float3 normalWS : TEXCOORD1;
|
||||
float3 tangentWS : TEXCOORD2;
|
||||
float3 bitangentWS : TEXCOORD3;
|
||||
float fogFactor : TEXCOORD4;
|
||||
};
|
||||
|
||||
void vert(inout appdata_full v, out Input o)
|
||||
{
|
||||
UNITY_INITIALIZE_OUTPUT(Input, o);
|
||||
o.color = v.color;
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _Color;
|
||||
CBUFFER_END
|
||||
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D(_Normal); SAMPLER(sampler_Normal);
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.uv = IN.uv;
|
||||
OUT.color = IN.color;
|
||||
float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
|
||||
float3 tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
|
||||
float3 bitangentWS = cross(normalWS, tangentWS) * IN.tangentOS.w;
|
||||
OUT.normalWS = normalWS;
|
||||
OUT.tangentWS = tangentWS;
|
||||
OUT.bitangentWS = bitangentWS;
|
||||
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
|
||||
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_Normal, sampler_Normal, IN.uv));
|
||||
float3x3 TBN = float3x3(IN.tangentWS, IN.bitangentWS, IN.normalWS);
|
||||
float3 normalWS = normalize(mul(normalTS, TBN));
|
||||
|
||||
float3 viewDirWS = normalize(_WorldSpaceCameraPos - IN.positionHCS.xyz);
|
||||
float3 lightDirWS = normalize(_MainLightPosition.xyz);
|
||||
float3 lightColor = _MainLightColor.rgb;
|
||||
|
||||
float NdotL = saturate(dot(normalWS, lightDirWS));
|
||||
float3 diffuse = albedo.rgb * lightColor * NdotL * IN.color.rgb;
|
||||
|
||||
float alpha = albedo.a * IN.color.a;
|
||||
diffuse = MixFog(diffuse, IN.fogFactor);
|
||||
return float4(diffuse, alpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
fixed4 _Color;
|
||||
|
||||
void surf(Input IN, inout SurfaceOutputStandard o) {
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb*IN.color;
|
||||
o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
|
||||
o.Alpha = c.a*IN.color.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
FallBack "Universal Forward"
|
||||
}
|
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Binary file not shown.
@@ -1,59 +1,79 @@
|
||||
Shader "Custom/Dissolve"
|
||||
Shader "Custom/URP_Dissolve"
|
||||
{
|
||||
Properties {
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
|
||||
_DissolveTexture("Dissolve Texture", 2D) = "white" {}
|
||||
_DissolveTexture("Dissolve Texture", 2D) = "white" {}
|
||||
_Amount("Amount", Range(0,1)) = 0
|
||||
_DissolveColor ("Disolve Color", Color) = (1,1,1,1)
|
||||
_DissolveColor ("Dissolve Color", Color) = (1,1,1,1)
|
||||
_DissolveColorAlpha ("Dissolve Color Alpha", Range(0,1)) = 0.0
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "UniversalForward" }
|
||||
|
||||
#pragma target 3.0
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
sampler2D _MainTex;
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
struct Varyings {
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float fogFactor : TEXCOORD1;
|
||||
};
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
fixed4 _Color;
|
||||
fixed3 _DissolveColor;
|
||||
half _DissolveColorAlpha;
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _Color;
|
||||
float _Glossiness;
|
||||
float _Metallic;
|
||||
float4 _DissolveColor;
|
||||
float _DissolveColorAlpha;
|
||||
float _Amount;
|
||||
CBUFFER_END
|
||||
|
||||
//Dissolve properties
|
||||
sampler2D _DissolveTexture;
|
||||
half _Amount;
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D(_DissolveTexture); SAMPLER(sampler_DissolveTexture);
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o) {
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.uv = IN.uv;
|
||||
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
//Dissolve function
|
||||
half dissolve_value = tex2D(_DissolveTexture, IN.uv_MainTex).r;
|
||||
clip(dissolve_value - _Amount);
|
||||
float4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float dissolve_value = SAMPLE_TEXTURE2D(_DissolveTexture, sampler_DissolveTexture, IN.uv).r;
|
||||
clip(dissolve_value - _Amount);
|
||||
|
||||
//Basic shader function
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
|
||||
|
||||
o.Albedo = c.rgb;
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
|
||||
o.Emission = fixed3(_DissolveColor.r, _DissolveColor.g, _DissolveColor.b) * step( dissolve_value - _Amount, _DissolveColorAlpha); //emits white color with 0.05 border size
|
||||
// Simple metallic/smoothness (not PBR, but for effect)
|
||||
float3 emission = _DissolveColor.rgb * step(dissolve_value - _Amount, _DissolveColorAlpha);
|
||||
|
||||
float3 color = albedo.rgb + emission;
|
||||
float alpha = albedo.a;
|
||||
color = MixFog(color, IN.fogFactor);
|
||||
return float4(color, alpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
FallBack "Universal Forward"
|
||||
}
|
||||
@@ -2,19 +2,24 @@
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 6
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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||||
m_PrefabAsset: {fileID: 0}
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||||
m_Name: Foot Dust Particles
|
||||
m_Shader: {fileID: 203, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_ShaderKeywords:
|
||||
m_Parent: {fileID: 0}
|
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m_ModifiedSerializedProperties: 0
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||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords: []
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
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||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
@@ -54,6 +59,7 @@ Material:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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||||
m_Ints: []
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||||
m_Floats:
|
||||
- _BumpScale: 1
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||||
- _Cutoff: 0.5
|
||||
@@ -75,4 +81,6 @@ Material:
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _TintColor: {r: 0.74264705, g: 0.5023789, b: 0.5023789, a: 0.5}
|
||||
- _TintColor: {r: 0.3490566, g: 0.3490566, b: 0.3490566, a: 0.5}
|
||||
m_BuildTextureStacks: []
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||||
m_AllowLocking: 1
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|
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@@ -1,61 +1,73 @@
|
||||
Shader "Custom/Glow Shader" {
|
||||
Properties {
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_Size ("Atmosphere Size Multiplier", Range(0,16)) = 4
|
||||
_Rim ("Fade Power", Range(0,8)) = 4
|
||||
_Light ("Lighting Power", Range(0,10)) = 1.4
|
||||
_Ambient ("Ambient Power", Range (0,6)) = 0.8
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Transparent" }
|
||||
LOD 200
|
||||
|
||||
Cull Front
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf NegativeLambert fullforwardshadows alpha:fade
|
||||
#pragma vertex vert
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
|
||||
struct Input {
|
||||
float3 viewDir;
|
||||
};
|
||||
|
||||
half _Size;
|
||||
half _Rim;
|
||||
half _Light;
|
||||
half _Ambient;
|
||||
fixed4 _Color;
|
||||
|
||||
void vert (inout appdata_full v) {
|
||||
v.vertex.xyz += v.vertex.xyz * _Size / 10;
|
||||
v.normal *= -1;
|
||||
}
|
||||
|
||||
half4 LightingNegativeLambert (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
|
||||
s.Normal = normalize (s.Normal);
|
||||
|
||||
half diff = max (0, dot (-s.Normal, lightDir)) * _Light + _Ambient;
|
||||
|
||||
half4 c;
|
||||
c.rgb = (s.Albedo * _LightColor0 * diff) * atten;
|
||||
c.a = s.Alpha;
|
||||
return c;
|
||||
}
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
half rim = saturate (dot (normalize (IN.viewDir), o.Normal));
|
||||
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = _Color;
|
||||
o.Albedo = c.rgb;
|
||||
o.Alpha = lerp (0, 1, pow (rim, _Rim));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
Shader "Custom/URP_GlowShader"
|
||||
{
|
||||
Properties {
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_Size ("Atmosphere Size Multiplier", Range(0,16)) = 4
|
||||
_Rim ("Fade Power", Range(0,8)) = 4
|
||||
_Light ("Lighting Power", Range(0,10)) = 1.4
|
||||
_Ambient ("Ambient Power", Range (0,6)) = 0.8
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Transparent" }
|
||||
LOD 200
|
||||
Cull Front
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "UniversalForward" }
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
};
|
||||
|
||||
struct Varyings {
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float3 normalWS : TEXCOORD0;
|
||||
float3 viewDirWS : TEXCOORD1;
|
||||
float fogFactor : TEXCOORD2;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _Color;
|
||||
float _Size;
|
||||
float _Rim;
|
||||
float _Light;
|
||||
float _Ambient;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
float3 scaled = IN.positionOS.xyz + IN.positionOS.xyz * (_Size / 10.0);
|
||||
OUT.positionHCS = TransformObjectToHClip(scaled);
|
||||
float3 normalWS = TransformObjectToWorldNormal(-IN.normalOS); // Invert normal
|
||||
OUT.normalWS = normalWS;
|
||||
OUT.viewDirWS = normalize(_WorldSpaceCameraPos - TransformObjectToWorld(scaled));
|
||||
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float rim = saturate(dot(normalize(IN.viewDirWS), IN.normalWS));
|
||||
float alpha = lerp(0, 1, pow(rim, _Rim));
|
||||
|
||||
// Lighting: simple negative lambert
|
||||
float3 lightDir = normalize(_MainLightPosition.xyz);
|
||||
float diff = max(0, dot(-IN.normalWS, lightDir)) * _Light + _Ambient;
|
||||
float3 color = _Color.rgb * _MainLightColor.rgb * diff;
|
||||
color = MixFog(color, IN.fogFactor);
|
||||
return float4(color, alpha * _Color.a);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
FallBack "Universal Forward"
|
||||
}
|
||||
|
||||
@@ -1,80 +1,83 @@
|
||||
Shader "Custom/Transparent Diffuse Stipple" {
|
||||
Shader "Custom/URP Transparent Diffuse" {
|
||||
Properties {
|
||||
_MainTex("Base (RGB)", 2D) = "white" { }
|
||||
_Color("Main Color", Color) = (1, 1, 1, 1)
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
|
||||
_BumpMap ("Normalmap", 2D) = "bump" {}
|
||||
|
||||
_MainTex("Base (RGB)", 2D) = "white" {}
|
||||
_Color("Main Color", Color) = (1,1,1,1)
|
||||
_Glossiness("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic("Metallic", Range(0,1)) = 0.0
|
||||
_BumpMap("Normalmap", 2D) = "bump" {}
|
||||
_TransparentAmount("Transparent Amount", Float) = 1
|
||||
_StippleSize("Stipple Size", Float) = 1
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
|
||||
LOD 200
|
||||
Cull Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float2 uv2 : TEXCOORD1;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
};
|
||||
|
||||
#pragma target 3.0
|
||||
struct Varyings {
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float2 uv2 : TEXCOORD1;
|
||||
float3 normalWS : TEXCOORD2;
|
||||
float4 screenPos : TEXCOORD3;
|
||||
float3 tangentWS : TEXCOORD4;
|
||||
float3 bitangentWS : TEXCOORD5;
|
||||
};
|
||||
|
||||
float _TransparentAmount;
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _Color;
|
||||
float _Glossiness;
|
||||
float _Metallic;
|
||||
float _TransparentAmount;
|
||||
float _StippleSize;
|
||||
CBUFFER_END
|
||||
|
||||
sampler2D _MainTex;
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
|
||||
|
||||
fixed4 _Color;
|
||||
Varyings vert(Attributes IN) {
|
||||
Varyings OUT;
|
||||
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
|
||||
OUT.uv2 = IN.uv2;
|
||||
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
|
||||
OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
|
||||
OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
|
||||
OUT.screenPos = ComputeScreenPos(OUT.positionCS);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _BumpMap;
|
||||
float4 frag(Varyings IN) : SV_Target {
|
||||
float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
|
||||
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv));
|
||||
float3x3 TBN = float3x3(normalize(IN.tangentWS), normalize(IN.bitangentWS), normalize(IN.normalWS));
|
||||
float3 normalWS = mul(normalTS, TBN);
|
||||
|
||||
float _StippleSize;
|
||||
float alpha = albedo.a * _TransparentAmount;
|
||||
if (alpha <= 0.01)
|
||||
discard;
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
|
||||
static const float4x4 kThresholdMatrix = {
|
||||
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
|
||||
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
|
||||
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
|
||||
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
|
||||
};
|
||||
|
||||
static const float4x4 kKernelMatrix = {
|
||||
1, 0, 0, 0,
|
||||
0, 1, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1
|
||||
};
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float4 screenPos;
|
||||
float3 worldPos;
|
||||
float2 uv_BumpMap;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o) {
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex)* _Color;
|
||||
o.Albedo = c.rgb;
|
||||
o.Alpha = c.a;
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
|
||||
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
|
||||
|
||||
// Unproject the screen pixel coordiante
|
||||
float2 pos = IN.screenPos.xy / IN.screenPos.w;
|
||||
pos *= _ScreenParams.xy * _StippleSize;
|
||||
|
||||
// Clip pixel within [start, end] distance from camera
|
||||
float interpDist = _TransparentAmount;
|
||||
|
||||
clip(interpDist - kThresholdMatrix[fmod(pos.x, 4)] * kKernelMatrix[fmod(pos.y, 4)]);
|
||||
float3 color = albedo.rgb;
|
||||
return float4(color, alpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
FallBack "Universal Forward"
|
||||
}
|
||||
|
||||
@@ -1,109 +1,223 @@
|
||||
Shader "Outlined/Diffuse" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (.5,.5,.5,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_Outline ("Outline width", Range (0, 1)) = .1
|
||||
_MainTex ("Base (RGB)", 2D) = "white" { }
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 pos : POSITION;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
uniform float _Outline;
|
||||
uniform float4 _OutlineColor;
|
||||
|
||||
v2f vert(appdata v) {
|
||||
// just make a copy of incoming vertex data but scaled according to normal direction
|
||||
v2f o;
|
||||
Shader "Custom/URP_Outline_Lit"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Main)]
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_Color ("Base Color", Color) = (1,1,1,1)
|
||||
|
||||
v.vertex *= ( 1 + _Outline);
|
||||
[Header(Outline)]
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Width", Range(0, 0.2)) = 0.02
|
||||
}
|
||||
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
//float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
|
||||
//float2 offset = TransformViewToProjection(norm.xy);
|
||||
SubShader
|
||||
{
|
||||
// CAMBIO 1: Cambiamos a Opaque para que reciba sombras correctamente
|
||||
Tags
|
||||
{
|
||||
"RenderType" = "Opaque"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"Queue" = "Geometry"
|
||||
}
|
||||
|
||||
o.color = _OutlineColor;
|
||||
return o;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
//Tags {"Queue" = "Geometry+100" }
|
||||
CGPROGRAM
|
||||
#pragma surface surf Lambert
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
// note that a vertex shader is specified here but its using the one above
|
||||
Pass {
|
||||
Name "OUTLINE"
|
||||
Tags { "LightMode" = "Always" }
|
||||
Cull Front
|
||||
ZWrite On
|
||||
ColorMask RGB
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
//Offset 50,50
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
half4 frag(v2f i) :COLOR { return i.color; }
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
CGPROGRAM
|
||||
#pragma surface surf Lambert
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
Pass {
|
||||
Name "OUTLINE"
|
||||
Tags { "LightMode" = "Always" }
|
||||
Cull Front
|
||||
ZWrite On
|
||||
ColorMask RGB
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
SetTexture [_MainTex] { combine primary }
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Diffuse"
|
||||
// ─────────────────────────────────────────────────────────────
|
||||
// PASS 1 – Main (Tu código original)
|
||||
// ─────────────────────────────────────────────────────────────
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode" = "UniversalForward" }
|
||||
|
||||
Cull Back
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
|
||||
// CAMBIO 2: Desactivamos la transparencia del material principal
|
||||
Blend One Zero
|
||||
|
||||
// Tu lógica perfecta de Stencil para que el outline no se raye por dentro
|
||||
Stencil
|
||||
{
|
||||
Ref 1
|
||||
Comp Always
|
||||
Pass Replace
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex MainVert
|
||||
#pragma fragment MainFrag
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
TEXTURE2D(_MainTex);
|
||||
SAMPLER(sampler_MainTex);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _Color;
|
||||
float4 _OutlineColor;
|
||||
float _OutlineWidth;
|
||||
CBUFFER_END
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float3 positionWS : TEXCOORD1;
|
||||
float3 normalWS : NORMAL;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
Varyings MainVert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
|
||||
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
|
||||
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
half4 MainFrag(Varyings IN) : SV_Target
|
||||
{
|
||||
half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
|
||||
|
||||
float4 shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
|
||||
Light mainLight = GetMainLight(shadowCoord);
|
||||
|
||||
half NdotL = saturate(dot(normalize(IN.normalWS), mainLight.direction));
|
||||
half3 diffuse = mainLight.color * (NdotL * mainLight.shadowAttenuation);
|
||||
half3 ambient = SampleSH(IN.normalWS);
|
||||
|
||||
half3 finalColor = albedo.rgb * (diffuse + ambient);
|
||||
|
||||
return half4(finalColor, albedo.a);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────
|
||||
// PASS 2 – ShadowCaster (Para proyectar sombras)
|
||||
// ─────────────────────────────────────────────────────────────
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{"LightMode" = "ShadowCaster"}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
ColorMask 0
|
||||
Cull Back
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
};
|
||||
|
||||
Varyings ShadowPassVertex(Attributes input)
|
||||
{
|
||||
Varyings output;
|
||||
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
||||
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
||||
|
||||
// CAMBIO 3: Usamos la posición de la luz principal para que no dé errores
|
||||
float3 lightDir = _MainLightPosition.xyz;
|
||||
output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDir));
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 ShadowPassFragment(Varyings input) : SV_TARGET
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────
|
||||
// PASS 3 – Outline (Tu código original intacto)
|
||||
// ─────────────────────────────────────────────────────────────
|
||||
Pass
|
||||
{
|
||||
Name "Outline"
|
||||
Tags { "LightMode" = "SRPDefaultUnlit" }
|
||||
|
||||
Cull Front
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref 1
|
||||
Comp NotEqual
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex OutlineVert
|
||||
#pragma fragment OutlineFrag
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _Color;
|
||||
float4 _OutlineColor;
|
||||
float _OutlineWidth;
|
||||
CBUFFER_END
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
};
|
||||
|
||||
Varyings OutlineVert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
|
||||
float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
|
||||
float3 normalCS = mul((float3x3)UNITY_MATRIX_VP, normalWS);
|
||||
float2 offset = normalize(normalCS.xy) * (_OutlineWidth * OUT.positionHCS.w);
|
||||
OUT.positionHCS.xy += offset;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
half4 OutlineFrag(Varyings IN) : SV_Target
|
||||
{
|
||||
return _OutlineColor;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
FallBack "Hidden/Universal Render Pipeline/FallbackError"
|
||||
}
|
||||
@@ -1,10 +1,11 @@
|
||||
Shader "Custom/Projector" {
|
||||
Shader "Custom/URP_Projector"
|
||||
{
|
||||
Properties {
|
||||
_Color ("Tint Color", Color) = (1,1,1,1)
|
||||
_Attenuation ("Falloff", Range(0.0, 1.0)) = 1.0
|
||||
_ShadowTex ("Cookie", 2D) = "gray" {}
|
||||
}
|
||||
Subshader {
|
||||
SubShader {
|
||||
Tags {"Queue"="Transparent"}
|
||||
Pass {
|
||||
ZWrite Off
|
||||
@@ -12,41 +13,51 @@
|
||||
Blend SrcAlpha One // Additive blending
|
||||
Offset -1, -1
|
||||
|
||||
CGPROGRAM
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f {
|
||||
float4 uvShadow : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
};
|
||||
|
||||
|
||||
struct Varyings {
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float4 uvShadow : TEXCOORD0;
|
||||
float fogFactor : TEXCOORD1;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _Color;
|
||||
float _Attenuation;
|
||||
CBUFFER_END
|
||||
|
||||
TEXTURE2D(_ShadowTex); SAMPLER(sampler_ShadowTex);
|
||||
float4x4 unity_Projector;
|
||||
float4x4 unity_ProjectorClip;
|
||||
|
||||
v2f vert (float4 vertex : POSITION)
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos (vertex);
|
||||
o.uvShadow = mul (unity_Projector, vertex);
|
||||
return o;
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.uvShadow = mul(unity_Projector, IN.positionOS);
|
||||
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _ShadowTex;
|
||||
fixed4 _Color;
|
||||
float _Attenuation;
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
|
||||
float4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
// Apply alpha mask
|
||||
fixed4 texCookie = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
|
||||
fixed4 outColor = _Color * texCookie.a;
|
||||
// Attenuation
|
||||
float depth = i.uvShadow.z; // [-1 (near), 1 (far)]
|
||||
return outColor * clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
|
||||
float2 projUV = IN.uvShadow.xy / IN.uvShadow.w;
|
||||
float4 texCookie = SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, projUV);
|
||||
float4 outColor = _Color * texCookie.a;
|
||||
float depth = IN.uvShadow.z;
|
||||
float atten = clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
|
||||
float3 color = outColor.rgb * atten;
|
||||
color = MixFog(color, IN.fogFactor);
|
||||
return float4(color, outColor.a);
|
||||
}
|
||||
ENDCG
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,164 +1,76 @@
|
||||
Shader "Custom/Simple Blur Shader" {
|
||||
Shader "Custom/URP_SimpleBlurShader"
|
||||
{
|
||||
Properties {
|
||||
_Size ("Blur", Range(0, 30)) = 1
|
||||
[HideInInspector] _MainTex ("Texture (RGB)", 2D) = "white" {}
|
||||
// _TintColor ("Tint Color", Color) = (1,1,1,1)
|
||||
}
|
||||
Category {
|
||||
// We must be transparent, so other objects are drawn before this one.
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
|
||||
SubShader
|
||||
{
|
||||
ZWrite Off
|
||||
// Horizontal blur
|
||||
GrabPass
|
||||
{
|
||||
"_HBlur"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord: TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : POSITION;
|
||||
float4 uvgrab : TEXCOORD0;
|
||||
float2 uvmain : TEXCOORD1;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float scale = -1.0;
|
||||
#else
|
||||
float scale = 1.0;
|
||||
#endif
|
||||
|
||||
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
|
||||
o.uvgrab.zw = o.vertex.zw;
|
||||
|
||||
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
o.color = v.color;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _HBlur;
|
||||
float4 _HBlur_TexelSize;
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct Varyings {
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
float fogFactor : TEXCOORD1;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float _Size;
|
||||
|
||||
half4 frag( v2f i ) : COLOR
|
||||
{
|
||||
float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
|
||||
half4 sum = half4(0,0,0,0);
|
||||
|
||||
#define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size * alpha, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
|
||||
|
||||
sum += GRABPIXEL(0.05, -4.0);
|
||||
sum += GRABPIXEL(0.09, -3.0);
|
||||
sum += GRABPIXEL(0.12, -2.0);
|
||||
sum += GRABPIXEL(0.15, -1.0);
|
||||
sum += GRABPIXEL(0.18, 0.0);
|
||||
sum += GRABPIXEL(0.15, +1.0);
|
||||
sum += GRABPIXEL(0.12, +2.0);
|
||||
sum += GRABPIXEL(0.09, +3.0);
|
||||
sum += GRABPIXEL(0.05, +4.0);
|
||||
|
||||
return sum ;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Vertical blur
|
||||
GrabPass
|
||||
CBUFFER_END
|
||||
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture);
|
||||
float4 _MainTex_ST;
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
"_VBlur"
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
|
||||
OUT.color = IN.color;
|
||||
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord: TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : POSITION;
|
||||
float4 uvgrab : TEXCOORD0;
|
||||
float2 uvmain : TEXCOORD1;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t v) {
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float scale = -1.0;
|
||||
#else
|
||||
float scale = 1.0;
|
||||
#endif
|
||||
|
||||
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
|
||||
o.uvgrab.zw = o.vertex.zw;
|
||||
|
||||
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
o.color = v.color;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _VBlur;
|
||||
float4 _VBlur_TexelSize;
|
||||
float _Size;
|
||||
//fixed4 _TintColor;
|
||||
|
||||
half4 frag( v2f i ) : COLOR
|
||||
{
|
||||
float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
|
||||
half4 sum = half4(0,0,0,0);
|
||||
|
||||
#define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size * alpha, i.uvgrab.z, i.uvgrab.w))) * weight
|
||||
|
||||
sum += GRABPIXEL(0.05, -4.0);
|
||||
sum += GRABPIXEL(0.09, -3.0);
|
||||
sum += GRABPIXEL(0.12, -2.0);
|
||||
sum += GRABPIXEL(0.15, -1.0);
|
||||
sum += GRABPIXEL(0.18, 0.0);
|
||||
sum += GRABPIXEL(0.15, +1.0);
|
||||
sum += GRABPIXEL(0.12, +2.0);
|
||||
sum += GRABPIXEL(0.09, +3.0);
|
||||
sum += GRABPIXEL(0.05, +4.0);
|
||||
|
||||
return sum + i.color * alpha;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
float4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float2 uv = IN.uv;
|
||||
float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).a * IN.color.a;
|
||||
float2 texelSize = float2(1.0/_ScreenParams.x, 1.0/_ScreenParams.y);
|
||||
float4 sum = float4(0,0,0,0);
|
||||
|
||||
// Horizontal blur
|
||||
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-4.0, 0.0) * texelSize * _Size * alpha) * 0.05;
|
||||
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-3.0, 0.0) * texelSize * _Size * alpha) * 0.09;
|
||||
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-2.0, 0.0) * texelSize * _Size * alpha) * 0.12;
|
||||
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(-1.0, 0.0) * texelSize * _Size * alpha) * 0.15;
|
||||
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv) * 0.18;
|
||||
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(1.0, 0.0) * texelSize * _Size * alpha) * 0.15;
|
||||
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(2.0, 0.0) * texelSize * _Size * alpha) * 0.12;
|
||||
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(3.0, 0.0) * texelSize * _Size * alpha) * 0.09;
|
||||
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv + float2(4.0, 0.0) * texelSize * _Size * alpha) * 0.05;
|
||||
|
||||
sum.rgb = MixFog(sum.rgb, IN.fogFactor);
|
||||
return sum;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,62 +1,69 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
|
||||
Shader "Custom/additive" {
|
||||
Properties {
|
||||
Shader "Custom/URP_Additive"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Base", 2D) = "white" {}
|
||||
_TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
half4 _MainTex_ST;
|
||||
|
||||
struct v2f {
|
||||
half4 pos : SV_POSITION;
|
||||
half2 uv : TEXCOORD0;
|
||||
fixed4 vertexColor : COLOR;
|
||||
};
|
||||
|
||||
v2f vert(appdata_full v) {
|
||||
v2f o;
|
||||
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
o.vertexColor = v.color * _TintColor;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag( v2f i ) : COLOR {
|
||||
return tex2D (_MainTex, i.uv.xy) * i.vertexColor;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
|
||||
LOD 100
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend One One
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
|
||||
ENDCG
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "UniversalForward" }
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
float fogFactor : TEXCOORD1;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _TintColor;
|
||||
CBUFFER_END
|
||||
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.uv = IN.uv;
|
||||
OUT.color = IN.color * _TintColor;
|
||||
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
|
||||
float4 col = tex * IN.color;
|
||||
col.rgb = MixFog(col.rgb, IN.fogFactor);
|
||||
return col;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
FallBack Off
|
||||
}
|
||||
|
||||
@@ -1,59 +1,61 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Custom/laserShader" {
|
||||
|
||||
Shader "Custom/URP_LaserShader"
|
||||
{
|
||||
Properties {
|
||||
_MainTex ("Base", 2D) = "white" {}
|
||||
_TintColor ("TintColor", Color) = (0.5, 0.5, 0.5, 0.5)
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
struct v2f {
|
||||
half4 pos : SV_POSITION;
|
||||
half2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
v2f vert(appdata_full v) {
|
||||
v2f o;
|
||||
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv.xy = v.texcoord.xy;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag( v2f i ) : COLOR {
|
||||
return tex2D (_MainTex, i.uv.xy) * _TintColor;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
||||
SubShader {
|
||||
Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
|
||||
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
|
||||
LOD 100
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend SrcAlpha One
|
||||
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
|
||||
ENDCG
|
||||
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "UniversalForward" }
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings {
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float fogFactor : TEXCOORD1;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _TintColor;
|
||||
CBUFFER_END
|
||||
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.uv = IN.uv;
|
||||
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
|
||||
float4 col = tex * _TintColor;
|
||||
col.rgb = MixFog(col.rgb, IN.fogFactor);
|
||||
return col;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
FallBack Off
|
||||
}
|
||||
|
||||
@@ -1,34 +1,66 @@
|
||||
Shader "Custom/prueba" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_SpecColor ("Spec Color", Color) = (1,1,1,0)
|
||||
_Emission ("Emissive Color", Color) = (0,0,0,0)
|
||||
_Shininess ("Shininess", Range (0.1, 1)) = 0.7
|
||||
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
|
||||
// Render into depth buffer only
|
||||
Shader "Custom/URP_prueba"
|
||||
{
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_SpecColor ("Spec Color", Color) = (1,1,1,0)
|
||||
_Emission ("Emissive Color", Color) = (0,0,0,0)
|
||||
_Shininess ("Shininess", Range (0.1, 1)) = 0.7
|
||||
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
|
||||
}
|
||||
SubShader {
|
||||
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
|
||||
LOD 200
|
||||
Pass {
|
||||
ColorMask 0
|
||||
}
|
||||
// Render normally
|
||||
Pass {
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Material {
|
||||
Diffuse [_Color]
|
||||
Ambient [_Color]
|
||||
Shininess [_Shininess]
|
||||
Specular [_SpecColor]
|
||||
Emission [_Emission]
|
||||
}
|
||||
Lighting On
|
||||
SetTexture [_MainTex] {
|
||||
Combine texture * primary DOUBLE, texture * primary
|
||||
Name "FORWARD"
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings {
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float fogFactor : TEXCOORD1;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _Color;
|
||||
float4 _SpecColor;
|
||||
float4 _Emission;
|
||||
float _Shininess;
|
||||
CBUFFER_END
|
||||
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.uv = IN.uv;
|
||||
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
|
||||
float3 emission = _Emission.rgb;
|
||||
float3 specular = _SpecColor.rgb * _Shininess;
|
||||
float3 color = albedo.rgb + emission + specular;
|
||||
float alpha = albedo.a;
|
||||
color = MixFog(color, IN.fogFactor);
|
||||
return float4(color, alpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,17 +1,58 @@
|
||||
Shader "Custom/textShader" {
|
||||
Shader "Custom/URP_textShader"
|
||||
{
|
||||
Properties {
|
||||
_MainTex ("Font Texture", 2D) = "white" {}
|
||||
_Color ("Text Color", Color) = (1,1,1,1)
|
||||
}
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
Lighting Off Cull Off ZWrite Off Fog { Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Pass{
|
||||
Color [_Color]
|
||||
SetTexture [_MainTex] {
|
||||
combine primary, texture * primary
|
||||
}
|
||||
}
|
||||
}
|
||||
_MainTex ("Font Texture", 2D) = "white" {}
|
||||
_Color ("Text Color", Color) = (1,1,1,1)
|
||||
}
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings {
|
||||
float4 positionHCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float fogFactor : TEXCOORD1;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _Color;
|
||||
CBUFFER_END
|
||||
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.uv = IN.uv;
|
||||
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
|
||||
float4 col = tex * _Color;
|
||||
col.rgb = MixFog(col.rgb, IN.fogFactor);
|
||||
return col;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user