暂无描述
您最多选择25个主题 主题必须以字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

SpeedTree8.shader 10KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267
  1. Shader "Universal Render Pipeline/Nature/SpeedTree8"
  2. {
  3. Properties
  4. {
  5. _MainTex ("Base (RGB) Transparency (A)", 2D) = "white" {}
  6. _Color ("Color", Color) = (1,1,1,1)
  7. [Toggle(EFFECT_HUE_VARIATION)] _HueVariationKwToggle("Hue Variation", Float) = 0
  8. _HueVariationColor ("Hue Variation Color", Color) = (1.0,0.5,0.0,0.1)
  9. [Toggle(EFFECT_BUMP)] _NormalMapKwToggle("Normal Mapping", Float) = 0
  10. _BumpMap("Normal Map", 2D) = "bump" {}
  11. _ExtraTex ("Smoothness (R), Metallic (G), AO (B)", 2D) = "(0.5, 0.0, 1.0)" {}
  12. _Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5
  13. _Metallic ("Metallic", Range(0.0, 1.0)) = 0.0
  14. [Toggle(EFFECT_SUBSURFACE)] _SubsurfaceKwToggle("Subsurface", Float) = 0
  15. _SubsurfaceTex ("Subsurface (RGB)", 2D) = "white" {}
  16. _SubsurfaceColor ("Subsurface Color", Color) = (1,1,1,1)
  17. _SubsurfaceIndirect ("Subsurface Indirect", Range(0.0, 1.0)) = 0.25
  18. [Toggle(EFFECT_BILLBOARD)] _BillboardKwToggle("Billboard", Float) = 0
  19. _BillboardShadowFade ("Billboard Shadow Fade", Range(0.0, 1.0)) = 0.5
  20. [Enum(No,2,Yes,0)] _TwoSided ("Two Sided", Int) = 2 // enum matches cull mode
  21. [KeywordEnum(None,Fastest,Fast,Better,Best,Palm)] _WindQuality ("Wind Quality", Range(0,5)) = 0
  22. }
  23. SubShader
  24. {
  25. Tags
  26. {
  27. "Queue"="AlphaTest"
  28. "IgnoreProjector"="True"
  29. "RenderType"="TransparentCutout"
  30. "DisableBatching"="LODFading"
  31. "RenderPipeline" = "UniversalPipeline"
  32. "UniversalMaterialType" = "Lit"
  33. }
  34. LOD 400
  35. Cull [_TwoSided]
  36. Pass
  37. {
  38. Name "ForwardLit"
  39. Tags { "LightMode" = "UniversalForward" }
  40. AlphaToMask On
  41. HLSLPROGRAM
  42. #pragma vertex SpeedTree8Vert
  43. #pragma fragment SpeedTree8Frag
  44. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  45. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  46. #pragma multi_compile _ _LIGHT_LAYERS
  47. #pragma multi_compile _ _FORWARD_PLUS
  48. #pragma multi_compile_vertex LOD_FADE_PERCENTAGE
  49. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  50. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  51. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  52. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  53. #pragma multi_compile _ LOD_FADE_CROSSFADE
  54. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  55. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  56. #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
  57. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  58. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
  59. #pragma multi_compile_fog
  60. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  61. #pragma multi_compile_instancing
  62. #pragma instancing_options renderinglayer assumeuniformscaling maxcount:50
  63. #pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
  64. #pragma shader_feature_local EFFECT_BILLBOARD
  65. #pragma shader_feature_local_fragment EFFECT_HUE_VARIATION
  66. #pragma shader_feature_local_fragment EFFECT_SUBSURFACE
  67. #pragma shader_feature_local_fragment EFFECT_BUMP
  68. #pragma shader_feature_local_fragment EFFECT_EXTRA_TEX
  69. #define ENABLE_WIND
  70. #define EFFECT_BACKSIDE_NORMALS
  71. #include "SpeedTree8Input.hlsl"
  72. #include "SpeedTree8Passes.hlsl"
  73. ENDHLSL
  74. }
  75. Pass
  76. {
  77. Name "SceneSelectionPass"
  78. Tags{"LightMode" = "SceneSelectionPass"}
  79. HLSLPROGRAM
  80. #pragma vertex SpeedTree8VertDepth
  81. #pragma fragment SpeedTree8FragDepth
  82. #pragma multi_compile _ LOD_FADE_CROSSFADE
  83. #pragma multi_compile_vertex LOD_FADE_PERCENTAGE
  84. #pragma multi_compile_instancing
  85. #pragma instancing_options assumeuniformscaling maxcount:50
  86. #pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
  87. #pragma shader_feature_local EFFECT_BILLBOARD
  88. #define ENABLE_WIND
  89. #define DEPTH_ONLY
  90. #define SCENESELECTIONPASS
  91. #include "SpeedTree8Input.hlsl"
  92. #include "SpeedTree8Passes.hlsl"
  93. ENDHLSL
  94. }
  95. Pass
  96. {
  97. Name "GBuffer"
  98. Tags{"LightMode" = "UniversalGBuffer"}
  99. HLSLPROGRAM
  100. #pragma target 4.5
  101. // Deferred Rendering Path does not support the OpenGL-based graphics API:
  102. // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
  103. #pragma exclude_renderers gles3 glcore
  104. #pragma vertex SpeedTree8Vert
  105. #pragma fragment SpeedTree8Frag
  106. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  107. //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  108. //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  109. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  110. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  111. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  112. #pragma multi_compile _ LOD_FADE_CROSSFADE
  113. #pragma multi_compile_vertex LOD_FADE_PERCENTAGE
  114. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  115. #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  116. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
  117. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  118. #pragma multi_compile_instancing
  119. #pragma instancing_options renderinglayer assumeuniformscaling maxcount:50
  120. #pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
  121. #pragma shader_feature_local EFFECT_BILLBOARD
  122. #pragma shader_feature_local_fragment EFFECT_HUE_VARIATION
  123. #pragma shader_feature_local_fragment EFFECT_SUBSURFACE
  124. #pragma shader_feature_local_fragment EFFECT_BUMP
  125. #pragma shader_feature_local_fragment EFFECT_EXTRA_TEX
  126. #define ENABLE_WIND
  127. #define EFFECT_BACKSIDE_NORMALS
  128. #define GBUFFER
  129. #include "SpeedTree8Input.hlsl"
  130. #include "SpeedTree8Passes.hlsl"
  131. ENDHLSL
  132. }
  133. Pass
  134. {
  135. Name "ShadowCaster"
  136. Tags{"LightMode" = "ShadowCaster"}
  137. ColorMask 0
  138. HLSLPROGRAM
  139. #pragma vertex SpeedTree8VertDepth
  140. #pragma fragment SpeedTree8FragDepth
  141. #pragma multi_compile _ LOD_FADE_CROSSFADE
  142. #pragma multi_compile_vertex LOD_FADE_PERCENTAGE
  143. #pragma multi_compile_instancing
  144. #pragma instancing_options assumeuniformscaling maxcount:50
  145. #pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALMlity and backface normal mode enum keywords)
  146. #pragma shader_feature_local EFFECT_BILLBOARD
  147. #define ENABLE_WIND
  148. #define DEPTH_ONLY
  149. #define SHADOW_CASTER
  150. // -------------------------------------
  151. // Universal Pipeline keywords
  152. // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
  153. #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  154. #include "SpeedTree8Input.hlsl"
  155. #include "SpeedTree8Passes.hlsl"
  156. ENDHLSL
  157. }
  158. Pass
  159. {
  160. Name "DepthOnly"
  161. Tags{"LightMode" = "DepthOnly"}
  162. ZWrite On
  163. ColorMask R
  164. HLSLPROGRAM
  165. #pragma vertex SpeedTree8VertDepth
  166. #pragma fragment SpeedTree8FragDepth
  167. #pragma multi_compile _ LOD_FADE_CROSSFADE
  168. #pragma multi_compile_vertex LOD_FADE_PERCENTAGE
  169. #pragma multi_compile_instancing
  170. #pragma instancing_options assumeuniformscaling maxcount:50
  171. #pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
  172. #pragma shader_feature_local EFFECT_BILLBOARD
  173. #define ENABLE_WIND
  174. #define DEPTH_ONLY
  175. #include "SpeedTree8Input.hlsl"
  176. #include "SpeedTree8Passes.hlsl"
  177. ENDHLSL
  178. }
  179. // This pass is used when drawing to a _CameraNormalsTexture texture
  180. Pass
  181. {
  182. Name "DepthNormals"
  183. Tags{"LightMode" = "DepthNormals"}
  184. ZWrite On
  185. HLSLPROGRAM
  186. #pragma vertex SpeedTree8VertDepthNormal
  187. #pragma fragment SpeedTree8FragDepthNormal
  188. #pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
  189. #pragma shader_feature_local_fragment EFFECT_BUMP
  190. #pragma multi_compile _ LOD_FADE_CROSSFADE
  191. #pragma multi_compile_instancing
  192. #pragma multi_compile_vertex LOD_FADE_PERCENTAGE
  193. #pragma instancing_options assumeuniformscaling maxcount:50
  194. #define ENABLE_WIND
  195. #define EFFECT_BACKSIDE_NORMALS
  196. #include "SpeedTree8Input.hlsl"
  197. #include "SpeedTree8Passes.hlsl"
  198. ENDHLSL
  199. }
  200. }
  201. FallBack "Hidden/Universal Render Pipeline/FallbackError"
  202. CustomEditor "SpeedTree8ShaderGUI"
  203. }