290 lines
9.1 KiB
Plaintext
290 lines
9.1 KiB
Plaintext
Shader "BrewMonster/UnlitWithShadows"
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{
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Properties
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{
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_BaseMap ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_ShadowStrength ("Shadow Strength", Range(0, 1)) = 0.5
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[Toggle(_ALPHATEST_ON)] _AlphaClip("Alpha Clip", Float) = 0
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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// BlendMode options
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend Mode", Float) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend Mode", Float) = 0
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[Enum(Off, 0, On, 1)] _ZWrite("Z Write", Float) = 1
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// Surface options
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[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull Mode", Float) = 2
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[Toggle(_ALPHAMODULATE_ON)] _AlphaModulate("Alpha Modulate", Float) = 0
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// Material type
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[HideInInspector] _Surface("__surface", Float) = 0.0
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}
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// Helper to set render queue and render type based on alpha mode
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CustomEditor "BrewMonsterUnlitShaderGUI"
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SubShader
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{
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"RenderType" = "Opaque"
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"Queue" = "Geometry"
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}
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LOD 100
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// Main pass
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode"="UniversalForward" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_Cull]
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// Shadows
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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// Fog
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#pragma multi_compile_fog
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// Alpha features
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAMODULATE_ON
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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(_BaseMap);
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half4 _Color;
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half _ShadowStrength;
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half _Cutoff;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float3 normalOS : NORMAL;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 positionWS : TEXCOORD1;
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float3 normalWS : TEXCOORD2;
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float fogCoord : TEXCOORD3;
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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// Transform position
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.positionCS = vertexInput.positionCS;
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output.positionWS = vertexInput.positionWS;
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// Transform normal
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS);
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output.normalWS = normalInput.normalWS;
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// UV
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
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// Fog
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output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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// Sample the texture
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half4 mainTex = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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half4 color = mainTex * _Color;
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// Alpha test
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#ifdef _ALPHATEST_ON
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clip(color.a - _Cutoff);
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#endif
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// Alpha modulate mode (for special effects)
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#ifdef _ALPHAMODULATE_ON
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color.rgb *= color.a;
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#endif
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// Shadow calculation
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float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
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Light mainLight = GetMainLight(shadowCoord);
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half shadowAttenuation = mainLight.shadowAttenuation;
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// Apply shadow
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half shadow = lerp(1.0, shadowAttenuation, _ShadowStrength);
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color.rgb *= shadow;
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// Apply fog
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color.rgb = MixFog(color.rgb, input.fogCoord);
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return color;
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}
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ENDHLSL
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}
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// Shadow caster pass
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode"="ShadowCaster" }
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ZWrite On
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ZTest LEqual
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ColorMask 0
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Cull [_Cull]
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HLSLPROGRAM
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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// Alpha clipping for shadows
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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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/Shadows.hlsl"
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half4 _Color;
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half _ShadowStrength;
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half _Cutoff;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float3 _LightDirection;
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float4 GetShadowPositionHClip(Attributes input)
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{
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
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#else
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positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
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#endif
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return positionCS;
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}
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Varyings ShadowPassVertex(Attributes input)
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{
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Varyings output;
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output.positionCS = GetShadowPositionHClip(input);
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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return output;
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}
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half4 ShadowPassFragment(Varyings input) : SV_TARGET
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{
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#ifdef _ALPHATEST_ON
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half4 mainTex = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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half alpha = mainTex.a * _Color.a;
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clip(alpha - _Cutoff);
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#endif
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return 0;
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}
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ENDHLSL
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}
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// Depth pass for receiving shadows
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Pass
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{
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Name "DepthOnly"
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Tags { "LightMode"="DepthOnly" }
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ZWrite On
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ColorMask 0
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Cull [_Cull]
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HLSLPROGRAM
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// Alpha clipping for depth
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half4 _Color;
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half _Cutoff;
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CBUFFER_END
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struct Attributes
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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Varyings DepthOnlyVertex(Attributes input)
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{
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Varyings output;
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output.positionCS = TransformObjectToHClip(input.position.xyz);
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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return output;
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}
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half4 DepthOnlyFragment(Varyings input) : SV_TARGET
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{
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#ifdef _ALPHATEST_ON
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half4 mainTex = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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half alpha = mainTex.a * _Color.a;
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clip(alpha - _Cutoff);
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#endif
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return 0;
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}
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ENDHLSL
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}
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}
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FallBack "Universal Render Pipeline/Lit"
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} |