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Unity SimpleLit HLSL

category Technical Report/Unity Shader 2019. 4. 8. 18:49
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LW Custom SimpleLit Shader

 

Shader "LWSimpleLit"
{


    // Keep properties of StandardSpecular shader for upgrade reasons.

    Properties


    {
        _Color("Color", Color) = (0.5, 0.5, 0.5, 1)
        _MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {}

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        _Shininess("Shininess", Range(0.01, 1.0)) = 0.5
        _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0

        _Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5
        [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0

        [HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0
        _SpecColor("Specular", Color) = (0.5, 0.5, 0.5)
        _SpecGlossMap("Specular", 2D) = "white" {}


        [HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0


        [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
        [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0

        [HideInInspector] _BumpScale("Scale", Float) = 1.0
        [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}

        _EmissionColor("Emission Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}

        // Blending state
        [HideInInspector] _Surface("__surface", Float) = 0.0
        [HideInInspector] _Blend("__blend", Float) = 0.0
        [HideInInspector] _AlphaClip("__clip", Float) = 0.0
        [HideInInspector] _SrcBlend("__src", Float) = 1.0
        [HideInInspector] _DstBlend("__dst", Float) = 0.0
        [HideInInspector] _ZWrite("__zw", Float) = 1.0
        [HideInInspector] _Cull("__cull", Float) = 2.0

        [ToogleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
    }



    SubShader
    {
        Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"}
        LOD 300

        Pass
        {
            Name "ForwardLit"
            Tags { "LightMode" = "LightweightForward" }

            // Use same blending / depth states as Standard shader
            Blend[_SrcBlend][_DstBlend]
            ZWrite[_ZWrite]
            Cull[_Cull]

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma target 2.0

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR
            #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _EMISSION
            #pragma shader_feature _RECEIVE_SHADOWS_OFF

            // -------------------------------------
            // Lightweight Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile _ _SHADOWS_SOFT
            #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile_fog

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing

            #pragma vertex LitPassVertexSimple
            #pragma fragment LitPassFragmentSimple
            #define BUMP_SCALE_NOT_SUPPORTED 1

            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitForwardPass.hlsl"
            ENDHLSL
        }


        Pass
        {
            Name "ShadowCaster"
            Tags{"LightMode" = "ShadowCaster"}

            ZWrite On
            ZTest LEqual
            Cull[_Cull]

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma target 2.0

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing

            #pragma vertex ShadowPassVertex
            #pragma fragment ShadowPassFragment

            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/ShadowCasterPass.hlsl"
            ENDHLSL
        }

        Pass
        {
            Name "DepthOnly"
            Tags{"LightMode" = "DepthOnly"}

            ZWrite On
            ColorMask 0
            Cull[_Cull]

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma target 2.0

            #pragma vertex DepthOnlyVertex
            #pragma fragment DepthOnlyFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing

            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/DepthOnlyPass.hlsl"
            ENDHLSL
        }



        // This pass it not used during regular rendering, only for lightmap baking.
        Pass
        {
            Name "Meta"
            Tags{ "LightMode" = "Meta" }

            Cull Off

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma vertex LightweightVertexMeta
            #pragma fragment LightweightFragmentMetaSimple

            #pragma shader_feature _EMISSION
            #pragma shader_feature _SPECGLOSSMAP

            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitMetaPass.hlsl"

            ENDHLSL
        }
    }
    Fallback "Hidden/InternalErrorShader"
    CustomEditor "UnityEditor.Experimental.Rendering.LightweightPipeline.SimpleLitShaderGUI"
}

 

 

 

 

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