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301 lines
16 KiB
Text
301 lines
16 KiB
Text
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// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
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/*
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This shader is a simple example showing you how to write your first URP custom lit shader with "minimum" shader code.
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You can use this shader as a starting point, add/edit code to develop your own custom lit shader for URP10.3.2 or above.
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*Usually, just by editing "SimpleURPToonLitOutlineExample_LightingEquation.hlsl" alone can control most of the visual result.
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This shader includes 5 passes:
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0.ForwardLit pass (this pass will always render to the color buffer _CameraColorTexture)
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1.Outline pass (this pass will always render to the color buffer _CameraColorTexture)
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2.ShadowCaster pass (only for URP's shadow mapping, this pass won't render at all if your character don't cast shadow)
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3.DepthOnly pass (only for URP's depth texture _CameraDepthTexture's rendering, this pass won't render at all if your project don't render URP's offscreen depth prepass)
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4.DepthNormals pass (only for URP's normal texture _CameraNormalsTexture's rendering)
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*Because most of the time, you use this toon lit shader for unique characters, so all lightmap & GPU instancing related code are removed for simplicity.
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*For batching, we only rely on SRP batcher, which is the most practical batching method in URP for rendering lots of unique skinnedmesh characters
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*In this shader, we choose static uniform branching over "shader_feature & multi_compile" for some of the togglable feature like "_UseEmission","_UseOcclusion"...,
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because:
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- we want to avoid this shader's build time takes too long (2^n)
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- we want to avoid rendering spike when a new shader variant was seen by the camera first time (create GPU program)
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- we want to avoid increasing ShaderVarientCollection's complexity
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- we want to avoid shader size becomes too large easily (2^n)
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- we want to avoid breaking SRP batcher's batching because SRP batcher is per shader variant batching, not per shader
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- all modern GPU(include newer mobile devices) can handle static uniform branching with "almost" no performance cost
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*/
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Shader "SimpleURPToonLitExample(With Outline)"
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{
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Properties
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{
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[Header(High Level Setting)]
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[ToggleUI]_IsFace("Is Face? (please turn on if this is a face material)", Float) = 0
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// all properties will try to follow URP Lit shader's naming convention
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// so switching your URP lit material's shader to this toon lit shader will preserve most of the original properties if defined in this shader
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// for URP Lit shader's naming convention, see URP's Lit.shader
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[Header(Base Color)]
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[MainTexture]_BaseMap("_BaseMap (Albedo)", 2D) = "white" {}
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[HDR][MainColor]_BaseColor("_BaseColor", Color) = (1,1,1,1)
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[Header(Alpha)]
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[Toggle(_UseAlphaClipping)]_UseAlphaClipping("_UseAlphaClipping", Float) = 0
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_Cutoff("_Cutoff (Alpha Cutoff)", Range(0.0, 1.0)) = 0.5
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[Header(Emission)]
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[Toggle]_UseEmission("_UseEmission (on/off Emission completely)", Float) = 0
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[HDR] _EmissionColor("_EmissionColor", Color) = (0,0,0)
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_EmissionMulByBaseColor("_EmissionMulByBaseColor", Range(0,1)) = 0
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[NoScaleOffset]_EmissionMap("_EmissionMap", 2D) = "white" {}
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_EmissionMapChannelMask("_EmissionMapChannelMask", Vector) = (1,1,1,0)
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[Header(Occlusion)]
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[Toggle]_UseOcclusion("_UseOcclusion (on/off Occlusion completely)", Float) = 0
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_OcclusionStrength("_OcclusionStrength", Range(0.0, 1.0)) = 1.0
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[NoScaleOffset]_OcclusionMap("_OcclusionMap", 2D) = "white" {}
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_OcclusionMapChannelMask("_OcclusionMapChannelMask", Vector) = (1,0,0,0)
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_OcclusionRemapStart("_OcclusionRemapStart", Range(0,1)) = 0
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_OcclusionRemapEnd("_OcclusionRemapEnd", Range(0,1)) = 1
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[Header(Lighting)]
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_IndirectLightMinColor("_IndirectLightMinColor", Color) = (0.1,0.1,0.1,1) // can prevent completely black if lightprobe not baked
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_IndirectLightMultiplier("_IndirectLightMultiplier", Range(0,1)) = 1
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_DirectLightMultiplier("_DirectLightMultiplier", Range(0,1)) = 1
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_CelShadeMidPoint("_CelShadeMidPoint", Range(-1,1)) = -0.5
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_CelShadeSoftness("_CelShadeSoftness", Range(0,1)) = 0.05
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_MainLightIgnoreCelShade("_MainLightIgnoreCelShade", Range(0,1)) = 0
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_AdditionalLightIgnoreCelShade("_AdditionalLightIgnoreCelShade", Range(0,1)) = 0.9
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[Header(Shadow mapping)]
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_ReceiveShadowMappingAmount("_ReceiveShadowMappingAmount", Range(0,1)) = 0.65
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_ReceiveShadowMappingPosOffset("_ReceiveShadowMappingPosOffset", Float) = 0
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_ShadowMapColor("_ShadowMapColor", Color) = (1,0.825,0.78)
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[Header(Outline)]
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_OutlineWidth("_OutlineWidth (World Space)", Range(0,4)) = 1
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_OutlineColor("_OutlineColor", Color) = (0.5,0.5,0.5,1)
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_OutlineZOffset("_OutlineZOffset (View Space)", Range(0,1)) = 0.0001
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[NoScaleOffset]_OutlineZOffsetMaskTex("_OutlineZOffsetMask (black is apply ZOffset)", 2D) = "black" {}
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_OutlineZOffsetMaskRemapStart("_OutlineZOffsetMaskRemapStart", Range(0,1)) = 0
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_OutlineZOffsetMaskRemapEnd("_OutlineZOffsetMaskRemapEnd", Range(0,1)) = 1
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}
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SubShader
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{
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Tags
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{
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// SRP introduced a new "RenderPipeline" tag in Subshader. This allows you to create shaders
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// that can match multiple render pipelines. If a RenderPipeline tag is not set it will match
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// any render pipeline. In case you want your subshader to only run in URP, set the tag to
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// "UniversalPipeline"
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// here "UniversalPipeline" tag is required, because we only want this shader to run in URP.
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// If Universal render pipeline is not set in the graphics settings, this Subshader will fail.
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// One can add a subshader below or fallback to Standard built-in to make this
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// material work with both Universal Render Pipeline and Builtin Unity Pipeline
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// the tag value is "UniversalPipeline", not "UniversalRenderPipeline", be careful!
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// https://github.com/Unity-Technologies/Graphics/pull/1431/
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"RenderPipeline" = "UniversalPipeline"
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// explict SubShader tag to avoid confusion
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"RenderType"="Opaque"
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"UniversalMaterialType" = "Lit"
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"Queue"="Geometry"
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}
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// We can extract duplicated hlsl code from all passes into this HLSLINCLUDE section. Less duplicated code = Less error
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HLSLINCLUDE
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// all Passes will need this keyword
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#pragma shader_feature_local_fragment _UseAlphaClipping
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ENDHLSL
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// [#0 Pass - ForwardLit]
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// Shades GI, all lights, emission and fog in a single pass.
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// Compared to Builtin pipeline forward renderer, URP forward renderer will
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// render a scene with multiple lights with less drawcalls and less overdraw.
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Pass
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{
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Name "ForwardLit"
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Tags
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{
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// "Lightmode" matches the "ShaderPassName" set in UniversalRenderPipeline.cs.
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// SRPDefaultUnlit and passes with no LightMode tag are also rendered by Universal Render Pipeline
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// "Lightmode" tag must be "UniversalForward" in order to render lit objects in URP.
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"LightMode" = "UniversalForward"
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}
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// explict render state to avoid confusion
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// you can expose these render state to material inspector if needed (see URP's Lit.shader)
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Cull Back
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ZTest LEqual
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ZWrite On
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Blend One Zero
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HLSLPROGRAM
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// ---------------------------------------------------------------------------------------------
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// Universal Render Pipeline keywords (you can always copy this section from URP's Lit.shader)
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// When doing custom shaders you most often want to copy and paste these #pragmas
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// These multi_compile variants are stripped from the build depending on:
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// 1) Settings in the URP Asset assigned in the GraphicsSettings at build time
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// e.g If you disabled AdditionalLights in the asset then all _ADDITIONA_LIGHTS variants
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// will be stripped from build
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// 2) Invalid combinations are stripped. e.g variants with _MAIN_LIGHT_SHADOWS_CASCADE
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// but not _MAIN_LIGHT_SHADOWS are invalid and therefore stripped.
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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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
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// ---------------------------------------------------------------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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// ---------------------------------------------------------------------------------------------
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#pragma vertex VertexShaderWork
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#pragma fragment ShadeFinalColor
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// because this pass is just a ForwardLit pass, no need any special #define
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// (no special #define)
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// all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
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#include "SimpleURPToonLitOutlineExample_Shared.hlsl"
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ENDHLSL
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}
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// [#1 Pass - Outline]
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// Same as the above "ForwardLit" pass, but
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// -vertex position are pushed out a bit base on normal direction
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// -also color is tinted
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// -Cull Front instead of Cull Back because Cull Front is a must for all extra pass outline method
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Pass
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{
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Name "Outline"
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Tags
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{
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// IMPORTANT: don't write this line for any custom pass! else this outline pass will not be rendered by URP!
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//"LightMode" = "UniversalForward"
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// [Important CPU performance note]
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// If you need to add a custom pass to your shader (outline pass, planar shadow pass, XRay pass when blocked....),
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// (0) Add a new Pass{} to your shader
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// (1) Write "LightMode" = "YourCustomPassTag" inside new Pass's Tags{}
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// (2) Add a new custom RendererFeature(C#) to your renderer,
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// (3) write cmd.DrawRenderers() with ShaderPassName = "YourCustomPassTag"
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// (4) if done correctly, URP will render your new Pass{} for your shader, in a SRP-batcher friendly way (usually in 1 big SRP batch)
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// For tutorial purpose, current everything is just shader files without any C#, so this Outline pass is actually NOT SRP-batcher friendly.
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// If you are working on a project with lots of characters, make sure you use the above method to make Outline pass SRP-batcher friendly!
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}
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Cull Front // Cull Front is a must for extra pass outline method
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HLSLPROGRAM
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// Direct copy all keywords from "ForwardLit" pass
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// ---------------------------------------------------------------------------------------------
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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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
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// ---------------------------------------------------------------------------------------------
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#pragma multi_compile_fog
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// ---------------------------------------------------------------------------------------------
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#pragma vertex VertexShaderWork
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#pragma fragment ShadeFinalColor
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// because this is an Outline pass, define "ToonShaderIsOutline" to inject outline related code into both VertexShaderWork() and ShadeFinalColor()
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#define ToonShaderIsOutline
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// all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
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#include "SimpleURPToonLitOutlineExample_Shared.hlsl"
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ENDHLSL
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}
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// ShadowCaster pass. Used for rendering URP's shadowmaps
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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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// more explict render state to avoid confusion
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ZWrite On // the only goal of this pass is to write depth!
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ZTest LEqual // early exit at Early-Z stage if possible
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ColorMask 0 // we don't care about color, we just want to write depth, ColorMask 0 will save some write bandwidth
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Cull Back // support Cull[_Cull] requires "flip vertex normal" using VFACE in fragment shader, which is maybe beyond the scope of a simple tutorial shader
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HLSLPROGRAM
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// the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the HLSLINCLUDE block
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// (so no need to write any multi_compile or shader_feature in this pass)
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#pragma vertex VertexShaderWork
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#pragma fragment BaseColorAlphaClipTest // we only need to do Clip(), no need shading
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// because it is a ShadowCaster pass, define "ToonShaderApplyShadowBiasFix" to inject "remove shadow mapping artifact" code into VertexShaderWork()
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#define ToonShaderApplyShadowBiasFix
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// all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
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#include "SimpleURPToonLitOutlineExample_Shared.hlsl"
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ENDHLSL
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}
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// DepthOnly pass. Used for rendering URP's offscreen depth prepass (you can search DepthOnlyPass.cs in URP package)
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// For example, when depth texture is on, we need to perform this offscreen depth prepass for this toon shader.
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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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// more explict render state to avoid confusion
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ZWrite On // the only goal of this pass is to write depth!
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ZTest LEqual // early exit at Early-Z stage if possible
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ColorMask 0 // we don't care about color, we just want to write depth, ColorMask 0 will save some write bandwidth
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Cull Back // support Cull[_Cull] requires "flip vertex normal" using VFACE in fragment shader, which is maybe beyond the scope of a simple tutorial shader
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HLSLPROGRAM
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// the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the HLSLINCLUDE block
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// (so no need to write any multi_compile or shader_feature in this pass)
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#pragma vertex VertexShaderWork
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#pragma fragment BaseColorAlphaClipTest // we only need to do Clip(), no need color shading
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// because Outline area should write to depth also, define "ToonShaderIsOutline" to inject outline related code into VertexShaderWork()
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#define ToonShaderIsOutline
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// all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
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#include "SimpleURPToonLitOutlineExample_Shared.hlsl"
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ENDHLSL
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}
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// Starting from version 10.0.x, URP can generate a normal texture called _CameraNormalsTexture.
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// To render to this texture in your custom shader, add a Pass with the name DepthNormals.
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// For example, see the implementation in Lit.shader.
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// TODO: DepthNormals pass (see URP's Lit.shader)
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/*
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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//...
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}
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*/
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}
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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}
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