/
Lit.txt
313 lines (249 loc) · 8.77 KB
/
Lit.txt
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Shader "Raymarching/<Name>"
{
@constants uRaymarching/Constants/uRaymarching_Default_Constants_UniversalRP
Properties
{
[Header(Base)][Space]
[MainColor] _BaseColor("Color", Color) = (0.5, 0.5, 0.5, 1)
[HideInInspector][MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
[Header(ClearCoat (Forward Only))][Space]
[Toggle] _ClearCoat("Clear Coat", Float) = 0.0
[HideInInspector] _ClearCoatMap("Clear Coat Map", 2D) = "white" {}
_ClearCoatMask("Clear Coat Mask", Range(0.0, 1.0)) = 0.0
_ClearCoatSmoothness("Clear Coat Smoothness", Range(0.0, 1.0)) = 1.0
[Header(Pass)][Space]
[Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 2
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc("Blend Src", Float) = 5
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst("Blend Dst", Float) = 10
[Toggle][KeyEnum(Off, On)] _ZWrite("ZWrite", Float) = 1
[Header(Raymarching)][Space]
_Loop("Loop", Range(1, 100)) = 30
_MinDistance("Minimum Distance", Range(0.001, 0.1)) = 0.01
_DistanceMultiplier("Distance Multiplier", Range(0.001, 2.0)) = 1.0
@if ShadowCaster : true
_ShadowLoop("Shadow Loop", Range(1, 100)) = 10
_ShadowMinDistance("Shadow Minimum Distance", Range(0.001, 0.1)) = 0.01
_ShadowExtraBias("Shadow Extra Bias", Range(-1.0, 1.0)) = 0.01
@endif
[PowerSlider(10.0)] _NormalDelta("NormalDelta", Range(0.00001, 0.1)) = 0.0001
@block Properties
// [Header(Additional Properties)]
// _Color2("Color2", Color) = (1.0, 1.0, 1.0, 1.0)
@endblock
}
SubShader
{
Tags
{
"RenderType" = "<RenderType=Opaque|Transparent|TransparentCutout|Background|Overlay>"
"Queue" = "<RenderQueue=Geometry|AlphaTest|Transparent|Background|Overlay|Geometry+1|Geometry-1>"
"IgnoreProjector" = "True"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"DisableBatching" = "True"
}
LOD <LOD=300>
HLSLINCLUDE
@if WorldSpace : false
#define WORLD_SPACE
@endif
@if ObjectScale : false
#define OBJECT_SCALE
@endif
#define OBJECT_SHAPE_<ObjectShape=CUBE|NONE>
@if CheckIfInsideObject : false
#define CHECK_IF_INSIDE_OBJECT
@endif
#define DISTANCE_FUNCTION DistanceFunction
#define POST_EFFECT PostEffect
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "<RaymarchingShaderDirectory>/Primitives.hlsl"
#include "<RaymarchingShaderDirectory>/Math.hlsl"
#include "<RaymarchingShaderDirectory>/Structs.hlsl"
#include "<RaymarchingShaderDirectory>/Utils.hlsl"
@block DistanceFunction
inline float DistanceFunction(float3 pos)
{
float t = _Time.x;
float a = 6 * PI * t;
float s = pow(sin(a), 2.0);
float d1 = Sphere(pos, 0.75);
float d2 = RoundBox(
Repeat(pos, 0.2),
0.1 - 0.1 * s,
0.1 / length(pos * 2.0));
return lerp(d1, d2, s);
}
@endblock
#define PostEffectOutput SurfaceData
@block PostEffect
inline void PostEffect(RaymarchInfo ray, inout PostEffectOutput o)
{
float ao = 1.0 - pow(1.0 * ray.loop / ray.maxLoop, 2);
o.occlusion = ao;
}
@endblock
ENDHLSL
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
Blend [_BlendSrc] [_BlendDst]
ZWrite [_ZWrite]
Cull [_Cull]
HLSLPROGRAM
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _CLEARCOAT_ON
#ifdef _CLEARCOAT_ON
#define _CLEARCOAT
#endif
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
@if RayStopsAtDepthTexture : false
#define RAY_STOPS_AT_DEPTH_TEXTURE
@endif
@if RayStartsFromDepthTexture : false
#define RAY_STARTS_FROM_DEPTH_TEXTURE
@endif
@if CheckDepthPrepass : false
#define CHECK_DEPTH_PREPASS
@endif
#pragma vertex Vert
#pragma fragment Frag
#include "<RaymarchingShaderDirectory>/ForwardLit.hlsl"
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags { "LightMode" = "UniversalGBuffer" }
ZWrite [_ZWrite]
ZTest LEqual
Cull [_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _CLEARCOAT_ON
#ifdef _CLEARCOAT_ON
#define _CLEARCOAT
#endif
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#define DEFERRED_RENDERING_PASS
#pragma vertex Vert
#pragma fragment Frag
#include "<RaymarchingShaderDirectory>/DeferredLit.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode" = "DepthOnly" }
ZWrite On
ColorMask 0
Cull [_Cull]
HLSLPROGRAM
#pragma shader_feature _ALPHATEST_ON
#pragma multi_compile_instancing
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex Vert
#pragma fragment Frag
#include "<RaymarchingShaderDirectory>/DepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode" = "DepthNormals" }
ZWrite On
Cull [_Cull]
HLSLPROGRAM
#pragma shader_feature _ALPHATEST_ON
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_instancing
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex Vert
#pragma fragment Frag
#include "<RaymarchingShaderDirectory>/DepthNormals.hlsl"
ENDHLSL
}
@if ShadowCaster
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On
ZTest LEqual
Cull [_Cull]
HLSLPROGRAM
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_instancing
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex Vert
#pragma fragment Frag
#include "<RaymarchingShaderDirectory>/ShadowCaster.hlsl"
ENDHLSL
}
@endif
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
CustomEditor "uShaderTemplate.MaterialEditor"
}