diff --git a/.gitignore b/.gitignore index 7640199..a144c54 100644 --- a/.gitignore +++ b/.gitignore @@ -101,7 +101,6 @@ crashlytics-build.properties AudioClips/ *.mp3 *.wav -*.audio # license LICENSE.meta diff --git a/CHANGELOG.md b/CHANGELOG.md index 700eb13..211f016 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,9 @@ +## [1.2.1] + +### Changes + +Add in VX.Audio (remove *.audio from `.gitignore`). + ## [1.2.0] ### Changes diff --git a/VX.Audio/AudioCore.cs b/VX.Audio/AudioCore.cs new file mode 100644 index 0000000..b61206f --- /dev/null +++ b/VX.Audio/AudioCore.cs @@ -0,0 +1,69 @@ +/* +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software Foundation, +Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +The Original Code is Copyright (C) 2020 Voxell Technologies. +All rights reserved. +*/ + +using UnityEngine; +using UnityEngine.VFX; + +namespace Voxell.Audio +{ + [RequireComponent(typeof(VisualEffect))] + [RequireComponent(typeof(AudioSource))] + public sealed partial class AudioCore : MonoBehaviour + { + private const float EPSILON = 0.001f; + + void Start() + { + InitAgentInteraction(); + InitAudioVisualizer(); + } + + void Update() => UpdateAgentInteraction(); + void FixedUpdate() => UpdateAudioVisualizer(); + + internal static class ShaderPropertyId + { + public static readonly int sampleCount = Shader.PropertyToID("sampleCount"); + public static readonly int transform = Shader.PropertyToID("transform"); + public static readonly int oldTransform = Shader.PropertyToID("oldTransform"); + public static readonly int framRate = Shader.PropertyToID("framRate"); + } + + internal static class ShaderBufferId + { + public static readonly int cb_samplePoints = Shader.PropertyToID("cb_samplePoints"); + public static readonly int cb_position = Shader.PropertyToID("cb_position"); + public static readonly int cb_oldPosition = Shader.PropertyToID("cb_oldPosition"); + public static readonly int cb_normal = Shader.PropertyToID("cb_normal;"); + public static readonly int tex_positionMap = Shader.PropertyToID("tex_positionMap"); + public static readonly int tex_velocityMap = Shader.PropertyToID("tex_velocityMap"); + public static readonly int tex_normalMap = Shader.PropertyToID("tex_normalMap"); + } + + internal static class VFXPropertyId + { + public static readonly int mesh_sampleMesh = Shader.PropertyToID("SampleMesh"); + public static readonly int float_forceMultiplier = Shader.PropertyToID("ForceMultiplier"); + public static readonly int int_triangleCount = Shader.PropertyToID("TriangleCount"); + public static readonly int float_idleNoiseSpeed = Shader.PropertyToID("IdleNoiseSpeed"); + public static readonly int float_noiseIntensity = Shader.PropertyToID("NoiseIntensity"); + public static readonly int float3_noiseScale = Shader.PropertyToID("NoiseScale"); + } + } +} \ No newline at end of file diff --git a/VX.Audio/AudioCore.cs.meta b/VX.Audio/AudioCore.cs.meta new file mode 100644 index 0000000..0f81ff3 --- /dev/null +++ b/VX.Audio/AudioCore.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac0faf44a08a76a4e86ff920ebb28e53 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VX.Audio/AudioInteraction.cs b/VX.Audio/AudioInteraction.cs new file mode 100644 index 0000000..66697f4 --- /dev/null +++ b/VX.Audio/AudioInteraction.cs @@ -0,0 +1,77 @@ +/* +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software Foundation, +Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +The Original Code is Copyright (C) 2020 Voxell Technologies. +All rights reserved. +*/ + +using UnityEngine; + +namespace Voxell.Audio +{ + public partial class AudioCore + { + [Header("Audio Visualizer Interaction")] + [Tooltip("Velocity of audio visualizer when there is no interaction")] + public Vector2 idleVelocity = new Vector2(1.0f, -1.0f); + + [Tooltip("Minimum turbulence for VFX graph when there is no interaction or extra force")] + public float idleNoiseIntensity = 0.1f; + public float maxNoiseIntensity = 0.3f; + + [Tooltip("Sensitivity of the audio visualizer on mouse drag")] + public float rotationMultiplier = 500; + + [Range(0.8f, 0.99f), Tooltip("A number that multiplies the velocity of the audio visualizer on each update")] + public float velocityDamping = 0.9f; + + [Tooltip("Multiplier of noise intensity before sending it to the VFX graph")] + public float intensityCoefficient = 0.1f; + + private Vector2 _rotationVelocity; + + private void InitAgentInteraction() => _rotationVelocity = Vector2.zero; + + private void UpdateAgentInteraction() + { + // if (Input.GetMouseButton(0)) OnMouseDrag(); + + if (Vector3.Dot(transform.up, Vector3.up) >= 0) + transform.Rotate(Camera.main.transform.up, -Vector3.Dot(_rotationVelocity, Camera.main.transform.right), Space.World); + else + transform.Rotate(Camera.main.transform.up, -Vector3.Dot(_rotationVelocity, Camera.main.transform.right), Space.World); + + transform.Rotate(Camera.main.transform.right, Vector3.Dot(_rotationVelocity, Camera.main.transform.up), Space.World); + _rotationVelocity *= velocityDamping; + _rotationVelocity += idleVelocity*Time.deltaTime; + + if (_rotationVelocity.magnitude <= EPSILON) _rotationVelocity = Vector2.zero; + + float intensity = Mathf.Clamp(_rotationVelocity.magnitude * intensityCoefficient, idleNoiseIntensity, maxNoiseIntensity); + audioVFX.SetFloat(VFXPropertyId.float_noiseIntensity, intensity); + } + + /// + /// Calcualte mouse drag force and apply rotational force accordingly + /// + private void OnMouseDrag() + { + float rotationX = Input.GetAxis("Mouse X")*rotationMultiplier*Mathf.Deg2Rad; + float rotationY = Input.GetAxis("Mouse Y")*rotationMultiplier*Mathf.Deg2Rad; + + _rotationVelocity = new Vector2(rotationX, rotationY); + } + } +} \ No newline at end of file diff --git a/VX.Audio/AudioInteraction.cs.meta b/VX.Audio/AudioInteraction.cs.meta new file mode 100644 index 0000000..3c5c123 --- /dev/null +++ b/VX.Audio/AudioInteraction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 59c1c6bdd7ae2724b86acb22b1e7b8f8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VX.Audio/AudioProcessor.cs b/VX.Audio/AudioProcessor.cs new file mode 100644 index 0000000..2a04ce8 --- /dev/null +++ b/VX.Audio/AudioProcessor.cs @@ -0,0 +1,63 @@ +/* +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software Foundation, +Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +The Original Code is Copyright (C) 2020 Voxell Technologies. +All rights reserved. +*/ + +using UnityEngine; + +namespace Voxell.Audio +{ + public class AudioProcessor + { + public AudioSource source; + public AudioProfile profile; + + public float[] samples; + public int freqSize; + public int bandAverage; + public int[] bandDistribution; + + public AudioProcessor(ref AudioSource source, ref AudioProfile profile) + { + Debug.Assert(profile.frequencyRange > profile.bandSize, "Number of triangles should not exceed frequency range."); + this.source = source; + this.profile = profile; + + samples = new float[profile.sampleSize]; + + float freqInterval = AudioSettings.outputSampleRate/profile.sampleSize; + float currFreq = 0.0f; + freqSize = 0; + + for (int s=0; s < profile.sampleSize; s++) + { + currFreq += freqInterval; + if (currFreq < profile.frequencyRange) freqSize ++; + else break; + } + + bandAverage = Mathf.Max(1, freqSize/profile.bandSize); + + bandDistribution = new int[profile.bandSize+1]; + bandDistribution[0] = 0; + for (int b=0; b < profile.bandSize; b++) + bandDistribution[b+1] = bandAverage + b*bandAverage; + } + + public void SampleSpectrum() => source.GetSpectrumData(samples, profile.channel, profile.window); + } +} \ No newline at end of file diff --git a/VX.Audio/AudioProcessor.cs.meta b/VX.Audio/AudioProcessor.cs.meta new file mode 100644 index 0000000..63624d0 --- /dev/null +++ b/VX.Audio/AudioProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a47e8bda09734cb4ead6f874bde6c65d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VX.Audio/AudioProfile.cs b/VX.Audio/AudioProfile.cs new file mode 100644 index 0000000..597a20c --- /dev/null +++ b/VX.Audio/AudioProfile.cs @@ -0,0 +1,36 @@ +/* +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software Foundation, +Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +The Original Code is Copyright (C) 2020 Voxell Technologies. +All rights reserved. +*/ + +using UnityEngine; + +namespace Voxell.Audio +{ + [System.Serializable] + public class AudioProfile + { + public int channel; + public FFTWindow window; + public int sampleSize; + public float power; + public float scale; + public int smoothingIterations; + [Range(5000, 20000)] public int frequencyRange; + [HideInInspector] public int bandSize; + } +} diff --git a/VX.Audio/AudioProfile.cs.meta b/VX.Audio/AudioProfile.cs.meta new file mode 100644 index 0000000..5ebe065 --- /dev/null +++ b/VX.Audio/AudioProfile.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0e4b798bb090bbf42b9811faf75e03b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VX.Audio/AudioVisualizer.cs b/VX.Audio/AudioVisualizer.cs new file mode 100644 index 0000000..a83ebc7 --- /dev/null +++ b/VX.Audio/AudioVisualizer.cs @@ -0,0 +1,206 @@ +/* +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software Foundation, +Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +The Original Code is Copyright (C) 2020 Voxell Technologies and Contributors. +All rights reserved. +*/ + +using UnityEngine; +using UnityEngine.VFX; +using Unity.Mathematics; +using Unity.Collections; +using Unity.Collections.LowLevel.Unsafe; +using Unity.Burst; +using Unity.Jobs; +using Voxell.Inspector; +using Voxell.Mathx; + +namespace Voxell.Audio +{ + public partial class AudioCore + { + [Header("Audio Visualizer Settings")] + public AudioSource audioSource; + public AudioProfile audioProfile; + public AudioProcessor audioProcessor; + + public VisualEffect audioVFX; + public MeshFilter meshFilter; + public Mesh sampleMesh; + [Tooltip("Damping value to multiply the velocity of each triangles each frame.")] + [Range(0, 1)] + public float velocityMultiplier = 0.95f; + public int batchSize = 128; + [InspectOnly] public int totalTriangles; + + private Mesh modifiedSampleMesh; + private NativeArray normals; + private NativeArray triangles; + private NativeArray samples; + private NativeArray bandDistribution; + private NativeArray vertices; + private NativeArray prevBands; + private NativeArray bandVelocities; + + private void InitAudioVisualizer() + { + totalTriangles = (int)sampleMesh.GetIndexCount(0)/3; + audioProfile.bandSize = totalTriangles; + + audioProcessor = new AudioProcessor(ref audioSource, ref audioProfile); + + MeshUtil.DeepCopyMesh(in sampleMesh, out modifiedSampleMesh); + audioVFX.SetMesh(VFXPropertyId.mesh_sampleMesh, modifiedSampleMesh); + audioVFX.SetInt(VFXPropertyId.int_triangleCount, totalTriangles); + modifiedSampleMesh.MarkDynamic(); + meshFilter.mesh = modifiedSampleMesh; + + // transferring mesh data to native arrays to be processed parallely + Mesh.MeshDataArray sampleMeshData = Mesh.AcquireReadOnlyMeshData(sampleMesh); + MeshUtil.NativeGetNormals(sampleMeshData[0], out normals, Allocator.Persistent); + normals.AsReadOnly(); + + MeshUtil.NativeGetIndices(sampleMeshData[0], out triangles, Allocator.Persistent); + triangles.AsReadOnly(); + + MeshUtil.NativeGetVertices(sampleMeshData[0], out vertices, Allocator.Persistent); + + // audio processing attributes + samples = new NativeArray(audioProfile.sampleSize, Allocator.Persistent); + bandDistribution = new NativeArray(audioProfile.bandSize+1, Allocator.Persistent); + bandDistribution.CopyFrom(audioProcessor.bandDistribution); + bandDistribution.AsReadOnly(); + + prevBands = new NativeArray(totalTriangles, Allocator.Persistent); + prevBands.CopyFrom(prevBands); + + bandVelocities = new NativeArray(totalTriangles, Allocator.Persistent); + bandVelocities.CopyFrom(bandVelocities); + + sampleMeshData.Dispose(); + + // if randomized is turned on + int[] seqArray = MathUtil.GenerateSeqArray(totalTriangles); + MathUtil.ShuffleArray(ref seqArray); + + // triangle indices + NativeArray trianglesCopy = new NativeArray(triangles, Allocator.Temp); + + for (int s=0; s < seqArray.Length; s++) + { + triangles[s*3] = trianglesCopy[seqArray[s]*3]; + triangles[s*3 + 1] = trianglesCopy[seqArray[s]*3 + 1]; + triangles[s*3 + 2] = trianglesCopy[seqArray[s]*3 + 2]; + } + + trianglesCopy.Dispose(); + } + + private void UpdateAudioVisualizer() + { + audioProcessor.SampleSpectrum(); + + // copy audio samples to native array samples + samples.CopyFrom(audioProcessor.samples); + + AudioMeshVisualizer audioMeshVisualizer = new AudioMeshVisualizer + { + normals = normals, + triangles = triangles, + samples = samples, + bandDistribution = bandDistribution, + power = audioProfile.power, + scale = audioProfile.scale, + bandAverage = audioProcessor.bandAverage, + vertices = vertices, + prevBands = prevBands, + bandVelocities = bandVelocities, + velocityMultiplier = velocityMultiplier, + deltaTime = Time.deltaTime + }; + + JobHandle jobHandle = audioMeshVisualizer.Schedule(totalTriangles, batchSize); + jobHandle.Complete(); + + modifiedSampleMesh.SetVertices(vertices); + } + + void OnDisable() + { + normals.Dispose(); + triangles.Dispose(); + samples.Dispose(); + bandDistribution.Dispose(); + vertices.Dispose(); + prevBands.Dispose(); + bandVelocities.Dispose(); + } + } +} + +[BurstCompile( + CompileSynchronously = true, + FloatPrecision = FloatPrecision.Medium, + FloatMode = FloatMode.Fast +)] +public struct AudioMeshVisualizer : IJobParallelFor +{ + [ReadOnly] public NativeArray normals; + [ReadOnly] public NativeArray triangles; + + [ReadOnly] public NativeArray samples; + [ReadOnly] public NativeArray bandDistribution; + public float power; + public float scale; + public int bandAverage; + + [NativeDisableContainerSafetyRestriction] + public NativeArray vertices; + + public NativeArray prevBands; + public NativeArray bandVelocities; + public float velocityMultiplier; + public float deltaTime; + + public void Execute(int index) + { + int t0 = triangles[index*3]; + int t1 = triangles[index*3 + 1]; + int t2 = triangles[index*3 + 2]; + + float3 normal = normals[t0]; + + float band = CreateBand(bandDistribution[index], bandDistribution[index+1]); + band = math.pow(math.sqrt(band), power) * scale; + + bandVelocities[index] += band - prevBands[index]; + float magnitude = bandVelocities[index] * deltaTime; + float3 displacement = normal * magnitude; + + vertices[t0] += displacement; + vertices[t1] += displacement; + vertices[t2] += displacement; + + bandVelocities[index] *= velocityMultiplier; + prevBands[index] += magnitude; + } + + private float CreateBand(int start, int end) + { + float totalFreq = 0.0f; + for (int b=start; b < end; b++) totalFreq += samples[b]/bandAverage; + return totalFreq; + } +} \ No newline at end of file diff --git a/VX.Audio/AudioVisualizer.cs.meta b/VX.Audio/AudioVisualizer.cs.meta new file mode 100644 index 0000000..daa3b82 --- /dev/null +++ b/VX.Audio/AudioVisualizer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c58fb3443d4922c458379123f78288f1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VX.Audio/Shaders.meta b/VX.Audio/Shaders.meta new file mode 100644 index 0000000..584b3f8 --- /dev/null +++ b/VX.Audio/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c8d16cc998d471848a673284277321ff +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VX.Audio/Shaders/WireFrame.shader b/VX.Audio/Shaders/WireFrame.shader new file mode 100644 index 0000000..d730957 --- /dev/null +++ b/VX.Audio/Shaders/WireFrame.shader @@ -0,0 +1,570 @@ +Shader "Custom/Wireframe" +{ + Properties + { + // Specular vs Metallic workflow + [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 + + [MainTexture] _BaseMap("Albedo", 2D) = "white" {} + [MainColor] _BaseColor("Color", Color) = (1,1,1,1) + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + _SpecColor("Specular", Color) = (0.2, 0.2, 0.2) + _SpecGlossMap("Specular", 2D) = "white" {} + + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _BumpScale("Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + + _Parallax("Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + [HDR] _EmissionColor("Wireframe", Color) = (0,0,0) + _EmissionMap("Emission", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {} + _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {} + + _WireThickness("Wire Thickness", Range(0, 800)) = 300 + [HDR] _WireColor("Wire Color", Color) = (0.0, 3.0, 3.0, 1.0) + + // 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 + + _ReceiveShadows("Receive Shadows", Float) = 1.0 + // Editmode props + [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 + } + + SubShader + { + // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings + // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this + // material work with both Universal Render Pipeline and Builtin Unity Pipeline + Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="4.5"} + LOD 100 + + // ------------------------------------------------------------------ + // Forward pass. Shades all light in a single pass. GI + emission + Fog + Pass + { + // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with + // no LightMode tag are also rendered by Universal Render Pipeline + Name "ForwardLit" + Tags{"LightMode" = "UniversalForward"} + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + #pragma require geometry + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + + // ------------------------------------- + // Universal Pipeline keywords + #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 _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fog + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #pragma vertex LitPassVertex + #pragma geometry LitPassGeometry + #pragma fragment LitPassFragment + + #include "./WireframeInput.hlsl" + #include "./WireframeFowardPass.hlsl" + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags{"LightMode" = "ShadowCaster"} + + ZWrite On + ZTest LEqual + ColorMask 0 + Cull[_Cull] + + HLSLPROGRAM + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + // ------------------------------------- + // Universal Pipeline keywords + + // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + #pragma vertex ShadowPassVertex + #pragma fragment ShadowPassFragment + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" + ENDHLSL + } + + Pass + { + // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with + // no LightMode tag are also rendered by Universal Render Pipeline + Name "GBuffer" + Tags{"LightMode" = "UniversalGBuffer"} + + ZWrite[_ZWrite] + ZTest LEqual + Cull[_Cull] + + HLSLPROGRAM + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + + // ------------------------------------- + // Universal Pipeline keywords + #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 _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #pragma vertex LitGBufferPassVertex + #pragma fragment LitGBufferPassFragment + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl" + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags{"LightMode" = "DepthOnly"} + + ZWrite On + ColorMask 0 + Cull[_Cull] + + HLSLPROGRAM + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + + #pragma vertex DepthOnlyVertex + #pragma fragment DepthOnlyFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" + ENDHLSL + } + + // This pass is used when drawing to a _CameraNormalsTexture texture + Pass + { + Name "DepthNormals" + Tags{"LightMode" = "DepthNormals"} + + ZWrite On + Cull[_Cull] + + HLSLPROGRAM + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + + #pragma vertex DepthNormalsVertex + #pragma fragment DepthNormalsFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl" + ENDHLSL + } + + // This pass it not used during regular rendering, only for lightmap baking. + Pass + { + Name "Meta" + Tags{"LightMode" = "Meta"} + + Cull Off + + HLSLPROGRAM + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + + #pragma vertex UniversalVertexMeta + #pragma fragment UniversalFragmentMeta + + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + + #pragma shader_feature_local_fragment _SPECGLOSSMAP + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" + + ENDHLSL + } + Pass + { + Name "Universal2D" + Tags{ "LightMode" = "Universal2D" } + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" + ENDHLSL + } + } + + SubShader + { + // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings + // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this + // material work with both Universal Render Pipeline and Builtin Unity Pipeline + Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="2.0"} + LOD 300 + + // ------------------------------------------------------------------ + // Forward pass. Shades all light in a single pass. GI + emission + Fog + Pass + { + // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with + // no LightMode tag are also rendered by Universal Render Pipeline + Name "ForwardLit" + Tags{"LightMode" = "UniversalForward"} + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + #pragma only_renderers gles gles3 glcore d3d11 + #pragma target 2.0 + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + + // ------------------------------------- + // Universal Pipeline keywords + #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 _ _SHADOWS_SOFT + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fog + + #pragma vertex LitPassVertex + #pragma fragment LitPassFragment + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl" + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags{"LightMode" = "ShadowCaster"} + + ZWrite On + ZTest LEqual + ColorMask 0 + Cull[_Cull] + + HLSLPROGRAM + #pragma only_renderers gles gles3 glcore d3d11 + #pragma target 2.0 + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + // ------------------------------------- + // Universal Pipeline keywords + + // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + #pragma vertex ShadowPassVertex + #pragma fragment ShadowPassFragment + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags{"LightMode" = "DepthOnly"} + + ZWrite On + ColorMask 0 + Cull[_Cull] + + HLSLPROGRAM + #pragma only_renderers gles gles3 glcore d3d11 + #pragma target 2.0 + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + #pragma vertex DepthOnlyVertex + #pragma fragment DepthOnlyFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" + ENDHLSL + } + + // This pass is used when drawing to a _CameraNormalsTexture texture + Pass + { + Name "DepthNormals" + Tags{"LightMode" = "DepthNormals"} + + ZWrite On + Cull[_Cull] + + HLSLPROGRAM + #pragma only_renderers gles gles3 glcore d3d11 + #pragma target 2.0 + + #pragma vertex DepthNormalsVertex + #pragma fragment DepthNormalsFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl" + ENDHLSL + } + + // This pass it not used during regular rendering, only for lightmap baking. + Pass + { + Name "Meta" + Tags{"LightMode" = "Meta"} + + Cull Off + + HLSLPROGRAM + #pragma only_renderers gles gles3 glcore d3d11 + #pragma target 2.0 + + #pragma vertex UniversalVertexMeta + #pragma fragment UniversalFragmentMeta + + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + + #pragma shader_feature_local_fragment _SPECGLOSSMAP + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" + + ENDHLSL + } + Pass + { + Name "Universal2D" + Tags{ "LightMode" = "Universal2D" } + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + #pragma only_renderers gles gles3 glcore d3d11 + #pragma target 2.0 + + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON + + #include "./WireframeInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" + ENDHLSL + } + } + + FallBack "Hidden/Universal Render Pipeline/FallbackError" + CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader" +} diff --git a/VX.Audio/Shaders/WireFrame.shader.meta b/VX.Audio/Shaders/WireFrame.shader.meta new file mode 100644 index 0000000..403bf78 --- /dev/null +++ b/VX.Audio/Shaders/WireFrame.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 232c95391ae79b947b22ce3c216bae9d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/VX.Audio/Shaders/WireframeFowardPass.hlsl b/VX.Audio/Shaders/WireframeFowardPass.hlsl new file mode 100644 index 0000000..3ca017f --- /dev/null +++ b/VX.Audio/Shaders/WireframeFowardPass.hlsl @@ -0,0 +1,219 @@ +#ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED +#define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + +// GLES2 has limited amount of interpolators +#if defined(_PARALLAXMAP) && !defined(SHADER_API_GLES) +#define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR +#endif + +#if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL) +#define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR +#endif + +// keep this file in sync with LitGBufferPass.hlsl + +struct Attributes +{ + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 texcoord : TEXCOORD0; + float2 lightmapUV : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct Varyings +{ + float2 uv : TEXCOORD0; + DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); + +#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) + float3 positionWS : TEXCOORD2; +#endif + + float3 normalWS : TEXCOORD3; + #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) + float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign + #endif + float3 viewDirWS : TEXCOORD5; + + half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD7; + #endif + + #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) + float3 viewDirTS : TEXCOORD8; + float4 dist : TEXCOORD9; + #else + float4 dist : TEXCOORD8; + #endif + + float4 positionCS : SV_POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO +}; + +void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) +{ + inputData = (InputData)0; + +#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) + inputData.positionWS = input.positionWS; +#endif + + half3 viewDirWS = SafeNormalize(input.viewDirWS); +#if defined(_NORMALMAP) || defined(_DETAIL) + float sgn = input.tangentWS.w; // should be either +1 or -1 + float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); + inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); +#else + inputData.normalWS = input.normalWS; +#endif + + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + inputData.viewDirectionWS = viewDirWS; + +#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = input.shadowCoord; +#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); +#else + inputData.shadowCoord = float4(0, 0, 0, 0); +#endif + + inputData.fogCoord = input.fogFactorAndVertexLight.x; + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); +} + +////////////////////////////////////////////////////////////////////////////////////////// +// Vertex, Geometry, and Fragment functions // +////////////////////////////////////////////////////////////////////////////////////////// + +// Used in Standard (Physically Based) shader +Varyings LitPassVertex(Attributes input) +{ + Varyings output = (Varyings)0; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); + + // normalWS and tangentWS already normalize. + // this is required to avoid skewing the direction during interpolation + // also required for per-vertex lighting and SH evaluation + VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); + + half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS); + half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); + half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); + + output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); + + // already normalized from normal transform to WS. + output.normalWS = normalInput.normalWS; + output.viewDirWS = viewDirWS; +#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) + real sign = input.tangentOS.w * GetOddNegativeScale(); + half4 tangentWS = half4(normalInput.tangentWS.xyz, sign); +#endif +#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) + output.tangentWS = tangentWS; +#endif + +#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) + half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS); + output.viewDirTS = viewDirTS; +#endif + + OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); + OUTPUT_SH(output.normalWS.xyz, output.vertexSH); + + output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + +#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) + output.positionWS = vertexInput.positionWS; +#endif + +#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + output.shadowCoord = GetShadowCoord(vertexInput); +#endif + + output.positionCS = vertexInput.positionCS; + + return output; +} + +[maxvertexcount(3)] +void LitPassGeometry(triangle Varyings input[3], inout TriangleStream stream) +{ + float2 p0 = input[0].positionCS.xy / input[0].positionCS.w; + float2 p1 = input[1].positionCS.xy / input[1].positionCS.w; + float2 p2 = input[2].positionCS.xy / input[2].positionCS.w; + + float2 edge0 = p2 - p1; + float2 edge1 = p2 - p0; + float2 edge2 = p1 - p0; + + float area = abs(edge1.x * edge2.y - edge1.y * edge2.x); + float wireThickness = 800 - _WireThickness; + + Varyings output; + output = input[0]; + output.dist.xyz = float3( (area / length(edge0)), 0.0, 0.0) * output.positionCS.w * wireThickness; + output.dist.w = 1.0 / output.positionCS.w; + stream.Append(output); + + output = input[1]; + output.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * output.positionCS.w * wireThickness; + output.dist.w = 1.0 / output.positionCS.w; + stream.Append(output); + + output = input[2]; + output.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * output.positionCS.w * wireThickness; + output.dist.w = 1.0 / output.positionCS.w; + stream.Append(output); +} + +// Used in Standard (Physically Based) shader +half4 LitPassFragment(Varyings input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + +#if defined(_PARALLAXMAP) +#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) + half3 viewDirTS = input.viewDirTS; +#else + half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS); +#endif + ApplyPerPixelDisplacement(viewDirTS, input.uv); +#endif + + SurfaceData surfaceData; + InitializeStandardLitSurfaceData(input.uv, surfaceData); + + InputData inputData; + InitializeInputData(input, surfaceData.normalTS, inputData); + + half4 col = UniversalFragmentPBR(inputData, surfaceData); + + col.rgb = MixFog(col.rgb, inputData.fogCoord); + col.a = OutputAlpha(col.a, _Surface); + + float minDistanceToEdge = min(input.dist.x, min(input.dist.y, input.dist.z)) * input.dist.w; + col = lerp(_WireColor, col, step(0.5, minDistanceToEdge)); + // col.a *= _WireColor.a * step(0.9, minDistanceToEdge); + + return col; +} + +#endif \ No newline at end of file diff --git a/VX.Audio/Shaders/WireframeFowardPass.hlsl.meta b/VX.Audio/Shaders/WireframeFowardPass.hlsl.meta new file mode 100644 index 0000000..3fc5ebe --- /dev/null +++ b/VX.Audio/Shaders/WireframeFowardPass.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2f034a02824ea86478664343cb6b831b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/VX.Audio/Shaders/WireframeInput.hlsl b/VX.Audio/Shaders/WireframeInput.hlsl new file mode 100644 index 0000000..77b2fe0 --- /dev/null +++ b/VX.Audio/Shaders/WireframeInput.hlsl @@ -0,0 +1,246 @@ +#ifndef UNIVERSAL_LIT_INPUT_INCLUDED +#define UNIVERSAL_LIT_INPUT_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ParallaxMapping.hlsl" + +#if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) +#define _DETAIL +#endif + +// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. +CBUFFER_START(UnityPerMaterial) +float4 _BaseMap_ST; +float4 _DetailAlbedoMap_ST; +half4 _BaseColor; +half4 _SpecColor; +half4 _EmissionColor; +half _Cutoff; +half _Smoothness; +half _Metallic; +half _BumpScale; +half _Parallax; +half _OcclusionStrength; +half _ClearCoatMask; +half _ClearCoatSmoothness; +half _DetailAlbedoMapScale; +half _DetailNormalMapScale; +half _Surface; +half _WireThickness; +half4 _WireColor; +CBUFFER_END + +// NOTE: Do not ifdef the properties for dots instancing, but ifdef the actual usage. +// Otherwise you might break CPU-side as property constant-buffer offsets change per variant. +// NOTE: Dots instancing is orthogonal to the constant buffer above. +#ifdef UNITY_DOTS_INSTANCING_ENABLED +UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata) + UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor) + UNITY_DOTS_INSTANCED_PROP(float4, _SpecColor) + UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor) + UNITY_DOTS_INSTANCED_PROP(float , _Cutoff) + UNITY_DOTS_INSTANCED_PROP(float , _Smoothness) + UNITY_DOTS_INSTANCED_PROP(float , _Metallic) + UNITY_DOTS_INSTANCED_PROP(float , _BumpScale) + UNITY_DOTS_INSTANCED_PROP(float , _Parallax) + UNITY_DOTS_INSTANCED_PROP(float , _OcclusionStrength) + UNITY_DOTS_INSTANCED_PROP(float , _ClearCoatMask) + UNITY_DOTS_INSTANCED_PROP(float , _ClearCoatSmoothness) + UNITY_DOTS_INSTANCED_PROP(float , _DetailAlbedoMapScale) + UNITY_DOTS_INSTANCED_PROP(float , _DetailNormalMapScale) + UNITY_DOTS_INSTANCED_PROP(float , _Surface) +UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) + +#define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__BaseColor) +#define _SpecColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__SpecColor) +#define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__EmissionColor) +#define _Cutoff UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Cutoff) +#define _Smoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Smoothness) +#define _Metallic UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Metallic) +#define _BumpScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__BumpScale) +#define _Parallax UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Parallax) +#define _OcclusionStrength UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__OcclusionStrength) +#define _ClearCoatMask UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__ClearCoatMask) +#define _ClearCoatSmoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__ClearCoatSmoothness) +#define _DetailAlbedoMapScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__DetailAlbedoMapScale) +#define _DetailNormalMapScale UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__DetailNormalMapScale) +#define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Surface) +#endif + +TEXTURE2D(_ParallaxMap); SAMPLER(sampler_ParallaxMap); +TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); +TEXTURE2D(_DetailMask); SAMPLER(sampler_DetailMask); +TEXTURE2D(_DetailAlbedoMap); SAMPLER(sampler_DetailAlbedoMap); +TEXTURE2D(_DetailNormalMap); SAMPLER(sampler_DetailNormalMap); +TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); +TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); +TEXTURE2D(_ClearCoatMap); SAMPLER(sampler_ClearCoatMap); + +#ifdef _SPECULAR_SETUP + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv) +#else + #define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv) +#endif + +half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha) +{ + half4 specGloss; + +#ifdef _METALLICSPECGLOSSMAP + specGloss = SAMPLE_METALLICSPECULAR(uv); + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a *= _Smoothness; + #endif +#else // _METALLICSPECGLOSSMAP + #if _SPECULAR_SETUP + specGloss.rgb = _SpecColor.rgb; + #else + specGloss.rgb = _Metallic.rrr; + #endif + + #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + specGloss.a = albedoAlpha * _Smoothness; + #else + specGloss.a = _Smoothness; + #endif +#endif + + return specGloss; +} + +half SampleOcclusion(float2 uv) +{ +#ifdef _OCCLUSIONMAP +// TODO: Controls things like these by exposing SHADER_QUALITY levels (low, medium, high) +#if defined(SHADER_API_GLES) + return SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; +#else + half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, uv).g; + return LerpWhiteTo(occ, _OcclusionStrength); +#endif +#else + return 1.0; +#endif +} + + +// Returns clear coat parameters +// .x/.r == mask +// .y/.g == smoothness +half2 SampleClearCoat(float2 uv) +{ +#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoatMaskSmoothness = half2(_ClearCoatMask, _ClearCoatSmoothness); + +#if defined(_CLEARCOATMAP) + clearCoatMaskSmoothness *= SAMPLE_TEXTURE2D(_ClearCoatMap, sampler_ClearCoatMap, uv).rg; +#endif + + return clearCoatMaskSmoothness; +#else + return half2(0.0, 1.0); +#endif // _CLEARCOAT +} + +void ApplyPerPixelDisplacement(half3 viewDirTS, inout float2 uv) +{ +#if defined(_PARALLAXMAP) + uv += ParallaxMapping(TEXTURE2D_ARGS(_ParallaxMap, sampler_ParallaxMap), viewDirTS, _Parallax, uv); +#endif +} + +// Used for scaling detail albedo. Main features: +// - Depending if detailAlbedo brightens or darkens, scale magnifies effect. +// - No effect is applied if detailAlbedo is 0.5. +half3 ScaleDetailAlbedo(half3 detailAlbedo, half scale) +{ + // detailAlbedo = detailAlbedo * 2.0h - 1.0h; + // detailAlbedo *= _DetailAlbedoMapScale; + // detailAlbedo = detailAlbedo * 0.5h + 0.5h; + // return detailAlbedo * 2.0f; + + // A bit more optimized + return 2.0h * detailAlbedo * scale - scale + 1.0h; +} + +half3 ApplyDetailAlbedo(float2 detailUv, half3 albedo, half detailMask) +{ +#if defined(_DETAIL) + half3 detailAlbedo = SAMPLE_TEXTURE2D(_DetailAlbedoMap, sampler_DetailAlbedoMap, detailUv).rgb; + + // In order to have same performance as builtin, we do scaling only if scale is not 1.0 (Scaled version has 6 additional instructions) +#if defined(_DETAIL_SCALED) + detailAlbedo = ScaleDetailAlbedo(detailAlbedo, _DetailAlbedoMapScale); +#else + detailAlbedo = 2.0h * detailAlbedo; +#endif + + return albedo * LerpWhiteTo(detailAlbedo, detailMask); +#else + return albedo; +#endif +} + +half3 ApplyDetailNormal(float2 detailUv, half3 normalTS, half detailMask) +{ +#if defined(_DETAIL) +#if BUMP_SCALE_NOT_SUPPORTED + half3 detailNormalTS = UnpackNormal(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv)); +#else + half3 detailNormalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_DetailNormalMap, sampler_DetailNormalMap, detailUv), _DetailNormalMapScale); +#endif + + // With UNITY_NO_DXT5nm unpacked vector is not normalized for BlendNormalRNM + // For visual consistancy we going to do in all cases + detailNormalTS = normalize(detailNormalTS); + + return lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); // todo: detailMask should lerp the angle of the quaternion rotation, not the normals +#else + return normalTS; +#endif +} + +inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) +{ + half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff); + + half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); + outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb; + +#if _SPECULAR_SETUP + outSurfaceData.metallic = 1.0h; + outSurfaceData.specular = specGloss.rgb; +#else + outSurfaceData.metallic = specGloss.r; + outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h); +#endif + + outSurfaceData.smoothness = specGloss.a; + outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); + outSurfaceData.occlusion = SampleOcclusion(uv); + outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); + +#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) + half2 clearCoat = SampleClearCoat(uv); + outSurfaceData.clearCoatMask = clearCoat.r; + outSurfaceData.clearCoatSmoothness = clearCoat.g; +#else + outSurfaceData.clearCoatMask = 0.0h; + 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