ToriaAssets/Sources/Shaders/NM_Lit_Full_Triplanar_CoverRoof.shader

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2026-05-19 12:20:15 +02:00
Shader "Custom/URP/RoofSlopeProjection_Shadowed_URP2021"
{
Properties
{
_BaseMap ("Texture", 2D) = "white" {}
_TileScale ("Density", Float) = 1
_ShadowMin ("Shadow Min", Range(0,1)) = 0.35
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"Queue"="Geometry"
}
// =========================================================
// ForwardOnly (works even when the URP Renderer is Deferred)
// Receives Main Light shadows (including screen-space in Deferred)
// =========================================================
Pass
{
Name "UniversalForwardOnly"
Tags { "LightMode"="UniversalForwardOnly" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
// IMPORTANT for Deferred: include screen-space main light shadows
#pragma multi_compile_fragment _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
float _TileScale;
float _ShadowMin;
CBUFFER_END
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float4 shadowCoord : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert (Attributes v)
{
Varyings o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
VertexPositionInputs posInputs = GetVertexPositionInputs(v.positionOS.xyz);
o.positionHCS = posInputs.positionCS;
o.positionWS = posInputs.positionWS;
o.normalWS = normalize(TransformObjectToWorldNormal(v.normalOS));
// Works for both shadowmap and screen-space shadows
o.shadowCoord = GetShadowCoord(posInputs);
return o;
}
half4 frag (Varyings i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
float3 n = normalize(i.normalWS);
// Roof slope projection (your logic)
float3 worldDown = float3(0, -1, 0);
float3 slopeDir = normalize(worldDown - n * dot(worldDown, n));
float3 sideDir = normalize(cross(slopeDir, n));
float2 uv;
uv.x = dot(i.positionWS, sideDir);
uv.y = -dot(i.positionWS, slopeDir);
uv *= _TileScale;
half3 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv).rgb;
// Reliable main-light shadow attenuation (forward + deferred screen-space)
float shadowAtten = MainLightRealtimeShadow(i.shadowCoord);
// Prevent pitch-black shadows
shadowAtten = lerp(_ShadowMin, 1.0, shadowAtten);
albedo *= shadowAtten;
return half4(albedo, 1.0);
}
ENDHLSL
}
// =========================================================
// DepthNormalsOnly (for SSAO / effects needing normals in Deferred)
// =========================================================
Pass
{
Name "DepthNormalsOnly"
Tags { "LightMode"="DepthNormalsOnly" }
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma vertex vertDN
#pragma fragment fragDN
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vertDN (Attributes v)
{
Varyings o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
VertexPositionInputs pos = GetVertexPositionInputs(v.positionOS.xyz);
o.positionHCS = pos.positionCS;
o.normalWS = normalize(TransformObjectToWorldNormal(v.normalOS));
return o;
}
half4 fragDN (Varyings i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
return half4(PackNormalOctRectEncode(normalize(i.normalWS)).rg, 0, 0);
}
ENDHLSL
}
// =========================================================
// ShadowCaster (casts shadows)
// =========================================================
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#pragma vertex vertShadow
#pragma fragment fragShadow
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float4 shadowCoords : TEXCOORD3;
};
Varyings vertShadow (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
// Get the VertexPositionInputs for the vertex position
VertexPositionInputs positions = GetVertexPositionInputs(IN.positionOS.xyz);
// Convert the vertex position to a position on the shadow map
float4 shadowCoordinates = GetShadowCoord(positions);
// Pass the shadow coordinates to the fragment shader
OUT.shadowCoords = shadowCoordinates;
return OUT;
}
half4 fragShadow (Varyings IN) : SV_Target
{
// Get the value from the shadow map at the shadow coordinates
half shadowAmount = MainLightRealtimeShadow(IN.shadowCoords);
// Set the fragment color to the shadow value
return shadowAmount;
}
ENDHLSL
}
}
FallBack Off
}