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