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- Shader "FXV/FXVVolumeFogLitURP"
- {
- Properties
- {
- [HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
- [HideInInspector]_QueueControl("_QueueControl", Float) = -1
- [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
- [HideInInspector] _FogType("__fogtype", Float) = 0.0
- [HideInInspector] _FogFalloffType("__fogfallofftype", Float) = 0.0
- [HideInInspector] _FogFalloff("__fogfalloff", Float) = 1.0
- [HideInInspector] _FogMeshType("__fogmeshtype", Float) = 0.0
- [HideInInspector] _FogClipping("__fogclipping", Float) = 0.0
- [HideInInspector][Toggle] _InAirEnabled("__inairenabled", Int) = 0
- [HideInInspector] _BlendMode("__mode", Float) = 0.0
- [HideInInspector] _SrcBlend("__src", Float) = 1.0
- [HideInInspector] _DstBlend("__dst", Float) = 0.0
- [HideInInspector] _ZWrite("__zw", Float) = 1.0
- [HideInInspector][Toggle] _AxisFadeEnabled("__axisfade", Float) = 0.0
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline"="UniversalPipeline"
- "RenderType"="Transparent"
- "UniversalMaterialType" = "Lit"
- "Queue"="Transparent"
- "ShaderGraphShader"="true"
- "ShaderGraphTargetId"="UniversalLitSubTarget"
- }
- Pass
- {
- Name "Universal Forward"
- Tags
- {
- "LightMode" = "UniversalForward"
- }
-
- // Render State
- Cull Back
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZTest LEqual
- ZWrite Off
-
- // Debug
- // <None>
-
- // --------------------------------------------------
- // Pass
-
- HLSLPROGRAM
- #define FXV_VOLUMEFOG_URP
- #if defined(FXV_VOLUMEFOG_URP)
- // Pragmas
- #pragma target 3.5
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #pragma instancing_options renderinglayer
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #pragma vertex vert
- #pragma fragment frag
-
- // DotsInstancingOptions: <None>
- // HybridV1InjectedBuiltinProperties: <None>
-
- // Keywords
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #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 _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _LIGHT_LAYERS
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile _ _CLUSTERED_RENDERING
- #pragma multi_compile _ _FORWARD_PLUS
- #pragma shader_feature_local FXV_FOGTYPE_VIEWALIGNED FXV_FOGTYPE_SPHERICALPOS FXV_FOGTYPE_SPHERICALDIST FXV_FOGTYPE_BOXPOS FXV_FOGTYPE_BOXDIST FXV_FOGTYPE_BOXEXPERIMENTAL FXV_FOGTYPE_HEIGHT FXV_FOGTYPE_HEIGHTXBOX FXV_FOGTYPE_INVERTEDSPHERICAL FXV_FOGTYPE_INVERTEDSPHERICALXHEIGHT FXV_FOGTYPE_HEIGHTXVIEW FXV_FOGTYPE_BOXXVIEW
- #pragma shader_feature_local FXV_IN_AIR_FOG __
- #pragma shader_feature_local FXV_LINEAR_FALLOFF FXV_SMOOTHED_FALLOFF FXV_EXP_FALLOFF FXV_EXP2_FALLOFF
- #pragma shader_feature_local FXV_FOG_CUSTOM_MESH __
- #pragma shader_feature_local FXV_FOG_CLIP_SKYBOX FXV_FOG_CLIP_BOUNDS __
- // GraphKeywords: <None>
-
- // Defines
-
- #define _NORMALMAP 1
- #define _NORMAL_DROPOFF_TS 1
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define ATTRIBUTES_NEED_TEXCOORD1
- #define ATTRIBUTES_NEED_TEXCOORD2
- #define VARYINGS_NEED_POSITION_WS
- #define VARYINGS_NEED_NORMAL_WS
- #define VARYINGS_NEED_TANGENT_WS
- #define VARYINGS_NEED_VIEWDIRECTION_WS
- #define VARYINGS_NEED_DEPTH
- #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- //#define VARYINGS_NEED_SHADOW_COORD
- #define VARYINGS_NEED_SCREENPOSITION
- #define FEATURES_GRAPH_VERTEX
- /* WARNING: $splice Could not find named fragment 'PassInstancing' */
- #define SHADERPASS SHADERPASS_FORWARD
- #define _FOG_FRAGMENT 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _RECEIVE_SHADOWS_OFF 1
- /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
-
-
- // custom interpolator pre-include
- /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
-
- // Includes
- #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/Shadows.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/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #define FXV_VOLUMEFOG_URP
- #include "../../Shaders/FXVVolumeFog.cginc"
- // --------------------------------------------------
- // Structs and Packing
-
- // custom interpolators pre packing
- /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
-
- struct Attributes
- {
- FXV_VOLUMETRIC_FOG_APPDATA
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 uv1 : TEXCOORD1;
- //float4 uv2 : TEXCOORD2;
- #if UNITY_ANY_INSTANCING_ENABLED
- // uint instanceID : INSTANCEID_SEMANTIC;
- #endif
- };
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- float3 positionWS;
- float3 normalWS;
- float4 tangentWS;
- float3 viewDirectionWS;
- float4 screenPosition;
- #if defined(VARYINGS_NEED_DEPTH)
- float depth;
- #endif
- #if defined(LIGHTMAP_ON)
- float2 staticLightmapUV;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV;
- #endif
- #if !defined(LIGHTMAP_ON)
- float3 sh;
- #endif
- float4 fogFactorAndVertexLight;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord;
- #endif
- #if UNITY_ANY_INSTANCING_ENABLED
- uint instanceID : CUSTOM_INSTANCE_ID;
- #endif
- #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
- uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
- #endif
- #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
- uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
- #endif
- #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
- FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
- #endif
- };
- struct SurfaceDescriptionInputs
- {
- float3 TangentSpaceNormal;
- };
- struct VertexDescriptionInputs
- {
- float3 ObjectSpaceNormal;
- float3 ObjectSpaceTangent;
- float3 ObjectSpacePosition;
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- #if defined(LIGHTMAP_ON)
- float2 staticLightmapUV : INTERP0;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : INTERP1;
- #endif
- #if !defined(LIGHTMAP_ON)
- float3 sh : INTERP2;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : INTERP3;
- #endif
- float4 tangentWS : INTERP4;
- float4 fogFactorAndVertexLight : INTERP5;
- float3 positionWS : INTERP6;
- float3 normalWS : INTERP7;
- float3 viewDirectionWS : INTERP8;
- float4 screenPosition: INTERP9;
- #if defined(VARYINGS_NEED_DEPTH)
- float depth : INTERP10;
- #endif
- #if UNITY_ANY_INSTANCING_ENABLED
- uint instanceID : CUSTOM_INSTANCE_ID;
- #endif
- #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
- uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
- #endif
- #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
- uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
- #endif
- #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
- FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
- #endif
- };
-
- PackedVaryings PackVaryings (Varyings input)
- {
- PackedVaryings output;
- ZERO_INITIALIZE(PackedVaryings, output);
- output.positionCS = input.positionCS;
- #if defined(LIGHTMAP_ON)
- output.staticLightmapUV = input.staticLightmapUV;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- output.dynamicLightmapUV = input.dynamicLightmapUV;
- #endif
- #if !defined(LIGHTMAP_ON)
- output.sh = input.sh;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = input.shadowCoord;
- #endif
- output.tangentWS.xyzw = input.tangentWS;
- output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
- output.positionWS.xyz = input.positionWS;
- output.normalWS.xyz = input.normalWS;
- output.viewDirectionWS.xyz = input.viewDirectionWS;
- output.screenPosition = input.screenPosition;
- #if defined(VARYINGS_NEED_DEPTH)
- output.depth = input.depth;
- #endif
- #if UNITY_ANY_INSTANCING_ENABLED
- output.instanceID = input.instanceID;
- #endif
- #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
- output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
- #endif
- #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
- output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
- #endif
- #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
- output.cullFace = input.cullFace;
- #endif
- return output;
- }
-
- Varyings UnpackVaryings (PackedVaryings input)
- {
- Varyings output;
- output.positionCS = input.positionCS;
- #if defined(LIGHTMAP_ON)
- output.staticLightmapUV = input.staticLightmapUV;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- output.dynamicLightmapUV = input.dynamicLightmapUV;
- #endif
- #if !defined(LIGHTMAP_ON)
- output.sh = input.sh;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = input.shadowCoord;
- #endif
- output.tangentWS = input.tangentWS.xyzw;
- output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
- output.positionWS = input.positionWS.xyz;
- output.normalWS = input.normalWS.xyz;
- output.viewDirectionWS = input.viewDirectionWS.xyz;
- output.screenPosition = input.screenPosition;
- #if defined(VARYINGS_NEED_DEPTH)
- output.depth = input.depth;
- #endif
- #if UNITY_ANY_INSTANCING_ENABLED
- output.instanceID = input.instanceID;
- #endif
- #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
- output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
- #endif
- #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
- output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
- #endif
- #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
- output.cullFace = input.cullFace;
- #endif
- return output;
- }
-
-
- // --------------------------------------------------
- // Graph
-
- // Graph Properties
- CBUFFER_START(UnityPerMaterial)
- CBUFFER_END
-
- // Object and Global properties
-
- // Graph Includes
- // GraphIncludes: <None>
-
- // -- Property used by ScenePickingPass
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- // -- Properties used by SceneSelectionPass
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- // Graph Functions
- // GraphFunctions: <None>
-
- // Custom interpolators pre vertex
- /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
-
- // Graph Vertex
- struct VertexDescription
- {
- float3 Position;
- float3 Normal;
- float3 Tangent;
- };
-
- VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
- {
- VertexDescription description = (VertexDescription)0;
- description.Position = IN.ObjectSpacePosition;
- description.Normal = IN.ObjectSpaceNormal;
- description.Tangent = IN.ObjectSpaceTangent;
- return description;
- }
-
- // Custom interpolators, pre surface
- #ifdef FEATURES_GRAPH_VERTEX
- Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
- {
- return output;
- }
- #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
- #endif
-
- // Graph Pixel
- struct SurfaceDescription
- {
- float3 BaseColor;
- float3 NormalTS;
- float3 Emission;
- float Metallic;
- float Smoothness;
- float Occlusion;
- float Alpha;
- };
-
- SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
- {
- SurfaceDescription surface = (SurfaceDescription)0;
- surface.BaseColor = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5));
- surface.NormalTS = IN.TangentSpaceNormal;
- surface.Emission = float3(0, 0, 0);
- surface.Metallic = 0;
- surface.Smoothness = 0.5;
- surface.Occlusion = 1;
- surface.Alpha = 1;
- return surface;
- }
-
- // --------------------------------------------------
- // Build Graph Inputs
- #ifdef HAVE_VFX_MODIFICATION
- #define VFX_SRP_ATTRIBUTES Attributes
- #define VFX_SRP_VARYINGS Varyings
- #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
- #endif
- VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
- {
- VertexDescriptionInputs output;
- ZERO_INITIALIZE(VertexDescriptionInputs, output);
-
- output.ObjectSpaceNormal = input.normalOS;
- output.ObjectSpaceTangent = input.tangentOS.xyz;
- output.ObjectSpacePosition = input.positionOS;
-
- return output;
- }
- SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
- {
- SurfaceDescriptionInputs output;
- ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
-
- #ifdef HAVE_VFX_MODIFICATION
- // FragInputs from VFX come from two places: Interpolator or CBuffer.
- /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
-
- #endif
-
-
-
-
-
- output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
-
-
- #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
- #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
- #else
- #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
- #endif
- #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
-
- return output;
- }
-
- // --------------------------------------------------
- // Main
-
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
- #include "PBRForwardPass.hlsl"
-
- // --------------------------------------------------
- // Visual Effect Vertex Invocations
- #ifdef HAVE_VFX_MODIFICATION
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
- #endif
- #endif
- ENDHLSL
- }
- }
- //CustomEditorForRenderPipeline "UnityEditor.ShaderGraphLitGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset"
- //CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
- CustomEditor "FXV.fxvVolumeFogShaderInspector"
- FallBack "Hidden/Shader Graph/FallbackError"
- }
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