Compare commits
3 Commits
626df5be5f
...
3b14573eff
| Author | SHA1 | Date | |
|---|---|---|---|
| 3b14573eff | |||
| ced34a07a4 | |||
| 0003d67fc0 |
4
Assets/Resources/Data.txt
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4
Assets/Resources/Data.txt
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@@ -0,0 +1,4 @@
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{
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||||
"URL": "localhost",
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"PORT": "9001"
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}
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7
Assets/Resources/Data.txt.meta
Normal file
7
Assets/Resources/Data.txt.meta
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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||||
guid: 91fc4a761c19e744c85a7c34d371b133
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TextScriptImporter:
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externalObjects: {}
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||||
userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,589 +0,0 @@
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Shader "CTI/URP LOD Bark"
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{
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||||
Properties
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||||
{
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||||
[Header(Surface Options)]
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[Space(8)]
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[ToggleOff(_RECEIVE_SHADOWS_OFF)]
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_ReceiveShadows ("Receive Shadows", Float) = 1.0
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||||
[ToggleOff(_SPECULARHIGHLIGHTS_OFF)]
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||||
_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
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||||
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||||
[Space(8)]
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||||
[Toggle(_NORMALINDEPTHNORMALPASS)]
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||||
_ApplyNormalDepthNormal ("Enable Normal in Depth Normal Pass", Float) = 1.0
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[Toggle(_RECEIVEDECALS)]
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_ReceiveDecals ("Receive Decals", Float) = 0.0
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||||
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[Header(Surface Inputs)]
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[Space(8)]
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_HueVariation ("Color Variation", Color) = (0.9,0.5,0.0,0.1)
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[Space(8)]
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[NoScaleOffset] _BaseMap ("Albedo (RGB) Smoothness (A)", 2D) = "white" {}
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[Space(8)]
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[Toggle(_NORMALMAP)]
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_ApplyNormal ("Enable Normal (AG) Occlusion (B) Map", Float) = 1.0
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[NoScaleOffset]
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_BumpOcclusionMap (" Normal (AG) Occlusion (B)", 2D) = "white" {}
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||||
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_Smoothness ("Smoothness", Range(0.0, 1.0)) = 1.0
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_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
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[Header(Wind)]
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[Space(8)]
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[CTI_URPWindDrawer]
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_BaseWindMultipliers ("Main (X) Branch (Y) Flutter (Z)", Vector) = (1,1,1,0)
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[Space(8)]
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_WindVariation ("Wind Variation", Range(0.0, 0.05)) = 0.0
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// ObsoleteProperties
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[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
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// Do NOT define this as otherwise baked shadows will fail
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// [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
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[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
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[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
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||||
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
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||||
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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||||
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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||||
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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||||
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}
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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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||||
"Queue"="Geometry"
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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"UniversalMaterialType" = "Lit"
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"DisableBatching" = "LODFading"
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"IgnoreProjector" = "True"
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"ShaderModel"="4.5"
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}
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LOD 300
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// Base -----------------------------------------------------
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Pass
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{
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Name "ForwardLit"
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Tags {"LightMode" = "UniversalForward"}
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||||
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ZWrite On
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Cull Back
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HLSLPROGRAM
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#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature_local _NORMALIZEBRANCH
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _RECEIVEDECALS
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#define CTIBARK
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#define _SPECULAR_SETUP
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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||||
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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// -------------------------------------
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// Unity defined keywords
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//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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//#pragma multi_compile _ LIGHTMAP_ON
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//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling maxcount:50
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#pragma instancing_options renderinglayer
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#pragma vertex LitPassVertex
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#pragma fragment LitPassFragment
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#include "Includes/CTI URP Inputs.hlsl"
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#include "Includes/CTI URP Bark ForwardLit Pass.hlsl"
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ENDHLSL
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}
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||||
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// Shadows -----------------------------------------------------
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Pass
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||||
{
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||||
Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
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||||
ColorMask 0
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||||
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||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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||||
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALIZEBRANCH
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#define CTIBARK
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling maxcount:50
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#define CTIBARK
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#define SHADOWSONLYPASS
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "Includes/CTI URP Inputs.hlsl"
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#include "Includes/CTI URP Bark ShadowCaster Pass.hlsl"
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ENDHLSL
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}
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||||
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||||
// GBuffer -----------------------------------------------------
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Pass
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{
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Name "GBuffer"
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Tags{"LightMode" = "UniversalGBuffer"}
|
||||
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ZWrite On
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ZTest LEqual
|
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Cull Back
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||||
|
||||
HLSLPROGRAM
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||||
#pragma exclude_renderers gles gles3 glcore
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||||
#pragma target 4.5
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||||
|
||||
// -------------------------------------
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||||
// Material Keywords
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||||
#define _ALPHATEST_ON 1
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|
||||
#pragma shader_feature_local _NORMALMAP
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||||
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||||
#pragma shader_feature_local_fragment _RECEIVEDECALS
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||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#define _SPECULAR_SETUP
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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||||
|
||||
// -------------------------------------
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||||
// Universal Pipeline keywords
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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||||
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
//#pragma multi_compile _ LIGHTMAP_ON
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||||
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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||||
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||||
//--------------------------------------
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||||
// GPU Instancing
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||||
#pragma multi_compile_instancing
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||||
#pragma instancing_options assumeuniformscaling maxcount:50
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||||
#pragma instancing_options renderinglayer
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||||
//#pragma multi_compile _ DOTS_INSTANCING_ON
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||||
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||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
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||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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||||
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||||
#define CTIBARK
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||||
|
||||
#pragma vertex LitGBufferPassVertex
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||||
#pragma fragment LitGBufferPassFragment
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#include "Includes/CTI URP Inputs.hlsl"
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||||
#include "Includes/CTI URP Bark GBuffer Pass.hlsl"
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||||
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||||
ENDHLSL
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||||
}
|
||||
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||||
// Depth -----------------------------------------------------
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||||
Pass
|
||||
{
|
||||
Name "DepthOnly"
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||||
Tags {"LightMode" = "DepthOnly"}
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
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||||
Cull Back
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||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
#pragma vertex DepthOnlyVertex
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||||
#pragma fragment DepthOnlyFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALIZEBRANCH
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||||
|
||||
//--------------------------------------
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||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTIBARK
|
||||
#define DEPTHONLYPASS
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||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Bark DepthOnly Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth Normal -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "DepthNormals"
|
||||
Tags{"LightMode" = "DepthNormals"}
|
||||
|
||||
ZWrite On
|
||||
Cull Back
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
#pragma vertex DepthNormalsVertex
|
||||
#pragma fragment DepthNormalsFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALIZEBRANCH
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTIBARK
|
||||
#define DEPTHNORMALPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Bark DepthNormal Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Meta -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Tags{"LightMode" = "Meta"}
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
#pragma vertex UniversalVertexMeta
|
||||
#pragma fragment UniversalFragmentMetaLit
|
||||
|
||||
#define _SPECULAR_SETUP
|
||||
#define CTIBARK
|
||||
#define BARKMETA
|
||||
|
||||
#pragma shader_feature _SPECGLOSSMAP
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Bark SurfaceData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Geometry"
|
||||
"RenderType" = "Opaque"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"UniversalMaterialType" = "Lit"
|
||||
"DisableBatching" = "LODFading"
|
||||
"IgnoreProjector" = "True"
|
||||
"ShaderModel"="2.0"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
|
||||
// Base -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags {"LightMode" = "UniversalForward"}
|
||||
|
||||
ZWrite On
|
||||
Cull Back
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature_local _NORMALIZEBRANCH
|
||||
|
||||
#pragma shader_feature_local_fragment _RECEIVEDECALS
|
||||
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
#define CTIBARK
|
||||
#define _SPECULAR_SETUP
|
||||
|
||||
// -------------------------------------
|
||||
// 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 _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
||||
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
||||
#pragma multi_compile _ _CLUSTERED_RENDERING
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
//#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
#pragma instancing_options renderinglayer
|
||||
|
||||
#pragma vertex LitPassVertex
|
||||
#pragma fragment LitPassFragment
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Bark ForwardLit Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Shadows -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{"LightMode" = "ShadowCaster"}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALIZEBRANCH
|
||||
|
||||
#define CTIBARK
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTIBARK
|
||||
#define SHADOWSONLYPASS
|
||||
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Bark ShadowCaster Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "DepthOnly"
|
||||
Tags {"LightMode" = "DepthOnly"}
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
Cull Back
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex DepthOnlyVertex
|
||||
#pragma fragment DepthOnlyFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALIZEBRANCH
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTIBARK
|
||||
#define DEPTHONLYPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Bark DepthOnly Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth Normal -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "DepthNormals"
|
||||
Tags{"LightMode" = "DepthNormals"}
|
||||
|
||||
ZWrite On
|
||||
Cull Back
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex DepthNormalsVertex
|
||||
#pragma fragment DepthNormalsFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local _NORMALIZEBRANCH
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTIBARK
|
||||
#define DEPTHNORMALPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Bark DepthNormal Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Meta -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Tags{"LightMode" = "Meta"}
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
|
||||
#pragma vertex UniversalVertexMeta
|
||||
#pragma fragment UniversalFragmentMetaLit
|
||||
|
||||
#define _SPECULAR_SETUP
|
||||
#define CTIBARK
|
||||
#define BARKMETA
|
||||
|
||||
#pragma shader_feature _SPECGLOSSMAP
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Bark SurfaceData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "CTI_URP_ShaderGUI"
|
||||
FallBack "Hidden/InternalErrorShader"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a891dcd5cbbbc04788f800d4370c2d9
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,552 +0,0 @@
|
||||
Shader "CTI/URP Billboard"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Surface Options)]
|
||||
[Space(8)]
|
||||
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
|
||||
_ReceiveShadows ("Receive Shadows", Float) = 1.0
|
||||
[ToggleOff(_SPECULARHIGHLIGHTS_OFF)]
|
||||
_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
|
||||
[Enum(Off,0,On,1)] _Coverage ("Alpha To Coverage", Float) = 0
|
||||
|
||||
[Toggle(_NORMALINDEPTHNORMALPASS)]
|
||||
_ApplyNormalDepthNormal ("Enable Normal in Depth Normal Pass", Float) = 1.0
|
||||
|
||||
[Space(8)]
|
||||
[KeywordEnum(Standard, Transmission)]
|
||||
_GbufferLighting ("Gbuffer Lighting", Float) = 0
|
||||
[Toggle(_SAMPLE_LIGHT_COOKIES)]
|
||||
_ApplyCookiesForTransmission (" Enable Cookies for Transmission", Float) = 0.0
|
||||
|
||||
[Header(Surface Inputs)]
|
||||
[Space(8)]
|
||||
_HueVariation ("Color Variation", Color) = (0.9,0.5,0.0,0.1)
|
||||
|
||||
[NoScaleOffset] _BaseMap ("Albedo (RGB) Smoothness (A)", 2D) = "white" {}
|
||||
_Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||
_AlphaLeak ("Alpha Leak Suppression", Range(0.5,1.0)) = 0.6
|
||||
|
||||
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 1.0
|
||||
_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
|
||||
_OcclusionStrength ("Occlusion Strength", Range(0,1)) = 1
|
||||
|
||||
[Space(8)]
|
||||
[Toggle(_NORMALMAP)]
|
||||
_ApplyNormal ("Enable Normal Map", Float) = 1.0
|
||||
[NoScaleOffset]
|
||||
_BumpSpecMap (" Normal (AG) Translucency(R) Smoothness(B)", 2D) = "white" {}
|
||||
_BumpScale (" Normal Scale", Float) = 1.0
|
||||
|
||||
[Header(Wrapped Diffuse Lighting)]
|
||||
[Space(8)]
|
||||
_Wrap ("Wrap", Range(0.0, 1.0)) = 0.5
|
||||
|
||||
[Header(Transmission)]
|
||||
[Space(8)]
|
||||
[CTI_URPTransDrawer]
|
||||
_Translucency ("Strength (X) Power (Y)", Vector) = (1, 8, 0, 0)
|
||||
|
||||
[Header(Wind)]
|
||||
[Space(8)]
|
||||
_WindStrength ("Wind Strength", Float) = 1.0
|
||||
|
||||
[Header(Ambient)]
|
||||
[Space(8)]
|
||||
_AmbientReflection ("Ambient Reflection", Range(0, 1)) = 1
|
||||
|
||||
[Header(Legacy)]
|
||||
[Space(8)]
|
||||
_BillboardScale ("Billboard Scale", Float) = 2
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Geometry"
|
||||
"RenderType" = "Opaque"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"UniversalMaterialType" = "Lit"
|
||||
"DisableBatching" = "LODFading"
|
||||
"IgnoreProjector" = "True"
|
||||
"ShaderModel"="4.5"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
|
||||
// Base -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags{"LightMode" = "UniversalForward"}
|
||||
|
||||
ZWrite On
|
||||
// URP billboardNormal orientation is flipped?
|
||||
Cull Off
|
||||
AlphaToMask [_Coverage]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
#define CTIBILLBOARD
|
||||
#define _SPECULAR_SETUP
|
||||
|
||||
// -------------------------------------
|
||||
// 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 _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||
//#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
||||
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
||||
#pragma multi_compile _ _CLUSTERED_RENDERING
|
||||
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
//#pragma multi_compile _ LIGHTMAP_ON
|
||||
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Lighting.hlsl"
|
||||
|
||||
#pragma vertex LitPassVertex
|
||||
#pragma fragment LitPassFragment
|
||||
|
||||
#include "Includes/CTI URP Billboard ForwardLit Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Shadows -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{"LightMode" = "ShadowCaster"}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull Off
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
|
||||
#define CTIBILLBOARD
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
#define SHADOWCASTERPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Billboard ShadowCaster Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// GBuffer -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "GBuffer"
|
||||
Tags{"LightMode" = "UniversalGBuffer"}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||||
#define _SPECULAR_SETUP
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
|
||||
#pragma shader_feature_local_fragment _ _GBUFFERLIGHTING_TRANSMISSION
|
||||
// Needed in case Transmission is used
|
||||
// Built in keyword might fail once cookies were activated...
|
||||
#pragma shader_feature_local_fragment _SAMPLE_LIGHT_COOKIES
|
||||
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile _ _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 _ _RENDER_PASS_ENABLED
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
//#pragma multi_compile _ LIGHTMAP_ON
|
||||
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
//#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#define CTIBILLBOARD
|
||||
|
||||
#pragma vertex LitGBufferPassVertex
|
||||
#pragma fragment LitGBufferPassFragment
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Billboard GBuffer Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "DepthOnly"
|
||||
Tags {"LightMode" = "DepthOnly"}
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
#pragma vertex DepthOnlyVertex
|
||||
#pragma fragment DepthOnlyFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
|
||||
#define CTIBILLBOARD
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#define DEPTHONLYPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
#include "Includes/CTI URP Billboard DepthOnly Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth Normal -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "DepthNormals"
|
||||
Tags{"LightMode" = "DepthNormals"}
|
||||
|
||||
ZWrite On
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
#pragma vertex DepthNormalsVertex
|
||||
#pragma fragment DepthNormalsFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
|
||||
|
||||
#define CTIBILLBOARD
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#define DEPTHNORMALPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
#include "Includes/CTI URP Billboard DepthNormal Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
// Meta -----------------------------------------------------
|
||||
}
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Geometry"
|
||||
"RenderType" = "Opaque"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"UniversalMaterialType" = "Lit"
|
||||
"DisableBatching" = "LODFading"
|
||||
"IgnoreProjector" = "True"
|
||||
"ShaderModel"="2.0"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
|
||||
// Base -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags{"LightMode" = "UniversalForward"}
|
||||
|
||||
ZWrite On
|
||||
// URP billboardNormal orientation is flipped?
|
||||
Cull Off
|
||||
AlphaToMask [_Coverage]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature _NORMALMAP
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
|
||||
#define CTIBILLBOARD
|
||||
#define _SPECULAR_SETUP
|
||||
|
||||
// -------------------------------------
|
||||
// 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 _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||
//#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
||||
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
||||
#pragma multi_compile _ _CLUSTERED_RENDERING
|
||||
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
//#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Lighting.hlsl"
|
||||
|
||||
#pragma vertex LitPassVertex
|
||||
#pragma fragment LitPassFragment
|
||||
|
||||
#include "Includes/CTI URP Billboard ForwardLit Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Shadows -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{"LightMode" = "ShadowCaster"}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull Off
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
|
||||
#define CTIBILLBOARD
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
#define SHADOWCASTERPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Billboard ShadowCaster Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "DepthOnly"
|
||||
Tags {"LightMode" = "DepthOnly"}
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex DepthOnlyVertex
|
||||
#pragma fragment DepthOnlyFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
|
||||
#define CTIBILLBOARD
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#define DEPTHONLYPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
#include "Includes/CTI URP Billboard DepthOnly Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth Normal -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "DepthNormals"
|
||||
Tags{"LightMode" = "DepthNormals"}
|
||||
|
||||
ZWrite On
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex DepthNormalsVertex
|
||||
#pragma fragment DepthNormalsFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
|
||||
|
||||
#define CTIBILLBOARD
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
|
||||
#define DEPTHNORMALPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
#include "Includes/CTI URP Billboard DepthNormal Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
// Meta -----------------------------------------------------
|
||||
}
|
||||
|
||||
FallBack "Hidden/InternalErrorShader"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59fc58d427ab6cd4fb9c8a56b4cfa24e
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,778 +0,0 @@
|
||||
Shader "CTI/URP LOD Leaves"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
||||
[Header(Surface Options)]
|
||||
[Space(8)]
|
||||
|
||||
[Enum(UnityEngine.Rendering.CullMode)]
|
||||
_Cull ("Culling", Float) = 0
|
||||
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
|
||||
_ReceiveShadows ("Receive Shadows", Float) = 1.0
|
||||
[ToggleOff(_SPECULARHIGHLIGHTS_OFF)]
|
||||
_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
|
||||
[Enum(Off,0,On,1)] _Coverage ("Alpha To Coverage*", Float) = 0
|
||||
[Space(4)]
|
||||
[CTIURPHelpDrawer]
|
||||
_HelpA ("* Will most likely break if any Depth Prepass is active.", Float) = 0.0
|
||||
|
||||
[Space(8)]
|
||||
[Toggle(_NORMALINDEPTHNORMALPASS)]
|
||||
_ApplyNormalDepthNormal ("Enable Normal in Depth Normal Pass", Float) = 1.0
|
||||
[Toggle(_RECEIVEDECALS)]
|
||||
_ReceiveDecals ("Receive Decals", Float) = 0.0
|
||||
|
||||
[Space(8)]
|
||||
[KeywordEnum(Standard, Simple, VsNormals, Transmission)]
|
||||
_GbufferLighting ("Gbuffer Lighting", Float) = 1
|
||||
[Toggle(_SAMPLE_LIGHT_COOKIES)]
|
||||
_ApplyCookiesForTransmission (" Enable Cookies for Transmission", Float) = 0.0
|
||||
|
||||
[Header(Surface Inputs)]
|
||||
[Space(8)]
|
||||
_HueVariation ("Color Variation", Color) = (0.9,0.5,0.0,0.1)
|
||||
[Space(8)]
|
||||
[NoScaleOffset]
|
||||
[MainTexture]
|
||||
_BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
|
||||
_Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||
[Space(8)]
|
||||
[Toggle(_NORMALMAP)]
|
||||
_ApplyNormal ("Enable Normal (AG) Smoothness (B) Trans (R) Map", Float) = 1.0
|
||||
[NoScaleOffset]
|
||||
_BumpSpecMap (" Normal (AG) Smoothness (B) Trans (R)", 2D) = "white" {}
|
||||
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
|
||||
_BackfaceSmoothness (" Backface Smoothness", Range(0.0, 1.0)) = 1
|
||||
_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
|
||||
|
||||
|
||||
[Header(Wrapped Diffuse Lighting)]
|
||||
[Space(8)]
|
||||
_Wrap ("Wrap*", Range(0.0, 1.0)) = 0.5
|
||||
[Space(4)]
|
||||
[CTIURPHelpDrawer]
|
||||
_HelpA ("* Only used in forward rendering.", Float) = 0.0
|
||||
|
||||
[Header(Transmission)]
|
||||
[Space(8)]
|
||||
[CTI_URPTransDrawer]
|
||||
_Translucency ("Strength (X) Power (Y) Shadow Strength (Z) Distortion (W)", Vector) = (1, 4, 1.0, 0.01)
|
||||
|
||||
|
||||
[Header(Wind)]
|
||||
[Space(8)]
|
||||
[CTI_URPWindDrawer]
|
||||
_BaseWindMultipliers ("Main (X) Branch (Y) Flutter (Z)", Vector) = (1,1,1,0)
|
||||
[Space(8)]
|
||||
_WindVariation ("Wind Variation", Range(0.0, 0.05)) = 0.0
|
||||
|
||||
[Header(Advanced Wind)]
|
||||
[Space(8)]
|
||||
[Toggle(_LEAFTUMBLING)]
|
||||
_EnableLeafTumbling ("Enable Leaf Tumbling", Float) = 1.0
|
||||
_TumbleStrength (" Tumble Strength", Range(-1,1)) = 0
|
||||
_TumbleFrequency (" Tumble Frequency", Range(0,4)) = 1
|
||||
|
||||
[Toggle(_LEAFTURBULENCE)]
|
||||
_EnableLeafTurbulence ("Enable Leaf Turbulence", Float) = 0.0
|
||||
_LeafTurbulence (" Leaf Turbulence", Range(0,4)) = 0.2
|
||||
_EdgeFlutterInfluence (" Edge Flutter Influence", Range(0,1)) = 0.25
|
||||
|
||||
[Space(8)]
|
||||
[Toggle(_NORMALROTATION)]
|
||||
_EnableNormalRotation ("Enable Normal Rotation", Float) = 0.0
|
||||
|
||||
|
||||
[Header(Ambient)]
|
||||
[Space(8)]
|
||||
_AmbientReflection ("Ambient Reflection", Range(0, 1)) = 1
|
||||
|
||||
|
||||
[Header(Shadows)]
|
||||
[Space(8)]
|
||||
[Enum(UnityEngine.Rendering.CullMode)]
|
||||
_ShadowCulling ("Shadow Caster Culling", Float) = 0
|
||||
//_ShadowOffsetBias ("ShadowOffsetBias", Float) = 1
|
||||
|
||||
|
||||
// Needed by VegetationStudio's Billboard Rendertex Shaders
|
||||
[HideInInspector] _IsBark("Is Bark", Float) = 0
|
||||
|
||||
// ObsoleteProperties
|
||||
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
|
||||
// Do NOT define this as otherwise baked shadows will fail
|
||||
// [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
|
||||
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
|
||||
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
|
||||
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
|
||||
|
||||
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
|
||||
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
|
||||
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "AlphaTest" // Light Mapper!
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"UniversalMaterialType" = "Lit"
|
||||
"DisableBatching" = "LODFading"
|
||||
"IgnoreProjector" = "True"
|
||||
"ShaderModel"="4.5"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
|
||||
// Base -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags{"LightMode" = "UniversalForward"}
|
||||
|
||||
ZWrite On
|
||||
Cull [_Cull]
|
||||
AlphaToMask [_Coverage]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
#define _SPECULAR_SETUP
|
||||
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
|
||||
#pragma shader_feature_local_fragment _RECEIVEDECALS
|
||||
|
||||
#pragma shader_feature_local_vertex _NORMALROTATION
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_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 _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
||||
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
||||
#pragma multi_compile _ _CLUSTERED_RENDERING
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
//#pragma multi_compile _ LIGHTMAP_ON
|
||||
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
#pragma instancing_options renderinglayer
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
|
||||
#pragma vertex LitPassVertex
|
||||
#pragma fragment LitPassFragment
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Lighting.hlsl"
|
||||
#include "Includes/CTI URP Leaves ForwardLit Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Shadows -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{"LightMode" = "ShadowCaster"}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull [_ShadowCulling]
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
// -------------------------------------
|
||||
// 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 multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
#define SHADOWSONLYPASS
|
||||
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Leaves ShadowCaster Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// GBuffer -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "GBuffer"
|
||||
Tags{"LightMode" = "UniversalGBuffer"}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
|
||||
#pragma shader_feature_local_vertex _NORMALROTATION
|
||||
|
||||
#pragma shader_feature_local_fragment _RECEIVEDECALS
|
||||
|
||||
#pragma shader_feature_local_fragment _ _GBUFFERLIGHTING_SIMPLE _GBUFFERLIGHTING_VSNORMALS _GBUFFERLIGHTING_TRANSMISSION
|
||||
// Needed in case Transmission is used
|
||||
// Built in keyword might fail once cookies were activated...
|
||||
#pragma shader_feature_local_fragment _SAMPLE_LIGHT_COOKIES
|
||||
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||||
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||||
#define _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_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile _ _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 _ _RENDER_PASS_ENABLED
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
//#pragma multi_compile _ LIGHTMAP_ON
|
||||
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
#pragma instancing_options renderinglayer
|
||||
//#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
|
||||
#pragma vertex LitGBufferPassVertex
|
||||
#pragma fragment LitGBufferPassFragment
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Leaves GBuffer Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth -----------------------------------------------------
|
||||
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
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
|
||||
// Needed because of deferred which may otherwise get some z fighting issues
|
||||
#pragma shader_feature_local_vertex _NORMALROTATION
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
#define DEPTHONLYPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Leaves DepthOnly Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
// Depth Normal -----------------------------------------------------
|
||||
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
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
|
||||
// Crazy: This was missing first and the GBuffer pass never rendered correct
|
||||
// as some frags were occluded by the DepthNormal pass (Decals on)
|
||||
// Some strange refactoring by the shader compiler?
|
||||
#pragma shader_feature_local_vertex _NORMALROTATION
|
||||
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
#define DEPTHNORMALPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Leaves DepthNormal Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Broken in URP 12 (currently)
|
||||
|
||||
// --> https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl
|
||||
|
||||
|
||||
// Selection -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "SceneSelectionPassXX"
|
||||
Tags{"LightMode" = "SceneSelectionPassXX"}
|
||||
|
||||
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
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
#define DEPTHONLYPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Leaves DepthOnly Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
// Meta -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Tags {"LightMode" = "Meta"}
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 4.5
|
||||
|
||||
#pragma vertex UniversalVertexMeta
|
||||
#pragma fragment UniversalFragmentMetaLit
|
||||
|
||||
#define _SPECULAR_SETUP
|
||||
#define _ALPHATEST_ON 1
|
||||
|
||||
#pragma shader_feature _SPECGLOSSMAP
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Meta.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------------------
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "AlphaTest"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"UniversalMaterialType" = "Lit"
|
||||
"DisableBatching" = "LODFading"
|
||||
"IgnoreProjector" = "True"
|
||||
"ShaderModel"="2.0"
|
||||
}
|
||||
LOD 300
|
||||
|
||||
|
||||
// Base -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags{"LightMode" = "UniversalForward"}
|
||||
|
||||
ZWrite On
|
||||
Cull [_Cull]
|
||||
AlphaToMask [_Coverage]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
#define _SPECULAR_SETUP
|
||||
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
|
||||
#pragma shader_feature_local_fragment _RECEIVEDECALS
|
||||
|
||||
#pragma shader_feature_local_vertex _NORMALROTATION
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_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 _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
||||
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
||||
#pragma multi_compile _ _CLUSTERED_RENDERING
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
//#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile_fog
|
||||
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
#pragma instancing_options renderinglayer
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
|
||||
#pragma vertex LitPassVertex
|
||||
#pragma fragment LitPassFragment
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Lighting.hlsl"
|
||||
#include "Includes/CTI URP Leaves ForwardLit Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Shadows -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{"LightMode" = "ShadowCaster"}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull [_ShadowCulling]
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Pipeline keywords
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
#define SHADOWSONLYPASS
|
||||
|
||||
#pragma vertex ShadowPassVertex
|
||||
#pragma fragment ShadowPassFragment
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Leaves ShadowCaster Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "DepthOnly"
|
||||
Tags {"LightMode" = "DepthOnly"}
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
Cull [_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex DepthOnlyVertex
|
||||
#pragma fragment DepthOnlyFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
#define DEPTHONLYPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Leaves DepthOnly Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
// Depth Normal -----------------------------------------------------
|
||||
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
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
#define DEPTHNORMALPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Leaves DepthNormal Pass.hlsl"
|
||||
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Broken in URP 12 (currently)
|
||||
// Selection -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Name "SceneSelectionPassXX"
|
||||
Tags{"LightMode" = "SceneSelectionPassXX"}
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
Cull [_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex DepthOnlyVertex
|
||||
#pragma fragment DepthOnlyFragment
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#define _ALPHATEST_ON 1
|
||||
#pragma shader_feature_local_vertex _LEAFTUMBLING
|
||||
#pragma shader_feature_local_vertex _LEAFTURBULENCE
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options assumeuniformscaling maxcount:50
|
||||
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
||||
|
||||
#define CTILEAVES
|
||||
#define DEPTHONLYPASS
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Leaves DepthOnly Pass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
// Meta -----------------------------------------------------
|
||||
Pass
|
||||
{
|
||||
Tags {"LightMode" = "Meta"}
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma only_renderers gles gles3 glcore d3d11
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma vertex UniversalVertexMeta
|
||||
#pragma fragment UniversalFragmentMetaLit
|
||||
|
||||
#define _SPECULAR_SETUP
|
||||
#define _ALPHATEST_ON 1
|
||||
|
||||
#pragma shader_feature _SPECGLOSSMAP
|
||||
|
||||
#include "Includes/CTI URP Inputs.hlsl"
|
||||
#include "Includes/CTI URP Meta.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
CustomEditor "CTI_URP_ShaderGUI"
|
||||
FallBack "Hidden/InternalErrorShader"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 201af1dd904ba734a9565138284d3a5d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
510
Assets/Resources/Shaders/SHA.shadervariants
Normal file
510
Assets/Resources/Shaders/SHA.shadervariants
Normal file
@@ -0,0 +1,510 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!200 &20000000
|
||||
ShaderVariantCollection:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: SHA
|
||||
m_Shaders:
|
||||
- first: {fileID: 66, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 103, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 106, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords: _SUNDISK_SIMPLE
|
||||
passType: 0
|
||||
- first: {fileID: 9000, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9001, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9002, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9003, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9004, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9007, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9100, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords: UIE_FORCE_GAMMA
|
||||
passType: 0
|
||||
- first: {fileID: 9101, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- keywords: UNITY_UI_ALPHACLIP
|
||||
passType: 0
|
||||
- keywords: UNITY_UI_CLIP_RECT
|
||||
passType: 0
|
||||
- first: {fileID: 15100, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 15102, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
_METALLICSPECGLOSSMAP _NORMALMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
|
||||
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
|
||||
_NORMALMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
|
||||
_RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
|
||||
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
|
||||
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
|
||||
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULAR_SETUP
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
|
||||
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION _SPECULAR_SETUP
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
_METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP _REFLECTION_PROBE_ATLAS
|
||||
_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
|
||||
_SHADOWS_SOFT
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
_METALLICSPECGLOSSMAP _NORMALMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
|
||||
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
_NORMALMAP _OCCLUSIONMAP _RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
|
||||
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
_NORMALMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
_RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
|
||||
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
_SPECULAR_SETUP
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT _SPECULAR_SETUP
|
||||
passType: 13
|
||||
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
|
||||
passType: 13
|
||||
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _NORMALMAP
|
||||
passType: 13
|
||||
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _RECEIVE_SHADOWS_OFF
|
||||
passType: 13
|
||||
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
passType: 13
|
||||
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP
|
||||
passType: 13
|
||||
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP
|
||||
_RECEIVE_SHADOWS_OFF
|
||||
passType: 13
|
||||
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _RECEIVE_SHADOWS_OFF
|
||||
passType: 13
|
||||
- keywords: _NORMALMAP
|
||||
passType: 13
|
||||
- keywords: _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||
passType: 13
|
||||
- first: {fileID: 4800000, guid: 69c1f799e772cb6438f56c23efccb782, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 8
|
||||
- first: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords: _ALPHATEST_ON _SCREEN_SPACE_OCCLUSION _SURFACE_TYPE_TRANSPARENT
|
||||
passType: 0
|
||||
- first: {fileID: 4800000, guid: e5d8e3ec98b1a6e4b979187d621b95c2, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 4800000, guid: e9f290524b12df54aa38b7e3510fdbf6, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: -6465566751694194690, guid: 44245ab89240f51459a5077d7145c452, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 8
|
||||
- keywords:
|
||||
passType: 13
|
||||
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
|
||||
_MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
|
||||
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
|
||||
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION
|
||||
passType: 13
|
||||
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
|
||||
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
||||
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
|
||||
passType: 13
|
||||
- first: {fileID: 4800000, guid: 68e6db2ebdc24f95958faec2be5558d6, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- keywords: GLOW_ON
|
||||
passType: 0
|
||||
- keywords: UNITY_UI_CLIP_RECT
|
||||
passType: 0
|
||||
- first: {fileID: 4800000, guid: 36e335017ad71d54fbb10842863188ae, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 4800000, guid: 21322c8b137c66e49b86085d3c8161f6, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 8
|
||||
- first: {fileID: 4800000, guid: 8fbe92a9edfe6074e841d6dd1509bc59, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 4800000, guid: 201af1dd904ba734a9565138284d3a5d, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 8
|
||||
- keywords: LOD_FADE_PERCENTAGE _LEAFTUMBLING
|
||||
passType: 8
|
||||
8
Assets/Resources/Shaders/SHA.shadervariants.meta
Normal file
8
Assets/Resources/Shaders/SHA.shadervariants.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e1d63ca5b0ea724389f7c3849239738
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 20000000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -2,6 +2,7 @@ using Best.MQTT;
|
||||
using Best.MQTT.Packets;
|
||||
using Best.MQTT.Packets.Builders;
|
||||
using ChunilENG;
|
||||
using ChunilENG.Management;
|
||||
using ChunilENG.UI;
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
@@ -15,25 +16,29 @@ public class MQTT : MonoBehaviour
|
||||
MQTTClient client;
|
||||
|
||||
//public string host ="106.247.236.204";
|
||||
public string host ="localhost";
|
||||
public string host = "localhost";
|
||||
//public string port="8901";
|
||||
public string port="9001";
|
||||
public string topic1= "octopustwin/waterheater";
|
||||
public string topic2= "octopustwin/wateroulet";
|
||||
public string port = "9001";
|
||||
public string topic1 = "octopustwin/waterheater";
|
||||
public string topic2 = "octopustwin/wateroulet";
|
||||
//public string topic2= "DVI/HOT/+";
|
||||
public ThestatData t1=new ThestatData ();
|
||||
public CSSstatData c1=new CSSstatData();
|
||||
public ThestatData t1 = new ThestatData();
|
||||
public CSSstatData c1 = new CSSstatData();
|
||||
|
||||
|
||||
static readonly Regex ijRegex = new Regex(@"^IJ(\d{2})$", RegexOptions.Compiled | RegexOptions.IgnoreCase);
|
||||
|
||||
private int portData;
|
||||
private List<string> subscriptionTopics=new List<string>();
|
||||
private List<string> subscriptionTopics = new List<string>();
|
||||
public event Action<ThestatData> onThermostatData;
|
||||
public event Action <CSSstatData> oncssstatData;
|
||||
public event Action<CSSstatData> oncssstatData;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
TextAsset jsonFile = Resources.Load<TextAsset>("Data");
|
||||
NetWorkData data = JsonUtility.FromJson<NetWorkData>(jsonFile.text);
|
||||
host = data.URL;
|
||||
port = data.PORT;
|
||||
MQTTConnect();
|
||||
}
|
||||
public void MQTTConnect()
|
||||
@@ -116,7 +121,7 @@ public class MQTT : MonoBehaviour
|
||||
private void OnConnected(MQTTClient client)
|
||||
{
|
||||
//Debug.Log("OnConnected");
|
||||
foreach(var subscriptionTopic in subscriptionTopics)
|
||||
foreach (var subscriptionTopic in subscriptionTopics)
|
||||
{
|
||||
client.AddTopicAlias(subscriptionTopic);
|
||||
|
||||
@@ -199,8 +204,15 @@ public class MQTT : MonoBehaviour
|
||||
onThermostatData?.Invoke(thermostatData);
|
||||
t1 = thermostatData;
|
||||
|
||||
//var waterHeater = GameObject.Find("LabelCanvas").GetComponent<ThermostatControlPanel>();
|
||||
//waterHeater.SettingValue.SetText(t1.tempset.ToString());
|
||||
var panel = ChunilENGSceneMain.Instance.GetManager<ChunilENGUIManager>();
|
||||
if (panel == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
panel.GetCanvas<PopupCanvas>().GetPanel<ThermostatControlPanel>().SetData(t1.tempset);
|
||||
}
|
||||
|
||||
break;
|
||||
case "octopustwin/wateroulet":
|
||||
@@ -208,15 +220,18 @@ public class MQTT : MonoBehaviour
|
||||
oncssstatData?.Invoke(cssstatData);
|
||||
c1 = cssstatData;
|
||||
|
||||
//var css = GameObject.Find("4. CSS_prefab").GetComponent<Animator>();
|
||||
//css.speed = c1.speed;
|
||||
//var css = GameObject.Find("").GetComponent<Animator>();
|
||||
//if(css != null)
|
||||
//{
|
||||
// css.speed = c1.speed;
|
||||
//}
|
||||
break;
|
||||
}
|
||||
}
|
||||
StringBuilder sb = new StringBuilder();
|
||||
void Print(List<string> target)
|
||||
{
|
||||
foreach(var t in target)
|
||||
foreach (var t in target)
|
||||
{
|
||||
sb.AppendLine(t);
|
||||
}
|
||||
|
||||
@@ -1,14 +1,13 @@
|
||||
using OCTOPUS_TWIN.Constants;
|
||||
using ChunilENG.UI;
|
||||
using ChunilENG.UI;
|
||||
using ChunilENG.UI.Command;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using OCTOPUS_TWIN;
|
||||
using OCTOPUS_TWIN.Command;
|
||||
using OCTOPUS_TWIN.Constants;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UVC.Management;
|
||||
using OCTOPUS_TWIN.Command;
|
||||
using Unity.VisualScripting;
|
||||
|
||||
namespace ChunilENG.Management
|
||||
{
|
||||
@@ -21,7 +20,7 @@ namespace ChunilENG.Management
|
||||
private Dictionary<ThermostatInfoItem, Thermostat> iconToThermostats = new();
|
||||
|
||||
public Action<Thermostat> onClickThermostatIcon;
|
||||
public float defaultNameHeight;
|
||||
public float defaultNameHeight = -20f;
|
||||
|
||||
public Vector3 originScale;
|
||||
|
||||
@@ -37,9 +36,8 @@ namespace ChunilENG.Management
|
||||
cam = OctopusTwinAppMain.Instance.cameraController;
|
||||
thermostatInfoItem = Resources.Load<ThermostatInfoItem>($"{ResourceURL.chunilENGUIPrefabFolderPath}{nameof(ThermostatInfoItem)}");
|
||||
|
||||
var waterHeater = GameObject.Find("PRF_WaterHeater").GetComponent<Thermostat>();
|
||||
thermostats.Add(waterHeater);
|
||||
|
||||
var building = ChunilENGSceneMain.Instance.building;
|
||||
thermostats = building.GetThermostats();
|
||||
foreach (var thermostat in thermostats)
|
||||
{
|
||||
var thermostatIcon = Instantiate(thermostatInfoItem, transform);
|
||||
@@ -47,18 +45,9 @@ namespace ChunilENG.Management
|
||||
thermostatIcon.onClickItem += OnClickThermostatItem;
|
||||
thermostat.thermostatIcon = thermostatIcon;
|
||||
iconToThermostats.Add(thermostatIcon, thermostat);
|
||||
}
|
||||
|
||||
// var building = ChunilENGSceneMain.Instance.building;
|
||||
// thermostats = building.GetThermostats();
|
||||
//foreach (var thermostat in thermostats)
|
||||
//{
|
||||
// var thermostatIcon = Instantiate(thermostatInfoItem, transform);
|
||||
// thermostatIcon.Init(thermostat);
|
||||
// thermostatIcon.onClickItem += OnClickThermostatItem;
|
||||
// thermostat.thermostatIcon = thermostatIcon;
|
||||
// iconToThermostats.Add(thermostatIcon, thermostat);
|
||||
//}
|
||||
thermostat.thermostatIcon.Deactive();
|
||||
}
|
||||
|
||||
await UniTask.CompletedTask;
|
||||
}
|
||||
@@ -72,7 +61,7 @@ namespace ChunilENG.Management
|
||||
return;
|
||||
|
||||
IconPositionSetting();
|
||||
RangeDetection();
|
||||
//RangeDetection();
|
||||
}
|
||||
private void IconPositionSetting()
|
||||
{
|
||||
@@ -119,8 +108,23 @@ namespace ChunilENG.Management
|
||||
// thermostat.thermostatIcon.Deactive();
|
||||
// return;
|
||||
// }
|
||||
//}
|
||||
//}}
|
||||
}
|
||||
public void SetActiveIcon(bool isSelected)
|
||||
{
|
||||
foreach (var thermostat in thermostats)
|
||||
{
|
||||
if(isSelected)
|
||||
{
|
||||
thermostat.thermostatIcon.Active();
|
||||
}
|
||||
else
|
||||
{
|
||||
thermostat.thermostatIcon.Deactive();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool IsScreenRange(Thermostat thermostat)
|
||||
{
|
||||
Vector3 viewPos = Camera.main.WorldToViewportPoint(thermostat.centerPos);
|
||||
|
||||
@@ -87,6 +87,9 @@ namespace ChunilENG.UI
|
||||
{
|
||||
var itemManager = ChunilENGSceneMain.Instance.GetManager<MachineInfoItemManager>();
|
||||
itemManager.ActiveIcons(isSelected);
|
||||
|
||||
var themostatManager = ChunilENGSceneMain.Instance.GetManager<ThermostatInfoItemManager>();
|
||||
themostatManager.SetActiveIcon(isSelected);
|
||||
},
|
||||
new ActiveWallControlPanelCommand(),
|
||||
"내/외벽 조절 UI를 활성화/비활성화 합니다.");
|
||||
|
||||
@@ -55,7 +55,8 @@ namespace ChunilENG.UI
|
||||
{
|
||||
if (data == null)
|
||||
{
|
||||
RealValue.SetText("60.4");
|
||||
var randomValue = UnityEngine.Random.Range(60.1f, 63.7f);
|
||||
RealValue.SetText($"{ChangedValueData(randomValue.ToString())}");
|
||||
SettingValue.SetText("65");
|
||||
}
|
||||
else
|
||||
@@ -64,6 +65,11 @@ namespace ChunilENG.UI
|
||||
SettingValue.SetText(ChangedValueData(data.thermostatInfo.C011));
|
||||
}
|
||||
}
|
||||
public void SetData(double setValue)
|
||||
{
|
||||
SettingValue.SetText(setValue.ToString());
|
||||
}
|
||||
|
||||
public void Open()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
|
||||
7
Assets/Scripts/NetWorkData.cs
Normal file
7
Assets/Scripts/NetWorkData.cs
Normal file
@@ -0,0 +1,7 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class NetWorkData
|
||||
{
|
||||
public string URL;
|
||||
public string PORT;
|
||||
}
|
||||
2
Assets/Scripts/NetWorkData.cs.meta
Normal file
2
Assets/Scripts/NetWorkData.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f215cca83458e2549b0b520874d25967
|
||||
@@ -1,5 +1,4 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Cysharp.Threading.Tasks.Triggers;
|
||||
using HyundaiWIA.UI;
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
@@ -8,9 +7,6 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UVC.Management;
|
||||
using static lzma;
|
||||
using static UnityEditor.PlayerSettings;
|
||||
using static UnityEngine.Rendering.GPUSort;
|
||||
|
||||
namespace HyundaiWIA.Management
|
||||
{
|
||||
@@ -54,7 +50,7 @@ namespace HyundaiWIA.Management
|
||||
private List<string> amr1tIdList = new List<string> { "R_137", "R_147" };
|
||||
public Action<string, GameObject> Spawned300kgAMREvent;
|
||||
public Action<string, GameObject> Spawned1tAMREvent;
|
||||
|
||||
|
||||
struct motionContainer
|
||||
{
|
||||
public AMR worker;
|
||||
@@ -138,14 +134,14 @@ namespace HyundaiWIA.Management
|
||||
StartCoroutine(UpdatePoseRoutine("R_135"));
|
||||
StartCoroutine(UpdatePoseRoutine("R_137"));
|
||||
}
|
||||
|
||||
|
||||
public AMR_Class CreatePoseFromCurrentTransform(
|
||||
GameObject amr,
|
||||
GameObject target,
|
||||
string amrId = null,
|
||||
string type = null)
|
||||
{
|
||||
|
||||
|
||||
|
||||
Vector3 aPos = amr.transform.position;
|
||||
Vector3 tPos = target.transform.position;
|
||||
@@ -174,25 +170,25 @@ namespace HyundaiWIA.Management
|
||||
|
||||
private IEnumerator UpdatePoseRoutine(string amrID)
|
||||
{
|
||||
var amr= dict_AMR[amrID];
|
||||
|
||||
var amr = dict_AMR[amrID];
|
||||
|
||||
|
||||
while (true)
|
||||
{
|
||||
GameObject target = null;
|
||||
GameObject target = null;
|
||||
|
||||
if ( amrID.Contains("135"))
|
||||
if (amrID.Contains("135"))
|
||||
{
|
||||
target = randomPlaceMother1.transform.GetChild(UnityEngine.Random.Range(0, randomPlaceMother1.transform.childCount - 1)).gameObject;
|
||||
}
|
||||
|
||||
|
||||
|
||||
else if (amrID.Contains("137"))
|
||||
{
|
||||
target = randomPlaceMother2.transform.GetChild(UnityEngine.Random.Range(0, randomPlaceMother2.transform.childCount - 1)).gameObject;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
var amrData = CreatePoseFromCurrentTransform(
|
||||
amr.gameObject,
|
||||
target,
|
||||
@@ -211,7 +207,7 @@ namespace HyundaiWIA.Management
|
||||
{
|
||||
Debug.Log(amrCommand.AmrId);
|
||||
|
||||
|
||||
|
||||
var tmpamr = dict_AMR[amrCommand.AmrId];
|
||||
tmpamr.AMR_class = amrCommand;
|
||||
var amr = tmpamr.AMR_class;
|
||||
@@ -235,7 +231,7 @@ namespace HyundaiWIA.Management
|
||||
|
||||
|
||||
amr.moveSpeed = 1.2f;
|
||||
|
||||
|
||||
|
||||
var mc = new motionContainer()
|
||||
{
|
||||
@@ -291,7 +287,7 @@ namespace HyundaiWIA.Management
|
||||
var amrs = motionQueue.Keys.ToList();
|
||||
|
||||
timeGap += Time.deltaTime;
|
||||
if(timeGap > 2f)
|
||||
if (timeGap > 2f)
|
||||
{
|
||||
motion1 = motionQueue[amrs[0]].Last();
|
||||
motion2 = motionQueue[amrs[1]].Last();
|
||||
|
||||
@@ -34,7 +34,8 @@ GraphicsSettings:
|
||||
- {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_PreloadedShaders: []
|
||||
m_PreloadedShaders:
|
||||
- {fileID: 20000000, guid: 6e1d63ca5b0ea724389f7c3849239738, type: 2}
|
||||
m_PreloadShadersBatchTimeLimit: -1
|
||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_CustomRenderPipeline: {fileID: 11400000, guid: 4b83569d67af61e458304325a23e5dfd, type: 2}
|
||||
|
||||
Reference in New Issue
Block a user