202 lines
5.7 KiB
Plaintext
202 lines
5.7 KiB
Plaintext
// Thanks, as usual, to bgolus for sharing
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// https://forum.unity.com/threads/water-shader-graph-transparency-and-shadows-universal-render-pipeline-order.748142/#post-5518747
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// BiRP based on https://github.com/keijiro/ShadowDrawer/blob/master/Assets/ShadowDrawer.shader
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Shader "Needle/Shadow Catcher"
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{
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Properties
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{
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// _ShadowColor ("Shadow Color", Color) = (0.35,0.4,0.45,1.0)
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}
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SubShader
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{
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PackageRequirements
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{
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"com.unity.render-pipelines.universal": "10.0"
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}
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Tags
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{
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"RenderPipeline"="UniversalPipeline"
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"RenderType"="Transparent"
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"Queue"="Transparent-1"
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}
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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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Blend DstColor Zero, Zero One
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Cull Back
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ZTest LEqual
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ZWrite Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile_fog
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _ShadowColor;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float3 positionWS : TEXCOORD0;
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float fogCoord : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert (Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.positionCS = vertexInput.positionCS;
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output.positionWS = vertexInput.positionWS;
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output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
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return output;
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}
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half4 frag (Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half4 color = half4(1,1,1,1);
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#ifdef _MAIN_LIGHT_SHADOWS
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = input.positionWS;
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float4 shadowCoord = GetShadowCoord(vertexInput);
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half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
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color = lerp(half4(1,1,1,1), _ShadowColor, (1.0 - shadowAttenutation) * _ShadowColor.a);
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color.rgb = MixFogColor(color.rgb, half3(1,1,1), input.fogCoord);
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#endif
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return color;
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}
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ENDHLSL
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}
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}
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SubShader
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{
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Tags { "Queue"="AlphaTest+49" }
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#include "UnityLightingCommon.cginc"
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struct v2f_shadow {
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float4 pos : SV_POSITION;
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fixed3 diff : COLOR0;
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LIGHTING_COORDS(0, 1)
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};
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half4 _Color;
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v2f_shadow vert_shadow(appdata_full v)
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{
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v2f_shadow o;
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o.pos = UnityObjectToClipPos(v.vertex);
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half3 worldNormal = UnityObjectToWorldNormal(v.normal);
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TRANSFER_VERTEX_TO_FRAGMENT(o);
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o.diff = ShadeSH9(half4(worldNormal,1));
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return o;
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}
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half4 frag_shadow(v2f_shadow IN) : SV_Target
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{
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half atten = LIGHT_ATTENUATION(IN);
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return half4(0,0,0, lerp(1, 0, atten)) + half4(IN.diff.rgb, 0) * 0.05; // some approximated tinting
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}
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ENDCG
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// Depth fill pass
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Pass
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{
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ColorMask 0
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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struct v2f {
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float4 pos : SV_POSITION;
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};
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v2f vert(appdata_full v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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return o;
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}
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half4 frag(v2f IN) : SV_Target
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{
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return (half4)1;
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}
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ENDCG
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}
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// Forward base pass
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Pass
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{
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Tags { "LightMode" = "ForwardBase" }
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert_shadow
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#pragma fragment frag_shadow
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#pragma multi_compile_fwdbase
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ENDCG
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}
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/* only for additional lights; we only support 1 directional light at runtime right now
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// Forward add pass
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Pass
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{
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Tags { "LightMode" = "ForwardAdd" }
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert_shadow
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#pragma fragment frag_shadow
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#pragma multi_compile_fwdadd_fullshadows
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ENDCG
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}
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*/
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}
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FallBack "Mobile/VertexLit"
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} |