Files
com.misaki.hdrp-toon/Runtime/Shaders/HDRPToon.shader
2025-05-06 23:39:49 +09:00

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59 KiB
Plaintext

Shader "HDRP/Toon"
{
Properties
{
//TODO: Use custom rendering data.
[ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0
_AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5
_AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5
_AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5
[ToggleUI] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0
[ToggleUI] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
[ToggleUI] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0
_TransparentSortPriority("_TransparentSortPriority", Float) = 0
// Transparency
[Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Refraction Model", Int) = 0
[Enum(Proxy, 1, HiZ, 2)]_SSRefractionProjectionModel("Refraction Projection Model", Int) = 1
_Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.0
_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0
_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
_TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {}
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
[ToggleUI] _TransparentWritingMotionVec("_TransparentWritingMotionVec", Float) = 0.0
// Forward
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilMask.Lighting
// GBuffer
[HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilLightingUsage.RegularLighting
[HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 3 // StencilMask.Lighting
// Depth prepass
[HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing
[HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 32 // DoesntReceiveSSR
// Motion vector pass
[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilBitMask.ObjectMotionVectors
[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilBitMask.ObjectMotionVectors
// Distortion vector pass
[HideInInspector] _StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors
[HideInInspector] _StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0
[HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0
[HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0
[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 4
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Base Map", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
//NOTE: UTS properties
//TODO: Move more properties here for better organization
// Surface Options
[Popup] _TransparentEnabled("Transparent Mode", Integer) = 0
[Popup(_ALPHATEST_ON)] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[Enum(Off, 0, Front, 1, Back, 2)] _CullMode("Cull Mode", Integer) = 2
[KeywordEnum(Standard, SDF)] _Shading_Mode("Shading mode", Integer) = 0
[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", Integer) = 0
[KeywordEnum(Off, Standard, Anisotropy, Hair, Toon)] _PBR_Mode("PBR Mode", Integer) = 0
[PassPopup(HairBlendingTarget)] _HairBlendingTarget("Hair Blending Target", Integer) = 0
[EnumFlagsUI(Misaki.HdrpToon.SurfaceFeature, Misaki.HdrpToon)]_SurfaceFeatures("Surface Features", Integer) = 0
// Shading Color
[Popup] _Use_Shading_Ramp_Map("Use Shading Ramp Map", Integer) = 0
_BaseColor("BaseColor", Color) = (1,1,1,1)
_BaseColorMap("BaseColorMap", 2D) = "white" {}
[HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0)
_1stShadeColor("1st_ShadeColor", Color) = (0, 0, 0, 0)
_1stShadeColorMap("1st_ShadeMap", 2D) = "white" {}
[ToggleUI] _UseBaseAs1st("Use BaseMap as 1st_ShadeMap", Float) = 1
_2ndShadeColor("2nd_ShadeColor", Color) = (0, 0, 0, 0)
_2ndShadeColorMap("2nd_ShadeMap", 2D) = "white" {}
[ToggleUI] _Use1stAs2nd("Use 1st_ShadeMap as 2nd_ShadeMap", Float) = 1
_1stShadeColorStep("1st ShadeColor Step", Range(0, 1)) = 0.5
_1stShadeColorFeather("1st ShadeColor Feather", Range(0.0001, 1)) = 0.0001
_2ndShadeColorStep("2nd ShadeColor Step", Range(0, 1)) = 0
_2ndShadeColorFeather("2nd ShadeColor Feather", Range(0.0001, 1)) = 0.0001
_ShadingRampMap("ShadingRampMap", 2DArray) = "white" {}
_ShadingIndex("ShadingIndex", Integer) = 0
_ShadingRampMaskMap("ShadingRampMaskMap", 2D) = "white" {}
_ShadingRampMask("ShadingRampMask", Range(0, 1)) = 1
_SDFShadingMap("SDFShadingMap", 2D) = "white" {}
_SDFShadowLevel("SDFShadowLevel", Range(0.0, 1.0)) = 0.25
_SDFShadowSmoothLevel("SDFShadowSmoothLevel", Range(0.0, 0.1)) = 0.02
_SDFHighlightStrength("SDFHighlightStrength", Range(0.0, 1.0)) = 0.75
_HairBlendingFactor("HairBlendingFactor", Range(0.0, 1.0)) = 0.5
// Shadow
[Popup] _Receive_Light_Shadow("Receive Light Shadow", Integer) = 0
[Popup] _Receive_Screen_Space_Shadow("Receive Screen Space Shadow", Integer) = 0
[Popup] _Receive_Hair_Shadow("Receive Hair Shadow", Integer) = 0
_ShadowDistanceBias("ShadowBias", Range(0.0, 5.0)) = 0.0
_ShadowNormalBias("ShadowNormalBias", Range(0.0, 5.0)) = 0.0
//_Tweak_SystemShadowsLevel("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0
// Surface Inputs
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.0
_MaskMap("MaskMap", 2D) = "white" {}
_MetallicRemapMin("MetalicRemapMin", Float) = 0.0
_MetallicRemapMax("MetalicRemapMax", Float) = 1.0
_SmoothnessRemapMin("RoughnessRemapMin", Float) = 0.0
_SmoothnessRemapMax("RoughnessRemapMax", Float) = 1.0
_AlphaRemapMin("AlphaRemapMin", Float) = 0.0
_AlphaRemapMax("AlphaRemapMax", Float) = 1.0
_AORemapMin("AORemapMin", Float) = 0.0
_AORemapMax("AORemapMax", Float) = 1.0
_Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
_KKColor("BaseColor", Color) = (1,1,1,1)
_BSDFContribution("_BSDFContribution", Range(0.0,1.0)) = 0
[ToggleUI] _EnergyConservingSpecularColor("_EnergyConservingSpecularColor", Float) = 1.0
_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
_SpecularColorMap("SpecularColorMap", 2D) = "white" {}
_ToonSpecularStep("Toon Specular Step", Range(0.0, 1.0)) = 0.5
_ToonSpecularFeather("Toon Specular Feather", Range(0.0, 1.0)) = 0.0
_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
// Emissive
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
// Used only to serialize the LDR and HDR emissive color in the material UI,
// in the shader only the _EmissiveColor should be used
[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("Emissive Intensity", Float) = 1
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
// Ambient
[KeywordEnum(Off, IBL, MatCap, Ramp)]_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Integer) = 1
[KeywordEnum(Off, IBL, MatCap)]_Indirect_Specular_Mode("_Indirect_Specular_Mode", Integer) = 1
_IndirectDiffuseMatCapMap("IndirectDiffuseMatCapMap", 2D) = "black" {}
_IndirectDiffuseMatCapLod("IndirectDiffuseMatCapMapLOD", Range(-5, 5)) = 0.0
_IndirectDiffuseIntensity("Indirect Diffuse Intensity", Range(0, 5)) = 1.0
_SSAOWeight("SSAO Weight", Range(0.0, 1.0)) = 1.0
_SSGIWeight("SSGI Weight", Range(0.0, 1.0)) = 1.0
_IndirectSpecularMatCapMap("IndirectSpecularMatCapMap", 2D) = "black" {}
_IndirectSpecularMatCapLod("IndirectSpecularMatCapMapLOD", Range(-5, 5)) = 0.0
_IndirectDiffuseRampMap("_IndirectDiffuseRampMap", 2DArray) = "black" {}
_IndirectDiffuseRampIndex("IndirectDiffuseRampIndex", Integer) = 0
_IndirectDiffuseRampPosition("IndirectDiffuseRampPosition", Range(0, 1)) = 0.5
_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
// Rim Light
_RimLightColor("Rim Light Color", Color) = (1, 1, 1, 1)
_RimLightIntensity("Rim Light Intensity", Range(0, 10)) = 1
[Popup] _Screen_Space_Rim_Light ("Screen Space Rim Light", Integer) = 0
_RimLightLevel("RimLight Level", Range(0, 1)) = 0.1
[ToggleUI] _RimLightClipping("Rim Light Clipping", Float) = 0.25
_RimLightClippingLevel("Rim Light Clipping Level", Range(0.0001, 1)) = 0.0001
[Popup] _Light_Base_Rim_Light ("Light Base Rim Light", Integer) = 0
_LightDirectionRimLightLevel("Light Direction Rim Light Level", Range(0, 0.5)) = 0
[ToggleUI] _Is_LightColor_RimLight("Is_LightColor_RimLight", Float) = 1
[ToggleUI] _Is_NormalMapToRimLight("Is_NormalMapToRimLight", Float) = 0
[ToggleUI] _LightDirection_MaskOn("LightDirection_MaskOn", Float) = 0
[ToggleUI] _Add_Antipodean_RimLight("Add_Antipodean_RimLight", Float) = 0
_Ap_RimLightColor("Ap_RimLightColor", Color) = (1, 1, 1, 1)
[ToggleUI] _Is_LightColor_Ap_RimLight("Is_LightColor_Ap_RimLight", Float) = 1
_Ap_RimLight_Power("Ap_RimLight_Power", Range(0, 1)) = 0.1
[ToggleUI] _Ap_RimLight_FeatherOff("Ap_RimLight_FeatherOff", Float) = 0
_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
// Angel Rings
_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
_AngelRingIntensity("Angel Ring Intensity", Range(0, 10)) = 1
_AngelRingOffsetU("Angel Ring Offset U", Range(0, 1)) = 0
_AngelRingOffsetV("Angel Ring Offset V", Range(0, 1)) = 0
// Outline
[PassPopup(Outline)] _OutlineState("Outline State", Integer) = 1
_OutlineWidth("Outline Width", Float) = 0.25
_OutlineWidthMap("Outline Tex", 2D) = "white" {}
_OutlineColor("Outline Color", Color) = (0.5, 0.5, 0.5, 1)
_OutlineColorMap("Outline Color Map", 2D) = "white" {}
[ToggleUI] _AlbedoAffectOutline("Albedo Affect Outline", Float) = 1
[ToggleUI] _SkyColorAffectOutline("Sky Color Affect Outline", Float) = 1
_SkyColorIntensity("Sky Color Intensity", Range(0, 5)) = 1
_OutlineFadeIn("Outline Fade In", Float) = 50
_OutlineFadeOut("Outline Fade Out", Float) = 100
[ToggleUI] _UseSmoothedNormal("Use Smoothed Normal", Float) = 0
// Advance
_LightIntensityMultiplier("Light_Intensity_Multiplier" , Range(0, 1)) = 0.5
[ToggleUI] _ClampLightColor("VRChat : SceneLights HiCut_Filter", Float) = 0
[KeywordEnum(Single, Full, Custom)] _Light_Loop_Mode ("Light Loop Mode", Float) = 1
//TODO: Clear hdrp default properties
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Base, 6)] _UVEmissive("UV Set for emissive", Float) = 0
[Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive("Mapping space", Float) = 0.0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
[HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0
[HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0)
[HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE
#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
// This shader support vertex modification
#define HAVE_VERTEX_MODIFICATION
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Properties/UtsHdrpProperties.hlsl"
// TODO:
// Currently, Lit.hlsl and LitData.hlsl are included for every pass. Split Lit.hlsl in two:
// LitData.hlsl and LitShading.hlsl (merge into the existing LitData.hlsl).
// LitData.hlsl should be responsible for preparing shading parameters.
// LitShading.hlsl implements the light loop API.
// LitData.hlsl is included here, LitShading.hlsl is included below for shading passes only.
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline"="HDRenderPipeline" "RenderType" = "HDLitShader"}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
Cull Off
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
// Note: Require _ObjectId and _PassValue variables
// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
#pragma editor_sync_compilation
ENDHLSL
}
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass
{
Name "GBuffer"
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull[_CullMode]
ZTest[_ZTestGBuffer]
Stencil
{
WriteMask[_StencilWriteMaskGBuffer]
Ref[_StencilRefGBuffer]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// Setup DECALS_OFF so the shader stripper can remove variants
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile _ LIGHT_LAYERS
#pragma shader_feature_local_fragment _PBR_MODE_OFF
#pragma shader_feature_local_fragment _MASKMAP
#pragma shader_feature_local_fragment _NORMALMAP
#pragma shader_feature_local_fragment _ANISOTROPYMAP
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
#if _PBR_MODE_OFF
#undef _MASKMAP
#undef _ANISOTROPYMAP
#undef _SPECULARCOLORMAP
#endif
#ifndef DEBUG_DISPLAY
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS SHADERPASS_GBUFFER
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
// #include "MaterialGBufferMacrosUTS.hlsl" // must be above lit.hlsl
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
// #include "EncodeIntoGBufferUTS.hlsl" // must be bellow lit.hlsl
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/ShaderPass/UtsShaderPassGBuffer.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags{ "LightMode" = "META" }
Cull Off
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
Cull[_CullMode]
ZClip [_ZClip]
ZWrite On
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_SHADOWS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "DepthForwardOnly"
Tags{ "LightMode" = "DepthForwardOnly" }
Cull[_CullMode]
AlphaToMask [_AlphaCutoffEnable]
// To be able to tag stencil with disableSSR information for forward
Stencil
{
WriteMask [_StencilWriteMaskDepth]
Ref [_StencilRefDepth]
Comp Always
Pass Replace
}
ZWrite On
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
// In deferred, depth only pass don't output anything.
// In forward it output the normal buffer
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "MotionVectors"
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity
Stencil
{
WriteMask [_StencilWriteMaskMV]
Ref [_StencilRefMV]
Comp Always
Pass Replace
}
Cull[_CullMode]
AlphaToMask [_AlphaCutoffEnable]
ZWrite On
HLSLPROGRAM
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitMotionVectorPass.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "DistortionVectors"
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
Stencil
{
WriteMask [_StencilRefDistortionVec]
Ref [_StencilRefDistortionVec]
Comp Always
Pass Replace
}
Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
BlendOp Add, [_DistortionBlurBlendOp]
ZTest [_ZTestModeDistortion]
ZWrite off
Cull [_CullMode]
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DISTORTION
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDistortionPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "TransparentDepthPrepass"
Tags{ "LightMode" = "TransparentDepthPrepass" }
Cull[_CullMode]
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define CUTOFF_TRANSPARENT_DEPTH_PREPASS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
// Caution: Order is important: TransparentBackface, then Forward/ForwardOnly
Pass
{
Name "TransparentBackface"
Tags { "LightMode" = "TransparentBackface" }
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
ZWrite [_ZWrite]
Cull Front
ColorMask [_ColorMaskTransparentVel] 1
ZTest [_ZTestTransparent]
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
// Setup DECALS_OFF so the shader stripper can remove variants
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#define PUNCTUAL_SHADOW_MEDIUM
#define DIRECTIONAL_SHADOW_MEDIUM
#define AREA_SHADOW_MEDIUM
#define USE_CLUSTERED_LIGHTLIST // There is not FPTL lighting when using transparent
#define SHADERPASS SHADERPASS_FORWARD
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
// The light loop (or lighting architecture) is in charge to:
// - Define light list
// - Define the light loop
// - Setup the constant/data
// - Do the reflection hierarchy
// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "ForwardOnly"
Tags { "LightMode" = "ForwardOnly" }
ZWrite [_ZWriteMode]
ZTest [_ZTestMode]
Cull [_CullMode]
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
Stencil {
Ref[_StencilNo]
Comp[_StencilComp]
Pass[_StencilOpPass]
Fail[_StencilOpFail]
}
HLSLPROGRAM
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// Setup DECALS_OFF so the shader stripper can remove variants
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
//#pragma multi_compile_fragment PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH
//#pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH
//#pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#define SHADERPASS SHADERPASS_FORWARD
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#endif
#pragma shader_feature _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION
#pragma shader_feature ENABLE_UTS_HAIR_SHAOW
#pragma shader_feature ENABLE_UTS_HAIR_BLENDING
#pragma shader_feature_local_fragment _LIGHT_LOOP_MODE_SINGLE _LIGHT_LOOP_MODE_FULL _LIGHT_LOOP_MODE_CUSTOM
#pragma shader_feature_local_fragment _SHADING_MODE_STANDARD _SHADING_MODE_SDF
#pragma shader_feature_local_fragment _MATERIAL_TYPE_STANDARD _MATERIAL_TYPE_FRONTHAIR _MATERIAL_TYPE_FACE _MATERIAL_TYPE_EYE
#pragma shader_feature_local_fragment _PBR_MODE_OFF _PBR_MODE_STANDARD _PBR_MODE_ANISOTROPY _PBR_MODE_HAIR _PBR_MODE_TOON
#pragma shader_feature_local_fragment _USE_SHADING_RAMP_MAP_ON
#pragma shader_feature_local_fragment _RECEIVE_LIGHT_SHADOW_ON
#pragma shader_feature_local_fragment _RECEIVE_SCREEN_SPACE_SHADOW_ON
#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
#pragma shader_feature_local_fragment _INDIRECT_DIFFUSE_MODE_OFF _INDIRECT_DIFFUSE_MODE_IBL _INDIRECT_DIFFUSE_MODE_MATCAP _INDIRECT_DIFFUSE_MODE_RAMP
#pragma shader_feature_local_fragment _INDIRECT_SPECULAR_MODE_OFF _INDIRECT_SPECULAR_MODE_IBL _INDIRECT_SPECULAR_MODE_MATCAP
#pragma shader_feature_local_fragment _SCREEN_SPACE_RIM_LIGHT_ON
#pragma shader_feature_local_fragment _LIGHT_BASE_RIM_LIGHT_ON
#pragma shader_feature_local_fragment _SHADING_RAMP_MASK_MAP
#pragma shader_feature_local_fragment _MASKMAP
#pragma shader_feature_local_fragment _NORMALMAP
#pragma shader_feature_local_fragment _ANISOTROPYMAP
#pragma shader_feature_local_fragment _SPECULARCOLORMAP
#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
#pragma shader_feature_local_fragment _OUTLINECOLORMAP
#pragma shader_feature_local _ALPHATEST_ON
#define PUNCTUAL_SHADOW_MEDIUM
#define DIRECTIONAL_SHADOW_MEDIUM
#define AREA_SHADOW_MEDIUM
#ifndef SHADER_STAGE_FRAGMENT
#define SHADOW_LOW
#define USE_FPTL_LIGHTLIST
#endif
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsCommon.hlsl"
#endif
// The light loop (or lighting architecture) is in charge to:
// - Define light list
// - Define the light loop
// - Setup the constant/data
// - Do the reflection hierarchy
// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsHead.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/ShaderPass/ShaderPassForward.hlsl"
#else
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsLightLoop.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/ShaderPass/UtsShaderPassForward.hlsl"
#endif
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "TransparentDepthPostpass"
Tags { "LightMode" = "TransparentDepthPostpass" }
Cull[_CullMode]
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "RayTracingPrepass"
Tags{ "LightMode" = "RayTracingPrepass" }
Cull[_CullMode]
ZWrite On
ZTest LEqual // If the object have already been render in depth prepass, it will re-render to tag stencil
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#define SHADERPASS SHADERPASS_CONSTANT
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitConstantPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassConstant.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "Outline"
Tags { "LightMode" = "Outline" }
Cull Front
Blend Off
HLSLPROGRAM
#define AREA_SHADOW_LOW
#define SHADERPASS SHADERPASS_FORWARD
#define SHADOW_LOW
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#define _REQUIRE_UV2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
// The light loop (or lighting architecture) is in charge to:
// - Define light list
// - Define the light loop
// - Setup the constant/data
// - Do the reflection hierarchy
// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsHead.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/ShaderPass/HDRPToonOutline.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "HairShadowCaster"
Tags{ "LightMode" = "HairShadowCaster" }
Cull[_CullMode]
ZClip [_ZClip]
ZWrite On
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_SHADOWS
#pragma shader_feature_local _ALPHATEST_ON
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
Name "HairBlendingTarget"
Tags{ "LightMode" = "HairBlendingTarget" }
Cull[_CullMode]
ZClip [_ZClip]
ZWrite On
ZTest LEqual
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsHead.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/ShaderPass/HDRPToonHairBlending.hlsl"
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
SubShader
{
Tags{ "RenderPipeline"="HDRenderPipeline" }
Pass
{
Name "IndirectDXR"
Tags{ "LightMode" = "IndirectDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 ps5
#pragma raytracing surface_shader
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT
// multi compile that allows us to strip the recursive code
#pragma multi_compile _ MULTI_BOUNCE_INDIRECT
// If you need to change this, be sure to read this comment.
// For raytracing we decided to force the shadow quality to low.
// - The performance is the first reason, given that it may happen during the ray tracing stage for indirect or in a non-tiled context for deferred
// we want to save that cost as it may increase signfiicantly the cost..
// - The second reason is that some filtering modes require the screen space position (at the moment you read this comment high and ultra high), which we cannot provide
// in a ray tracing context.
// In addition to that, we intentionally disabled dithering for the ray tracing case as it requires the screen space position.
#define SHADOW_LOW
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl"
ENDHLSL
}
Pass
{
Name "ForwardDXR"
Tags{ "LightMode" = "ForwardDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 ps5
#pragma raytracing surface_shader
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#define SHADERPASS SHADERPASS_RAYTRACING_FORWARD
// If you need to change this, be sure to read this comment.
// For raytracing we decided to force the shadow quality to low.
// - The performance is the first reason, given that it may happen during the ray tracing stage for indirect or in a non-tiled context for deferred
// we want to save that cost as it may increase signfiicantly the cost..
// - The second reason is that some filtering modes require the screen space position (at the moment you read this comment high and ultra high), which we cannot provide
// in a ray tracing context.
// In addition to that, we intentionally disabled dithering for the ray tracing case as it requires the screen space position.
#define SHADOW_LOW
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl"
ENDHLSL
}
Pass
{
Name "GBufferDXR"
Tags{ "LightMode" = "GBufferDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 ps5
#pragma raytracing surface_shader
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ MINIMAL_GBUFFER
#define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "VisibilityDXR"
Tags{ "LightMode" = "VisibilityDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 ps5
#pragma raytracing surface_shader
#define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY
#pragma multi_compile _ TRANSPARENT_COLOR_SHADOW
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl"
ENDHLSL
}
Pass
{
Name "PathTracingDXR"
Tags{ "LightMode" = "PathTracingDXR" }
HLSLPROGRAM
#pragma only_renderers d3d11 ps5
#pragma raytracing surface_shader
#pragma multi_compile _ DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_PATH_TRACING
// This is just because it needs to be defined, shadow maps are not used.
#define SHADOW_LOW
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl"
ENDHLSL
}
}
//CustomEditor "UnityEditor.Rendering.Toon.UTS3GUI"
CustomEditor "Misaki.HdrpToon.Editor.UTSShaderGUI"
}