#ifndef UNITY_MATERIAL_INCLUDED #define UNITY_MATERIAL_INCLUDED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialBlendModeEnum.cs.hlsl" // Guidelines for Material Keyword. // There is a set of Material Keyword that a HD shaders must define (or not define). We call them system KeyWord. // .Shader need to define: // - _SURFACE_TYPE_TRANSPARENT if they use a transparent material // - _ENABLE_FOG_ON_TRANSPARENT if fog is enable on transparent surface // - _DISABLE_DECALS if the material don't support decals #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) ) //----------------------------------------------------------------------------- // ApplyBlendMode function //----------------------------------------------------------------------------- float4 ApplyBlendMode(float3 diffuseLighting, float3 specularLighting, float opacity) { #ifndef _SURFACE_TYPE_TRANSPARENT // When doing off screen rendering (low-res transparency or after post process pass) and rendering opaque objects, opacity needs to be set to zero for proper compositing. if (_OffScreenRendering != 0) opacity = 0; #ifndef _ALPHATEST_ON else // We hardcode opacity to 1 to avoid issues in forward when alpha might be coming from the texture source, but we don't want to keep it in case alpha is preserved. opacity = 1; #endif return float4(diffuseLighting + specularLighting, opacity); #else // ref: http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf // Lit transparent object should have reflection and transmission. // Transmission when not using "rough refraction mode" (with fetch in preblured background) is handled with blend mode. // However reflection should not be affected by blend mode. For example a glass should still display reflection and not lose the highlight when blend // This is the purpose of following function, "Cancel" the blend mode effect on the specular lighting but not on the diffuse lighting // In the case of alpha blend mode the code should be float4(diffuseLighting + (specularLighting / max(opacity, 0.01)), opacity) // However this have precision issue when reaching 0, so we change the blend mode and apply src * src_a inside the shader instead if (_BlendMode == BLENDMODE_ALPHA || _BlendMode == BLENDMODE_ADDITIVE) return float4(diffuseLighting * opacity + specularLighting * ( #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING _EnableBlendModePreserveSpecularLighting ? 1.0f : #endif opacity), opacity); else return float4(diffuseLighting + specularLighting, opacity); #endif } float4 ApplyBlendMode(float3 color, float opacity) { return ApplyBlendMode(color, float3(0.0, 0.0, 0.0), opacity); } //----------------------------------------------------------------------------- // Fog sampling function for materials //----------------------------------------------------------------------------- // Used for transparent object. input color is color + alpha of the original transparent pixel. // This must be call after ApplyBlendMode to work correctly // Caution: Must stay in sync with VFXApplyFog in VFXCommon.hlsl float4 EvaluateAtmosphericScattering(PositionInputs posInput, float3 V, float4 inputColor) { float4 result = inputColor; #ifdef _ENABLE_FOG_ON_TRANSPARENT float3 volColor, volOpacity; EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha if (_BlendMode == BLENDMODE_ALPHA) { // Regular alpha blend need to multiply fog color by opacity (as we do src * src_a inside the shader) // result.rgb = lerp(result.rgb, unpremul_volColor * result.a, volOpacity); // result.rgb = result.rgb + volOpacity * (unpremul_volColor * result.a - result.rgb); // result.rgb = result.rgb + volColor * result.a - result.rgb * volOpacity; result.rgb = result.rgb * (1 - volOpacity) + volColor * result.a; } else if (_BlendMode == BLENDMODE_ADDITIVE) { // For additive, we just need to fade to black with fog density (black + background == background color == fog color) result.rgb = result.rgb * (1.0 - volOpacity); } else if (_BlendMode == BLENDMODE_PREMULTIPLY) { // For Pre-Multiplied Alpha Blend, we need to multiply fog color by src alpha to match regular alpha blending formula. // result.rgb = lerp(result.rgb, unpremul_volColor * result.a, volOpacity); result.rgb = result.rgb * (1 - volOpacity) + volColor * result.a; // Note: this formula for color is correct, assuming we apply the Over operator afterwards // (see the appendix in the Deep Compositing paper). But do we? // Additionally, we do not modify the alpha here, which is most certainly WRONG. } #else // Evaluation of fog for opaque objects is currently done in a full screen pass independent from any material parameters. // but this funtction is called in generic forward shader code so we need it to be neutral in this case. #endif return result; } //----------------------------------------------------------------------------- // Alpha test replacement //----------------------------------------------------------------------------- // This function must be use instead of clip instruction. It allow to manage in which case the clip is perform for optimization purpose void DoAlphaTest(float alpha, float alphaCutoff) { // For Deferred: // If we have a prepass, we may want to remove the clip from the GBuffer pass (otherwise HiZ does not work on PS4) - SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST // For Forward Opaque: // If we have a prepass, we may want to remove the clip from the forward pass (otherwise HiZ does not work on PS4) - SHADERPASS_FORWARD_BYPASS_ALPHA_TEST // For Forward Transparent // Also no alpha test for light transport // Note: If SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST or SHADERPASS_FORWARD_BYPASS_ALPHA_TEST are used, it mean that we must use ZTest depth equal for the pass (Need to use _ZTestDepthEqualForOpaque property). #if !defined(SHADERPASS_FORWARD_BYPASS_ALPHA_TEST) && !defined(SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST) && !(SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) clip(alpha - alphaCutoff); #endif } // This function is the alternative version used for ray tracing void DoAlphaTest(float alpha, float alphaCutoff, out bool alphaTestResult) { alphaTestResult = alpha >= alphaCutoff; } //----------------------------------------------------------------------------- // Reflection / Refraction hierarchy handling //----------------------------------------------------------------------------- // This function is use with reflection and refraction hierarchy of LightLoop // It will add weight to hierarchyWeight but ensure that hierarchyWeight is not more than one // by updating the weight value. Returned weight value must be apply on current lighting // Example: Total hierarchyWeight is 0.8 and weight is 0.4. Function return hierarchyWeight of 1.0 and weight of 0.2 // hierarchyWeight and weight must be positive and between 0 and 1 void UpdateLightingHierarchyWeights(inout float hierarchyWeight, inout float weight) { float accumulatedWeight = hierarchyWeight + weight; hierarchyWeight = saturate(accumulatedWeight); weight -= saturate(accumulatedWeight - hierarchyWeight); } //----------------------------------------------------------------------------- // BuiltinData //----------------------------------------------------------------------------- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #endif // UNITY_MATERIAL_INCLUDED