源码 / Ch20/Triplanar.shader
Ch20/Triplanar.shader
// 案例 20.2 / 20.3:完整的三平面映射——颜色 + 法线(四种法线混合方式可切换) Shader "Cookbook/Ch20/Triplanar" { Properties { _BaseMap ("Albedo", 2D) = "white" {} _BaseColor ("Tint", Color) = (1,1,1,1) [NoScaleOffset][Normal] _BumpMap ("Normal Map", 2D) = "bump" {} _BumpScale ("Normal Scale", Range(0, 2)) = 1 _Tiling ("Tiling (1/m)", Float) = 0.5 _Sharpness ("Blend Sharpness", Range(1, 32)) = 6 [Enum(Swizzle,0,UDN,1,Whiteout,2,RNM,3)] _NormalMode ("Normal Blend", Float) = 3 _Smoothness ("Smoothness", Range(0, 1)) = 0.3 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; half4 _BaseColor; half _BumpScale; float _Tiling; float _Sharpness; float _NormalMode; half _Smoothness; CBUFFER_END ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } // 自定义表面混合,没有 GBuffer Pass:Deferred 下也走前向 HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile_fog #pragma multi_compile_instancing #include "Assets/Cookbook/Ch20/TerrainCommon.hlsl" TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; half fogFactor : TEXCOORD2; }; Varyings vert(Attributes v) { Varyings o; UNITY_SETUP_INSTANCE_ID(v); VertexPositionInputs p = GetVertexPositionInputs(v.positionOS.xyz); o.positionCS = p.positionCS; o.positionWS = p.positionWS; o.normalWS = TransformObjectToWorldNormal(v.normalOS); o.fogFactor = ComputeFogFactor(p.positionCS.z); return o; } half4 frag(Varyings i) : SV_Target { half3 n = normalize(i.normalWS); float3 w = TriplanarWeights(n, _Sharpness); TriplanarUV uv = GetTriplanarUV(i.positionWS, n, _Tiling); half3 albedo = SampleTriplanar(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), uv, w).rgb * _BaseColor.rgb; half3 normalWS = TriplanarNormalWS(TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), uv, w, n, _BumpScale, (int)_NormalMode); return Ch20ShadePBR(i.positionWS, normalWS, i.positionCS, albedo, 0, _Smoothness, 1, i.fogFactor); } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #pragma vertex Ch20ShadowVert #pragma fragment Ch20EmptyFrag #pragma multi_compile_instancing #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #include "Assets/Cookbook/Ch20/ShadowDepthPasses.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R HLSLPROGRAM #pragma vertex Ch20DepthVert #pragma fragment Ch20EmptyFrag #pragma multi_compile_instancing #include "Assets/Cookbook/Ch20/ShadowDepthPasses.hlsl" ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On HLSLPROGRAM #pragma vertex Ch20DepthVert #pragma fragment Ch20DepthNormalsFrag #pragma multi_compile_instancing #include "Assets/Cookbook/Ch20/ShadowDepthPasses.hlsl" ENDHLSL } } }