207 lines
7.0 KiB
Plaintext
207 lines
7.0 KiB
Plaintext
Shader "NLD_URP/NLD_Scene_Grass"
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{
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Properties
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{
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[MainTexture]_BaseMap ("主贴图", 2D) = "white" {}
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[MainColor] _BaseColor("基础颜色", Color) = (1, 1, 1, 1)
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_Cutoff("Alpha裁剪", Range(0.0, 1.0)) = 0.5
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_GroundColorTex ("地面颜色贴图", 2D) = "white" {}
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_GroundSize("地面大小(宽,高,融合高度)", Vector) = (50, 50, 0, 0)
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_WindNoiseTex ("风噪声贴图", 2D) = "white" {}
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_WindParams("风参数(XUV,YUV,摆动min,摆动max)", Vector) = (0.1, 0.1, 0, 0)
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_WindDirection("风向(风向xyz,风贴图强度缩放)", Vector) = (1, 0, 0, 0)
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_TimeScale("自然摆动时间缩放", Range(0, 1)) = 1
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_WindColor("风颜色", Color) = (1, 1, 1, 1)
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_WindColorParams("风颜色参数(压亮,截取min,截取max)", Vector) = (0.8, 0.2, 1, 0)
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_ShadowIntensity("阴影强度", Range(0, 1)) = 1
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}
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SubShader
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{
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Tags {
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"RenderType"="Transparent"
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"RenderPipeline" = "UniversalPipeline"
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}
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LOD 100
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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TEXTURE2D(_GroundColorTex);
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SAMPLER(sampler_GroundColorTex);
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sampler2D _WindNoiseTex;
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// TEXTURE2D(_WindNoiseTex);
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// SAMPLER(sampler_WindNoiseTex);
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struct Attributes_LT {
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings_LT {
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float4 positionCS : SV_POSITION;
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// UV
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float2 uv : TEXCOORD0;
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// world position
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float3 worldPos : TEXCOORD1;
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float windNoise : TEXCOORD2;
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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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#if !defined(UNITY_INSTANCING_ENABLED)
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CBUFFER_START(UnityPerMaterial)
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#endif
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float _Cutoff;
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float4 _BaseColor;
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float4 _GroundSize;
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float4 _WindParams;
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float4 _WindDirection;
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float _TimeScale;
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float4 _BaseMap_ST;
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float4 _GroundColorTex_ST;
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float4 _WindNoiseTex_ST;
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float4 _WindColor;
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float4 _WindColorParams;
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float _ShadowIntensity;
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#if !defined(UNITY_INSTANCING_ENABLED)
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CBUFFER_END
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#endif
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Varyings_LT Vert(Attributes_LT input)
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{
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Varyings_LT output;
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UNITY_SETUP_INSTANCE_ID(input);
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output.worldPos = TransformObjectToWorld(input.positionOS).xyz;
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// 采样风噪声
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float2 groundStartPos = -float2(_GroundSize.x, _GroundSize.y) * 0.5;
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float2 groundUV = (output.worldPos.xz - groundStartPos.xy) / _GroundSize.xy;
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float xUVMove = _Time.y * _WindParams.x;
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float yUVMove = _Time.y * _WindParams.y;
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float2 windUv = groundUV + float2(xUVMove, yUVMove);
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float2 windUvWrap = TRANSFORM_TEX(windUv, _WindNoiseTex);
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float windNoise = tex2Dlod(_WindNoiseTex, float4(windUvWrap, 0, 0)).r;
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float windMinY = _WindParams.z;
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float windMaxY = _WindParams.w;
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float lerpProgress = clamp((output.worldPos.y - windMinY) / (windMaxY - windMinY), 0, 10);
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// 根据风噪声做顶点偏移
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float3 moveDt = lerp(0, _WindDirection.xyz, lerpProgress) * sin((windNoise * _WindDirection.w + _TimeScale * _Time.y) * 2 * 3.14);
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output.worldPos = output.worldPos + moveDt;
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output.positionCS = TransformWorldToHClip(output.worldPos);
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
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output.windNoise = windNoise;
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return output;
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}
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ENDHLSL
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Pass
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{
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Cull Off
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Name "ForwardLit"
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Tags {
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"LightMode" = "UniversalForward"
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}
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ZWrite On
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ZTest LEqual
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex Vert
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#pragma fragment Frag
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// 开启instance
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#pragma multi_compile_instancing
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// 开启接收阴影
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //主光源阴影
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#pragma multi_compile _ _SHADOWS_SOFT //软阴影
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float4 Frag(Varyings_LT input): SV_Target
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{
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// 基础色alpha clip
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float4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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if (baseColor.a < _Cutoff)
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discard;
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// 根据worldPos计算地面颜色
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float2 groundStartPos = -float2(_GroundSize.x, _GroundSize.y) * 0.5;
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float2 groundUV = (input.worldPos.xz - groundStartPos.xy) / _GroundSize.xy;
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float4 groundColor = SAMPLE_TEXTURE2D(_GroundColorTex, sampler_GroundColorTex, groundUV);
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// 基础色
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float4 grassColor = _BaseColor;
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// 读取风噪声强度
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if (input.windNoise > _WindColorParams.y && input.windNoise < _WindColorParams.z)
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{
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float scaleWindNoise = input.windNoise * _WindColorParams.x;
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grassColor = lerp(grassColor, _WindColor, input.windNoise * scaleWindNoise);
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}
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// 根据高度做颜色混合
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float blendHeight = _GroundSize.z;
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float lerpProgress = clamp(input.worldPos.y / blendHeight, 0, 1);
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float4 lerpColor = lerp(groundColor, grassColor, lerpProgress);
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// 获取阴影
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float4 shadowCoord = TransformWorldToShadowCoord(input.worldPos);
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Light mainLight = GetMainLight(shadowCoord);
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// 读取shadowStrength
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float shadowStrength = lerp(1, mainLight.shadowAttenuation, _ShadowIntensity);
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lerpColor *= shadowStrength;
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return lerpColor;
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}
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ENDHLSL
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}
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Pass
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{
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Cull Off
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Name "ShadowCaster"
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Tags
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{
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"LightMode" = "ShadowCaster"
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}
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex Vert
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#pragma fragment Frag
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// 开启instance
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#pragma multi_compile_instancing
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float4 Frag(Varyings_LT input): SV_Target
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{
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// 基础色alpha clip
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float4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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if (baseColor.a < _Cutoff)
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discard;
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return float4(1, 1, 1, 1);
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}
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ENDHLSL
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}
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}
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}
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