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m_EditorClassIdentifier: m_Active: 0 - injectionPoint: 600 + injectionPoint: 450 fetchColorBuffer: 1 requirements: 0 passMaterial: {fileID: -876546973899608171, guid: 0eed213bde3da224ab7e57ef6ec91ed5, diff --git a/Assets/Test/stencil.meta b/Assets/Test/stencil.meta new file mode 100644 index 0000000..c3c095c --- /dev/null +++ b/Assets/Test/stencil.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ce8b0bf179f9a48ae92c6e0a8bc32eee +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Test/stencil/stencilLit.shader b/Assets/Test/stencil/stencilLit.shader new file mode 100644 index 0000000..8ed9ca0 --- /dev/null +++ b/Assets/Test/stencil/stencilLit.shader @@ -0,0 +1,483 @@ +Shader "custom/stencilLit" +{ + Properties + { + // Specular vs Metallic workflow + _WorkflowMode("WorkflowMode", Float) = 1.0 + + [MainTexture] _BaseMap("Albedo", 2D) = "white" {} + [MainColor] _BaseColor("Color", Color) = (1,1,1,1) + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 + _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + _SpecColor("Specular", Color) = (0.2, 0.2, 0.2) + _SpecGlossMap("Specular", 2D) = "white" {} + + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + + _BumpScale("Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + + _Parallax("Scale", Range(0.005, 0.08)) = 0.005 + _ParallaxMap("Height Map", 2D) = "black" {} + + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + + [HDR] _EmissionColor("Color", Color) = (0,0,0) + _EmissionMap("Emission", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0 + _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {} + _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0 + [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {} + + // SRP batching compatibility for Clear Coat (Not used in Lit) + [HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0 + [HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0 + + // Blending state + _Surface("__surface", Float) = 0.0 + _Blend("__blend", Float) = 0.0 + _Cull("__cull", Float) = 2.0 + [ToggleUI] _AlphaClip("__clip", Float) = 0.0 + [HideInInspector] _SrcBlend("__src", Float) = 1.0 + [HideInInspector] _DstBlend("__dst", Float) = 0.0 + [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0 + [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0 + [HideInInspector] _ZWrite("__zw", Float) = 1.0 + [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0 + [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0 + + [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 + // Editmode props + _QueueOffset("Queue offset", Float) = 0.0 + + // ObsoleteProperties + [HideInInspector] _MainTex("BaseMap", 2D) = "white" {} + [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1) + [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0 + [HideInInspector] _Glossiness("Smoothness", Float) = 0.0 + [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0 + + [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + } + + SubShader + { + // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings + // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this + // material work with both Universal Render Pipeline and Builtin Unity Pipeline + Tags + { + "RenderType" = "Opaque" + "RenderPipeline" = "UniversalPipeline" + "UniversalMaterialType" = "Lit" + "IgnoreProjector" = "True" + } + LOD 300 + + // ------------------------------------------------------------------ + // Forward pass. Shades all light in a single pass. GI + emission + Fog + Pass + { + // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with + // no LightMode tag are also rendered by Universal Render Pipeline + Name "ForwardLit" + Tags + { + "LightMode" = "UniversalForward" + } + + Stencil + { + Ref 2 + Comp Always + Pass Replace + } + + // ------------------------------------- + // Render State Commands + Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha] + ZWrite[_ZWrite] + Cull[_Cull] + AlphaToMask[_AlphaToMask] + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex LitPassVertex + #pragma fragment LitPassFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + + // ------------------------------------- + // Universal Pipeline keywords + #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 _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _LIGHT_LAYERS + #pragma multi_compile _ _FORWARD_PLUS + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #pragma multi_compile_fragment _ DEBUG_DISPLAY + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl" + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags + { + "LightMode" = "ShadowCaster" + } + + // ------------------------------------- + // Render State Commands + ZWrite On + ZTest LEqual + ColorMask 0 + Cull[_Cull] + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex ShadowPassVertex + #pragma fragment ShadowPassFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + // ------------------------------------- + // Universal Pipeline keywords + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + // ------------------------------------- + // Includes + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" + ENDHLSL + } + + Pass + { + // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with + // no LightMode tag are also rendered by Universal Render Pipeline + Name "GBuffer" + Tags + { + "LightMode" = "UniversalGBuffer" + } + + // ------------------------------------- + // Render State Commands + ZWrite[_ZWrite] + ZTest LEqual + Cull[_Cull] + + HLSLPROGRAM + #pragma target 4.5 + + // Deferred Rendering Path does not support the OpenGL-based graphics API: + // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0. + #pragma exclude_renderers gles3 glcore + + // ------------------------------------- + // Shader Stages + #pragma vertex LitGBufferPassVertex + #pragma fragment LitGBufferPassFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local_fragment _OCCLUSIONMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + + // ------------------------------------- + // Universal Pipeline keywords + #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 _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + // ------------------------------------- + // Includes + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl" + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags + { + "LightMode" = "DepthOnly" + } + + // ------------------------------------- + // Render State Commands + ZWrite On + ColorMask R + Cull[_Cull] + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex DepthOnlyVertex + #pragma fragment DepthOnlyFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + // ------------------------------------- + // Includes + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" + ENDHLSL + } + + // This pass is used when drawing to a _CameraNormalsTexture texture + Pass + { + Name "DepthNormals" + Tags + { + "LightMode" = "DepthNormals" + } + + // ------------------------------------- + // Render State Commands + ZWrite On + Cull[_Cull] + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex DepthNormalsVertex + #pragma fragment DepthNormalsFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local _PARALLAXMAP + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE + + // ------------------------------------- + // Universal Pipeline keywords + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + // ------------------------------------- + // Includes + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl" + ENDHLSL + } + + // This pass it not used during regular rendering, only for lightmap baking. + Pass + { + Name "Meta" + Tags + { + "LightMode" = "Meta" + } + + // ------------------------------------- + // Render State Commands + Cull Off + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex UniversalVertexMeta + #pragma fragment UniversalFragmentMetaLit + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _SPECULAR_SETUP + #pragma shader_feature_local_fragment _EMISSION + #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED + #pragma shader_feature_local_fragment _SPECGLOSSMAP + #pragma shader_feature EDITOR_VISUALIZATION + + // ------------------------------------- + // Includes + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" + + ENDHLSL + } + + Pass + { + Name "Universal2D" + Tags + { + "LightMode" = "Universal2D" + } + + // ------------------------------------- + // Render State Commands + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Shader Stages + #pragma vertex vert + #pragma fragment frag + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + + // ------------------------------------- + // Includes + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" + ENDHLSL + } + } + + FallBack 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the vertex shader (Vert), + // the input structure (Attributes) and the output structure (Varyings) + #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + #pragma vertex Vert + #pragma fragment frag + + SAMPLER(sampler_BlitTexture); + float4 _BlitTexture_TexelSize; + + + half4 frag (Varyings input) : SV_Target + { + float _BlurRadius = 2; + + // Original color + half4 originalColor = SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.texcoord); + + + half4 blurredColor = half4(0, 0, 0, 0); + int samples = 0; + + // Use fixed radius for simplicity + for (int x = -_BlurRadius; x <= _BlurRadius; x++) + { + for (int y = -_BlurRadius; y <= _BlurRadius; y++) + { + float2 offset = float2(x, y) * _BlitTexture_TexelSize; + blurredColor += SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.texcoord + offset); + samples++; + } + } + + // Average the 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