本文主要是介绍Unity中URP下 SimpleLit框架,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
文章目录
- 前言
- 一、整体框架
- 1、该Shader是用于低端设备的
- 2、包含一个Properties
- 3、只有一个SubShader
- 4、如果SubShader错误,返回洋葱紫
- 5、调用自定义ShaderGUI面板
- 二、SubShader中
- 1、Tags
- 2、Pass
- 三、我们看一下ForwardLit的Pass
- 1、混合模式、深度写入、面皮剔除、透明测试都由属性面板控制
- 2、申明顶点着色器 和 片元着色器
- 3、申明变体
- 4、GPU实例化相关
- 5、主要实现的内容被Unity封装好了,方便其他Shader调用
- 四、Unity中URP内置SimpleLit代码
前言
我们在这篇文章中,来看一下URP自带的SimpleLit框架主要干了什么。可以用于之后写光照时借鉴。
一、整体框架
1、该Shader是用于低端设备的
2、包含一个Properties
3、只有一个SubShader
4、如果SubShader错误,返回洋葱紫
5、调用自定义ShaderGUI面板
二、SubShader中
1、Tags
- 渲染类型为不透明
- 渲染管线为URP
- 材质类型为 SimpleLit
- LOD = 300
2、Pass
- ForwardLit:主要实现光照效果的。
- ShadowCaster:主要实现阴影效果的。
- Universal2D:实现2D下的光照效果。
三、我们看一下ForwardLit的Pass
1、混合模式、深度写入、面皮剔除、透明测试都由属性面板控制
2、申明顶点着色器 和 片元着色器
3、申明变体
4、GPU实例化相关
5、主要实现的内容被Unity封装好了,方便其他Shader调用
四、Unity中URP内置SimpleLit代码
// Shader targeted for low end devices. Single Pass Forward Rendering.
Shader "MyShader/URP/Simple Lit"
{// Keep properties of StandardSpecular shader for upgrade reasons.Properties{[MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {}[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)_Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5)_SpecGlossMap("Specular Map", 2D) = "white" {}_SmoothnessSource("Smoothness Source", Float) = 0.0_SpecularHighlights("Specular Highlights", Float) = 1.0[HideInInspector] _BumpScale("Scale", Float) = 1.0[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}// 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] _Shininess("Smoothness", Float) = 0.0[HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0[HideInInspector] _SpecSource("SpecularHighlights", 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{Tags{"RenderType" = "Opaque""RenderPipeline" = "UniversalPipeline""UniversalMaterialType" = "SimpleLit""IgnoreProjector" = "True"}LOD 300//ForwardLitPass{Name "ForwardLit"Tags{ "LightMode" = "UniversalForward"}// -------------------------------------// Render State Commands// Use same blending / depth states as Standard shaderBlend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]ZWrite[_ZWrite]Cull[_Cull]AlphaToMask[_AlphaToMask]HLSLPROGRAM#pragma target 2.0// -------------------------------------// Shader Stages#pragma vertex LitPassVertexSimple#pragma fragment LitPassFragmentSimple// -------------------------------------// Material Keywords#pragma shader_feature_local _NORMALMAP#pragma shader_feature_local_fragment _EMISSION#pragma shader_feature_local _RECEIVE_SHADOWS_OFF#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 _ _SPECGLOSSMAP _SPECULAR_COLOR#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA// -------------------------------------// 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 _ LIGHTMAP_SHADOW_MIXING#pragma multi_compile _ SHADOWS_SHADOWMASK#pragma multi_compile _ _LIGHT_LAYERS#pragma multi_compile _ _FORWARD_PLUS#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS#pragma multi_compile_fragment _ _SHADOWS_SOFT#pragma multi_compile_fragment _ _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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"// -------------------------------------// Unity defined keywords#pragma multi_compile _ DIRLIGHTMAP_COMBINED#pragma multi_compile _ LIGHTMAP_ON#pragma multi_compile _ DYNAMICLIGHTMAP_ON#pragma multi_compile_fog#pragma multi_compile_fragment _ DEBUG_DISPLAY#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE//--------------------------------------// GPU Instancing#pragma multi_compile_instancing#pragma instancing_options renderinglayer#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"//--------------------------------------// Defines#define BUMP_SCALE_NOT_SUPPORTED 1// -------------------------------------// Includes#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"ENDHLSL}//ShadowCasterPass{Name "ShadowCaster"Tags{"LightMode" = "ShadowCaster"}// -------------------------------------// Render State CommandsZWrite OnZTest LEqualColorMask 0Cull[_Cull]HLSLPROGRAM#pragma target 2.0// -------------------------------------// Shader Stages#pragma vertex ShadowPassVertex#pragma fragment ShadowPassFragment// -------------------------------------// Material Keywords#pragma shader_feature_local_fragment _ALPHATEST_ON#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA// -------------------------------------// 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"// 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/SimpleLitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"ENDHLSL}//GBufferPass{Name "GBuffer"Tags{"LightMode" = "UniversalGBuffer"}// -------------------------------------// Render State CommandsZWrite[_ZWrite]ZTest LEqualCull[_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 LitPassVertexSimple#pragma fragment LitPassFragmentSimple// -------------------------------------// Material Keywords#pragma shader_feature_local_fragment _ALPHATEST_ON//#pragma shader_feature _ALPHAPREMULTIPLY_ON#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA#pragma shader_feature_local _NORMALMAP#pragma shader_feature_local_fragment _EMISSION#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 _ _SHADOWS_SOFT#pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"// -------------------------------------// Unity defined keywords#pragma multi_compile _ DIRLIGHTMAP_COMBINED#pragma multi_compile _ LIGHTMAP_ON#pragma multi_compile _ DYNAMICLIGHTMAP_ON#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING#pragma multi_compile _ SHADOWS_SHADOWMASK#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE//--------------------------------------// GPU Instancing#pragma multi_compile_instancing#pragma instancing_options renderinglayer#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"//--------------------------------------// Defines#define BUMP_SCALE_NOT_SUPPORTED 1// -------------------------------------// Includes#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"ENDHLSL}//DepthOnlyPass{Name "DepthOnly"Tags{"LightMode" = "DepthOnly"}// -------------------------------------// Render State CommandsZWrite OnColorMask RCull[_Cull]HLSLPROGRAM#pragma target 2.0// -------------------------------------// Shader Stages#pragma vertex DepthOnlyVertex#pragma fragment DepthOnlyFragment// -------------------------------------// Material Keywords#pragma shader_feature_local_fragment _ALPHATEST_ON#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA// -------------------------------------// 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/SimpleLitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"ENDHLSL}// This pass is used when drawing to a _CameraNormalsTexture texturePass{Name "DepthNormals"Tags{"LightMode" = "DepthNormals"}// -------------------------------------// Render State CommandsZWrite OnCull[_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_fragment _ALPHATEST_ON#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA// -------------------------------------// 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/SimpleLitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl"ENDHLSL}// This pass it not used during regular rendering, only for lightmap baking.Pass{Name "Meta"Tags{"LightMode" = "Meta"}// -------------------------------------// Render State CommandsCull OffHLSLPROGRAM#pragma target 2.0// -------------------------------------// Shader Stages#pragma vertex UniversalVertexMeta#pragma fragment UniversalFragmentMetaSimple// -------------------------------------// Material Keywords#pragma shader_feature_local_fragment _EMISSION#pragma shader_feature_local_fragment _SPECGLOSSMAP#pragma shader_feature EDITOR_VISUALIZATION// -------------------------------------// Includes#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"ENDHLSL}//Universal2DPass{Name "Universal2D"Tags{"LightMode" = "Universal2D""RenderType" = "Transparent""Queue" = "Transparent"}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// -------------------------------------// Includes#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"ENDHLSL}}Fallback "Hidden/Universal Render Pipeline/FallbackError"CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader"
}
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