基于URP的物理Shader模板

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Shader "URP/Custom/Physics"
{
    Properties
    {
        // Specular vs Metallic workflow
        [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0

        [MainColor] _BaseColor("Color", Color) = (0.5,0.5,0.5,1)
        [MainTexture] _BaseMap("Albedo", 2D) = "white" {}

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
        _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
        _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0

        [Gamma] _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" {}

        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}

        _EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}

        // Blending state
        [HideInInspector] _Surface("__surface", Float) = 0.0
        [HideInInspector] _Blend("__blend", Float) = 0.0
        [HideInInspector] _AlphaClip("__clip", Float) = 0.0
        [HideInInspector] _SrcBlend("__src", Float) = 1.0
        [HideInInspector] _DstBlend("__dst", Float) = 0.0
        [HideInInspector] _ZWrite("__zw", Float) = 1.0
        [HideInInspector] _Cull("__cull", Float) = 2.0

        _ReceiveShadows("Receive Shadows", Float) = 1.0

            // Editmode props
            [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
    }

    SubShader
    {
        Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" "IgnoreProjector" = "True"}
        LOD 300

        Pass
        {
            Name "StandardLit"
            Tags{"LightMode" = "UniversalForward"}

            Blend[_SrcBlend][_DstBlend]
            ZWrite[_ZWrite]
            Cull[_Cull]

            HLSLPROGRAM
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma target 2.0

            #pragma shader_feature _NORMALMAP
            #pragma shader_feature _ALPHATEST_ON
            #pragma shader_feature _ALPHAPREMULTIPLY_ON
            #pragma shader_feature _EMISSION
            #pragma shader_feature _METALLICSPECGLOSSMAP
            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature _OCCLUSIONMAP

            #pragma shader_feature _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature _GLOSSYREFLECTIONS_OFF
            #pragma shader_feature _SPECULAR_SETUP
            #pragma shader_feature _RECEIVE_SHADOWS_OFF

            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile _ _SHADOWS_SOFT
            #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE

            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile_fog

            #pragma multi_compile_instancing

            #pragma vertex LitPassVertex
            #pragma fragment LitPassFragment

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"

            struct Attributes
            {
                float4 positionOS   : POSITION;
                float3 normalOS     : NORMAL;
                float4 tangentOS    : TANGENT;
                float2 uv           : TEXCOORD0;
                float2 uvLM         : TEXCOORD1;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
                float2 uv                       : TEXCOORD0;
                float2 uvLM                     : TEXCOORD1;
                float4 positionWSAndFogFactor   : TEXCOORD2; 
                half3  normalWS                 : TEXCOORD3;

#if _NORMALMAP
                half3 tangentWS                 : TEXCOORD4;
                half3 bitangentWS               : TEXCOORD5;
#endif

#ifdef _MAIN_LIGHT_SHADOWS
                float4 shadowCoord              : TEXCOORD6; 
#endif
                float4 positionCS               : SV_POSITION;
            };

            Varyings LitPassVertex(Attributes input)
            {
                Varyings output;
                VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
                VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
                float fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
                output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
                output.uvLM = input.uvLM.xy * unity_LightmapST.xy + unity_LightmapST.zw;

                output.positionWSAndFogFactor = float4(vertexInput.positionWS, fogFactor);
                output.normalWS = vertexNormalInput.normalWS;

#ifdef _NORMALMAP
                output.tangentWS = vertexNormalInput.tangentWS;
                output.bitangentWS = vertexNormalInput.bitangentWS;
#endif

#ifdef _MAIN_LIGHT_SHADOWS
                output.shadowCoord = GetShadowCoord(vertexInput);
#endif
                output.positionCS = vertexInput.positionCS;
                return output;
            }

            half4 LitPassFragment(Varyings input) : SV_Target
            {
                SurfaceData surfaceData;
                InitializeStandardLitSurfaceData(input.uv, surfaceData);

#if _NORMALMAP
                half3 normalWS = TransformTangentToWorld(surfaceData.normalTS,
                    half3x3(input.tangentWS, input.bitangentWS, input.normalWS));
#else
                half3 normalWS = input.normalWS;
#endif
                normalWS = normalize(normalWS);

#ifdef LIGHTMAP_ON
                half3 bakedGI = SampleLightmap(input.uvLM, normalWS);
#else
                half3 bakedGI = SampleSH(normalWS);
#endif

                float3 positionWS = input.positionWSAndFogFactor.xyz;
                half3 viewDirectionWS = SafeNormalize(GetCameraPositionWS() - positionWS);
                BRDFData brdfData;
                InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);

#ifdef _MAIN_LIGHT_SHADOWS
                Light mainLight = GetMainLight(input.shadowCoord);
#else
                Light mainLight = GetMainLight();
#endif

                half3 color = GlobalIllumination(brdfData, bakedGI, surfaceData.occlusion, normalWS, viewDirectionWS);

                color += LightingPhysicallyBased(brdfData, mainLight, normalWS, viewDirectionWS);

#ifdef _ADDITIONAL_LIGHTS

                int additionalLightsCount = GetAdditionalLightsCount();
                for (int i = 0; i < additionalLightsCount; ++i)
                {
                    Light light = GetAdditionalLight(i, positionWS);
                    color += LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS);
                }
#endif
                color += surfaceData.emission;

                float fogFactor = input.positionWSAndFogFactor.w;

                color = MixFog(color, fogFactor);
                return half4(color, surfaceData.alpha);
            }
            ENDHLSL
        }

        UsePass "Universal Render Pipeline/Lit/ShadowCaster"

        UsePass "Universal Render Pipeline/Lit/DepthOnly"

        UsePass "Universal Render Pipeline/Lit/Meta"
    }

    CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
}

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URP(Universal Render Pipeline)是Unity引擎中的一种渲染管线,而Compute ShaderURP中的一种功能,用于在GPU上进行并行计算。Compute Shader可以用来执行各种计算任务,例如图像处理、物理模拟、粒子系统等。 URP Compute Shader提供了一种在GPU上进行高性能计算的方式,它可以利用GPU的并行计算能力来加速复杂的计算任务。与传统的图形渲染不同,Compute Shader不需要与图形渲染管线交互,它可以独立于渲染过程进行计算。 使用URP Compute Shader可以带来以下优势: 1. 并行计算:Compute Shader可以同时在多个线程上执行计算任务,充分利用GPU的并行计算能力,提高计算效率。 2. 高性能:由于在GPU上执行,Compute Shader可以利用硬件加速,提供更高的计算性能。 3. 灵活性:Compute Shader可以执行各种类型的计算任务,不仅限于图形渲染,可以用于各种领域的并行计算需求。 使用URP Compute Shader的基本步骤如下: 1. 创建Compute Shader:在Unity中创建一个Compute Shader文件,并编写需要执行的计算任务代码。 2. 创建Compute Buffer:创建一个Compute Buffer对象,用于在CPU和GPU之间传递数据。 3. 设置Compute Shader参数:将需要的参数传递给Compute Shader,例如输入数据、输出数据等。 4. 调度Compute Shader:使用Graphics类的Dispatch方法来调度Compute Shader的执行。 5. 获取计算结果:在计算完成后,可以从Compute Buffer中获取计算结果。

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