// Copyright (c) 2017-2022 Xiamen Yaji Software Co., Ltd. CCEffect %{ techniques: - name: opaque passes: - vert: standard-vs frag: standard-fs properties: &props tilingOffset: { value: [1.0, 1.0, 0.0, 0.0] } mainColor: { value: [1.0, 1.0, 1.0, 1.0], target: albedo, linear: true, editor: { displayName: Albedo, type: color } } albedoScale: { value: [1.0, 1.0, 1.0], target: albedoScaleAndCutoff.xyz } alphaThreshold: { value: 0.5, target: albedoScaleAndCutoff.w, editor: { slide: true, range: [0, 1.0], step: 0.001 } } occlusion: { value: 0.0, target: pbrParams.x, editor: { slide: true, range: [0, 1.0], step: 0.001 } } roughness: { value: 0.5, target: pbrParams.y, editor: { slide: true, range: [0, 1.0], step: 0.001 } } specularIntensity: { value: 0.5, target: pbrParams.w, editor: { slide: true, range: [0.0, 1.0], step: 0.001 } } normalStrength: { value: 1.0, target: emissiveScaleParam.w, editor: { parent: USE_NORMAL_MAP, slide: true, range: [0, 5.0], step: 0.001 } } mainTexture: { value: grey, target: albedoMap, editor: { displayName: AlbedoMap } } normalMap: { value: normal } pbrMap: { value: grey, editor: { displayName: PbrOrRoughnessMap } } occlusionMap: { value: white } thicknessMap: { value: white, editor: { parent: USE_THICKNESS_MAP } } scatterColorMap: { value: white, editor: { parent: USE_SCATTER_MAP } } extinction: { value: 0.0, target: scatterParams.y, editor: { displayName: Scatter Extinction, slide: true, range: [0, 3.0], step: 0.001 } } thickness: { value: 1.0, target: scatterParams.z, editor: { displayName: Thickness Scaling, slide: true, range: [0, 3.0], step: 0.001 } } scatterColor: { value: [0.5, 0.75, 0.2, 1.0], linear: true, editor: { displayName: Scatter Color, type: color, tooltip: 'The color of scattered lighting' } } rasterizerState: &r1 cullMode: None depthStencilState: &d1 depthFunc: less_equal depthTest: true depthWrite: true - &forward-add vert: standard-vs frag: standard-fs phase: forward-add propertyIndex: 0 embeddedMacros: { CC_FORWARD_ADD: true } depthStencilState: depthFunc: equal depthTest: true depthWrite: false blendState: targets: - blend: true blendSrc: one blendDst: one blendSrcAlpha: zero blendDstAlpha: one - &shadow-caster vert: shadow-caster-vs frag: shadow-caster-fs phase: shadow-caster propertyIndex: 0 rasterizerState: cullMode: none properties: tilingOffset: { value: [1.0, 1.0, 0.0, 0.0] } mainColor: { value: [1.0, 1.0, 1.0, 1.0], target: albedo, editor: { displayName: Albedo, type: color } } albedoScale: { value: [1.0, 1.0, 1.0], target: albedoScaleAndCutoff.xyz } alphaThreshold: { value: 0.5, target: albedoScaleAndCutoff.w, editor: { parent: USE_ALPHA_TEST } } mainTexture: { value: grey, target: albedoMap, editor: { displayName: AlbedoMap } } - &deferred-forward vert: standard-vs frag: standard-fs phase: deferred-forward propertyIndex: 0 rasterizerState: *r1 depthStencilState: *d1 - name: transparent passes: - vert: standard-vs frag: standard-fs embeddedMacros: { CC_FORCE_FORWARD_SHADING: true } depthStencilState: &dt depthTest: true depthWrite: false blendState: &b1 targets: - blend: true blendSrc: src_alpha blendDst: one_minus_src_alpha blendDstAlpha: one_minus_src_alpha properties: *props - *forward-add - *shadow-caster - &deferred-forward-transparent vert: standard-vs frag: standard-fs phase: deferred-forward embeddedMacros: { CC_PIPELINE_TYPE: 0 } depthStencilState: *dt blendState: *b1 propertyIndex: 0 }% CCProgram shared-ubos %{ uniform Constants { vec4 tilingOffset; vec4 albedo; vec4 albedoScaleAndCutoff; vec4 pbrParams; vec4 emissiveScaleParam; vec4 scatterColor; vec4 scatterParams; }; }% CCProgram macro-remapping %{ // ui displayed macros #pragma define-meta HAS_SECOND_UV #pragma define-meta USE_TWOSIDE //use FSInput_faceSideSign for different textures #pragma define-meta USE_TWOSIDE_MATERIAL #pragma define-meta USE_VERTEX_COLOR #pragma define-meta USE_DITHERED_ALPHA_TEST #define CC_SURFACES_USE_SECOND_UV HAS_SECOND_UV #define CC_SURFACES_USE_TWO_SIDED USE_TWOSIDE #define CC_SURFACES_USE_VERTEX_COLOR USE_VERTEX_COLOR #define CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE 1 #define CC_SURFACES_TRANSFER_CLIP_POS 1 // depend on UI macros #if USE_NORMAL_MAP #define CC_SURFACES_USE_TANGENT_SPACE 1 #endif }% CCProgram surface-vertex %{ #define CC_SURFACES_VERTEX_MODIFY_UV void SurfacesVertexModifyUV(inout SurfacesStandardVertexIntermediate In) { In.texCoord = In.texCoord * tilingOffset.xy + tilingOffset.zw; #if CC_SURFACES_USE_SECOND_UV In.texCoord1 = In.texCoord1 * tilingOffset.xy + tilingOffset.zw; #endif } }% CCProgram surface-fragment %{ #if USE_ALBEDO_MAP uniform sampler2D albedoMap; #pragma define-meta ALBEDO_UV options([v_uv, v_uv1]) #endif #if USE_NORMAL_MAP uniform sampler2D normalMap; #pragma define-meta NORMAL_UV options([v_uv, v_uv1]) #endif #pragma define-meta DEFAULT_UV options([v_uv, v_uv1]) #if USE_PBR_MAP uniform sampler2D pbrMap; #endif #if USE_OCCLUSION_MAP uniform sampler2D occlusionMap; #endif #if USE_THICKNESS_MAP uniform sampler2D thicknessMap; #endif #if USE_SCATTER_MAP uniform sampler2D scatterColorMap; #endif #pragma define OCCLUSION_CHANNEL r #pragma define ROUGHNESS_CHANNEL g #pragma define METALLIC_CHANNEL b #pragma define SPECULAR_INTENSITY_CHANNEL a #if USE_ALPHA_TEST #pragma define-meta ALPHA_TEST_CHANNEL options([a, r]) #endif //////////////////User Defines #include #define CC_SURFACES_FRAGMENT_MODIFY_TRANSMIT_SCATTERING_PARAMS vec4 SurfacesFragmentModifyTransmitScatteringParams() { float distance = 1.0; #if USE_THICKNESS_MAP distance = texture(thicknessMap, FSInput_texcoord).r; #elif USE_ALBEDO_MAP distance = length(texture(albedoMap, FSInput_texcoord).rgb); #endif return vec4(scatterParams.y, 0.0, 1.0, distance * scatterParams.z); } #define CC_SURFACES_FRAGMENT_MODIFY_TRANSMIT_IN_SCATTERING_COLOR vec3 SurfacesFragmentModifyTransmitInScatteringColor() { return vec3(0.0); } #define CC_SURFACES_FRAGMENT_MODIFY_TRANSMIT_OUT_SCATTERING_COLOR vec3 SurfacesFragmentModifyTransmitOutScatteringColor() { vec3 col = scatterColor.rgb; #if USE_SCATTER_MAP col *= texture(scatterColorMap, FSInput_texcoord).rgb; #elif USE_ALBEDO_MAP col *= texture(albedoMap, FSInput_texcoord).rgb; #endif return col; } #include #define CC_SURFACES_FRAGMENT_MODIFY_SHARED_DATA void SurfacesFragmentModifySharedData(inout SurfacesMaterialData surfaceData) { surfaceData.metallic = 0.0; } #include }% CCProgram standard-vs %{ precision highp float; // 1. surface internal macros, for technique usage or remapping some user (material) macros to surface internal macros #include #include // 2. common include with corresponding shader stage, include before surface functions #include // 3. user surface functions that can use user (effect) parameters (ubo Constants) // see surfaces/default-functions/xxx.chunk #include #include // 4. surface include with corresponding shader stage and shading-model (optional) #include // 5. shader entry with corresponding shader stage and technique usage/type #include }% CCProgram shadow-caster-vs %{ precision highp float; #include #include #include #include #include }% CCProgram standard-fs %{ // shading-model : standard // lighting-model : standard (isotropy / anisotropy pbr) // shader stage : fs // technique usage/type : render-to-scene precision highp float; // 1. surface internal macros, for technique usage or remapping some user (material) macros to surface internal macros #include #include // 2. common include with corresponding shader stage, include before surface functions #include // 3. user surface functions that can use user (effect) parameters (ubo Constants) // see surfaces/default-functions/xxx.chunk #include #include // 4. lighting-model (optional) #include // 5. surface include with corresponding shader stage and shading-model (optional) #include // 6. shader entry with corresponding shader stage and technique usage/type #include }% CCProgram shadow-caster-fs %{ precision highp float; #include #include #include #include #include }% CCProgram reflect-map-fs %{ precision highp float; #include #include #include #include #include #include #include #include }%