// Copyright (c) 2017-2022 Xiamen Yaji Software Co., Ltd. CCEffect %{ techniques: - name: opaque passes: - vert: standard-vs frag: standard-fs properties: &props mainColor: { value: [1.0, 1.0, 1.0, 1.0], target: albedo, linear: true, editor: { displayName: Albedo, type: color } } normalStrength: { value: 1.0, target: pbrParams.w, editor: { parent: USE_NORMAL_MAP, slide: true, range: [0, 5.0], step: 0.001 } } mainTexture: { value: grey, target: albedoMap, editor: { displayName: AlbedoMap } } roughness: { value: 0.5, target: pbrParams.y, editor: { slide: true, range: [0, 1.0], step: 0.001 } } fresnelIntensity: { value: 1.5, target: pbrParams.z, editor: { slide: true, range: [0, 3.0], step: 0.001 } } normalMap: { value: normal, editor : { parent: USE_NORMAL_MAP } } normalMapDetailed: { value: normal, editor : { parent: USE_NORMAL_MAP, tooltip: i18n:ENGINE.assets.effect.propertyTips.normalMap } } baseTiling: { value: 100.0, target: pbrParams.x, editor: { parent: USE_NORMAL_MAP, range: [1.0, 10000.0] } } waterSpeed: { value: 0.2, target: waterParam.x, editor: { parent: USE_NORMAL_MAP, slide: true, range: [0, 3.0], step: 0.001 } } detailedSpeed: { value: 0.2, target: waterParam.y, editor: { parent: USE_NORMAL_MAP, slide: true, range: [0, 3.0], step: 0.001 } } detailedTiling: { value: 0.2, target: waterParam.z, editor: { parent: USE_NORMAL_MAP, slide: true, range: [0, 1.0], step: 0.001 } } detailedIntensity: { value: 0.5, target: waterParam.w, editor: { parent: USE_NORMAL_MAP, slide: true, range: [0, 1.0], step: 0.001 } } waterInScatterColor: { value: [0.07, 0.13, 0.087, 1.0], target: waterColor, linear: true, editor: { parent: USE_WATER_SCATTERING, type: color } } waterScatterCoef: { value: 3.0, target: waterColor.w, editor: { parent: USE_WATER_SCATTERING, range: [0, 10.0], tooltip: 'The higher the value, the more turbid or deeper the water is.' } } rasterizerState: &r1 cullMode: none - &forward-add vert: standard-vs frag: standard-fs phase: forward-add propertyIndex: 0 embeddedMacros: { CC_FORWARD_ADD: true } rasterizerState: cullMode: none 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: front properties: mainColor: { value: [1.0, 1.0, 1.0, 1.0], target: albedo, editor: { displayName: Albedo, type: color } } mainTexture: { value: grey, target: albedoMap, editor: { displayName: AlbedoMap } } - &reflect-map vert: standard-vs frag: reflect-map-fs phase: reflect-map propertyIndex: 0 - &deferred-forward vert: standard-vs frag: standard-fs phase: deferred-forward propertyIndex: 0 rasterizerState: *r1 - name: transparent passes: - vert: standard-vs frag: standard-fs embeddedMacros: { CC_FORCE_FORWARD_SHADING: true } depthStencilState: &d1 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 embeddedMacros: { CC_PIPELINE_TYPE: 0 } phase: deferred-forward depthStencilState: *d1 blendState: *b1 propertyIndex: 0 }% CCProgram shared-ubos %{ uniform Constants { vec4 albedo; vec4 pbrParams; vec4 waterParam; vec4 waterColor; }; }% CCProgram macro-remapping %{ // ui displayed macros #pragma define-meta HAS_SECOND_UV #pragma define-meta USE_TWOSIDE editor({ tooltip: i18n:ENGINE.assets.effect.propertyTips.USE_TWOSIDE }) #define CC_SURFACES_USE_SECOND_UV HAS_SECOND_UV #define CC_SURFACES_USE_TWO_SIDED USE_TWOSIDE #define CC_SURFACES_LIGHTING_USE_FRESNEL 1 #define CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR 1 // depend on UI macros #if USE_NORMAL_MAP #define CC_SURFACES_USE_TANGENT_SPACE 1 #endif }% CCProgram surface-vertex %{ }% 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; uniform sampler2D normalMapDetailed; #pragma define-meta NORMAL_UV options([v_uv, v_uv1]) #endif #pragma define-meta DEFAULT_UV options([v_uv, v_uv1]) #define CC_SURFACES_FRAGMENT_MODIFY_BASECOLOR_AND_TRANSPARENCY vec4 SurfacesFragmentModifyBaseColorAndTransparency() { vec4 baseColor = albedo; #if USE_VERTEX_COLOR baseColor.rgb *= SRGBToLinear(FSInput_vertexColor.rgb); // use linear baseColor.a *= FSInput_vertexColor.a; #endif #if USE_ALBEDO_MAP vec4 texColor = texture(albedoMap, ALBEDO_UV); texColor.rgb = SRGBToLinear(texColor.rgb); baseColor *= texColor; #endif return baseColor; } #define CC_SURFACES_FRAGMENT_ALPHA_CLIP_ONLY void SurfacesFragmentAlphaClipOnly() { } #include vec3 GetDetailedNormal(vec2 texCoord, float tiling, sampler2D normalMap, sampler2D normalMapDetailed, vec3 N, vec3 T) { float waterSpeed = waterParam.x; float detailedSpeed = waterParam.y; float detailedTiling = waterParam.z * tiling; float detailedIntensity = waterParam.w; float normalIntensity = pbrParams.w; vec2 uv = texCoord * tiling + vec2(cc_time.w, cc_time.w) * waterSpeed; vec3 nmmp = texture(normalMap, uv).xyz - vec3(0.5); vec2 uvDetailed = texCoord * detailedTiling + vec2(0.0, cc_time.w) * detailedSpeed; vec3 nmmpDetailed = texture(normalMapDetailed, uvDetailed).xyz - vec3(0.5); // normal blending nmmp = BlendDetailedNormalMap(nmmp, nmmpDetailed, detailedIntensity); return normalize(CalculateNormalFromTangentSpace(nmmp, normalIntensity, N, T, FSInput_mirrorNormal)); } #define CC_SURFACES_FRAGMENT_MODIFY_WORLD_NORMAL vec3 SurfacesFragmentModifyWorldNormal() { vec3 normal = FSInput_worldNormal; #if USE_NORMAL_MAP normal = GetDetailedNormal(NORMAL_UV, pbrParams.x, normalMap, normalMapDetailed, normalize(normal), normalize(FSInput_worldTangent)); #endif return normalize(normal); } #define CC_SURFACES_FRAGMENT_MODIFY_IOR float SurfacesFragmentModifyIOR() { return 1.33; } #define CC_SURFACES_FRAGMENT_MODIFY_TRANSMIT_SCATTERING_PARAMS vec4 SurfacesFragmentModifyTransmitScatteringParams() { #if USE_WATER_SCATTERING float depth = max(abs(FSInput_texcoord.x - 0.5), abs(FSInput_texcoord.y - 0.5)) * 2.0; depth = saturate(1.0 - depth); return vec4(waterColor.w, 1.0, 1.0, depth); #else return vec4(0.0, 0.0, 0.0, 0.0); #endif } #define CC_SURFACES_FRAGMENT_MODIFY_TRANSMIT_IN_SCATTERING_COLOR vec3 SurfacesFragmentModifyTransmitInScatteringColor() { return waterColor.rgb; } #include #include #define CC_SURFACES_LIGHTING_MODIFY_FINAL_RESULT void SurfacesLightingModifyFinalResult(inout LightingResult result, in LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData, in LightingMiscData miscData) { #if CC_SURFACES_LIGHTING_USE_FRESNEL result.fresnel = saturate(result.fresnel * pbrParams.z); #endif } #define CC_SURFACES_FRAGMENT_MODIFY_PBRPARAMS vec4 SurfacesFragmentModifyPBRParams() { // ao, roughness, metallic, specularIntensity return vec4(1.0, pbrParams.y, 1.0, 0.5); } }% 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 #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 #include }% CCProgram reflect-map-fs %{ precision highp float; #include #include #include #include #include #include #include #include }%