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- // Copyright (c) 2017-2022 Xiamen Yaji Software Co., Ltd.
- CCEffect %{
- techniques:
- - name: opaque
- passes:
- - vert: standard-vs
- frag: standard-fs
- properties: &props
- vatSpeed: { value: 1.0, target: vatAnimParams.x, editor: { displayName: AnimationSpeed } }
- vatNormalIntensity: { value: 0.5, target: vatAnimParams.y, editor: { displayName: AnimationNormalIntensity, slide: true, range: [0, 1.0], step: 0.001 } }
- vatLoopStartFrame: { value: 0, target: vatBBMin.w, editor: { parent: USE_LOOP_ANIMATION, displayName: UnusedAnimationLoopStartFrame } }
- vatLoopEndFrame: { value: 0, target: vatBBMax.w, editor: { parent: USE_LOOP_ANIMATION, displayName: UnusedAnimationLoopEndFrame } }
- vatFrameCount: { value: 0.0, target: vatAnimParams.z, editor: { displayName: NumOfFrames } }
- vatBoundingBoxMax: { value: [1.0, 1.0, 1.0], target: vatBBMax.xyz, editor: { displayName: BoundingBoxMax } }
- vatBoundingBoxMin: { value: [-1.0, -1.0, -1.0], target: vatBBMin.xyz, editor: { displayName: BoundingBoxMin } }
- allBlocksBoundingBoxMax: { value: [0.0, 0.0, 0.0], target: allBlocksBBMax.xyz, editor: { parent: USE_EDGE_FADING } }
- allBlocksBoundingBoxMin: { value: [1.0, 1.0, 1.0], target: allBlocksBBMin.xyz, editor: { parent: USE_EDGE_FADING } }
- ReflectionIntensity: { value: 30.0, target: vatLUTParams.w, editor: { parent: USE_REFRACTION, displayName: ReflectionIntensity } }
- IOR: { value: 1.33, target: vatAnimParams.w, editor: { parent: USE_REFRACTION, displayName: IndexOfRefraction } }
- 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: { parent: USE_ALPHA_TEST, 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 } }
- metallic: { value: 0.0, target: pbrParams.z, 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 } }
- 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, 2.0], step: 0.001 } }
- detailedSpeed: { value: 0.2, target: waterParam.y, editor: { parent: USE_NORMAL_MAP, slide: true, range: [0, 2.0], 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] } }
- vatPositionMap: { value: grey, target: vatPositionTexture, editor: { displayName: PositionMap } }
- vatNormalMap: { value: grey, target: vatNormalTexture }
- 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 } }
- albedoScale: { value: [1.0, 1.0, 1.0], target: albedoScaleAndCutoff.xyz }
- alphaThreshold: { value: 0.5, target: albedoScaleAndCutoff.w, editor: { parent: USE_ALPHA_TEST } }
- - &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
- vert: standard-vs
- frag: standard-fs
- phase: deferred-forward
- embeddedMacros: { CC_PIPELINE_TYPE: 0 }
- depthStencilState: *d1
- blendState: *b1
- propertyIndex: 0
- }%
- CCProgram shared-ubos %{
- uniform Constants {
- vec4 vatAnimParams;
- vec4 vatNoLUTParams;
- vec4 vatLUTParams;
- vec4 vatBBMax;
- vec4 vatBBMin;
- vec4 allBlocksBBMax;
- vec4 allBlocksBBMin;
- vec4 albedo;
- vec4 albedoScaleAndCutoff;
- vec4 pbrParams;
- vec4 emissiveScaleParam;
- vec4 anisotropyParam;
- vec4 waterParam;
- vec4 waterColor;
- };
- }%
- CCProgram macro-remapping %{
- // ui displayed macros
- #pragma define-meta HAS_SECOND_UV
- #pragma define-meta USE_TWOSIDE
- #pragma define-meta USE_REFRACTION default(true)
- #define CC_SURFACES_USE_SECOND_UV HAS_SECOND_UV
- #define CC_SURFACES_USE_TWO_SIDED USE_TWOSIDE
- #define CC_SURFACES_LIGHTING_USE_FRESNEL USE_REFRACTION
- #define CC_SURFACES_LIGHTING_TRANSMIT_SPECULAR USE_REFRACTION
- #define CC_SURFACES_TRANSFER_LOCAL_POS 1
- // depend on UI macros
- #if USE_NORMAL_MAP
- #define CC_SURFACES_USE_TANGENT_SPACE 1
- #endif
- }%
- CCProgram surface-vertex %{
- #include <common/math/transform>
- #include <common/math/number>
- #include <common/texture/texture-misc>
- #include <common/mesh/vat-animation>
- uniform highp sampler2D vatPositionTexture;
- uniform highp sampler2D vatNormalTexture;
- #define CC_SURFACES_VERTEX_MODIFY_LOCAL_SHARED_DATA
- void SurfacesVertexModifyLocalSharedData(inout SurfacesStandardVertexIntermediate In)
- {
- vec2 originUV = In.texCoord, thisFrameUV, nextFrameUV;
- #if CC_SURFACES_USE_SECOND_UV
- originUV = In.texCoord1;
- #endif
- float numOfFrames = vatAnimParams.z, speed = vatAnimParams.x;
- //todo: zeno obj models need inverse V
- originUV.y = 1.0 - originUV.y;
- float frameLerp = VATGetAnimUV(thisFrameUV, nextFrameUV, originUV, numOfFrames, speed, cc_time.x);
- // pos is normalized 0-1 from texture and expanding to bounding box range
- vec3 posNormalized = SampleTextureExr(vatPositionTexture, thisFrameUV);
- In.position.xyz = posNormalized * (vatBBMax.xyz - vatBBMin.xyz) + vatBBMin.xyz;
- vec3 normal = texture(vatNormalTexture, thisFrameUV).rgb * 2.0 - 1.0;
- In.normal.xyz = normalize(normal);
- }
- #define CC_SURFACES_VERTEX_MODIFY_UV
- void SurfacesVertexModifyUV(inout SurfacesStandardVertexIntermediate In)
- {
- #if USE_EDGE_FADING
- // calculated in local space
- vec3 allBBSize = allBlocksBBMax.xyz - allBlocksBBMin.xyz;
- vec3 voxelUV = (In.position.xyz - allBlocksBBMin.xyz) / allBBSize;
- In.texCoord = voxelUV.xz;
- #endif
- }
- }%
- CCProgram surface-fragment %{
- #include <common/mesh/vat-animation>
- #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])
- #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
- ////////////////////////////////////////////////////////////////water material
- #include <common/effect/special-effects>
- 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 = emissiveScaleParam.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));
- }
- vec3 GetFresnel(vec3 fresnel)
- {
- return saturate(fresnel * 1.5);
- }
- float GetVATEdgeFadeCoef()
- {
- float opacity = 1.0;
- vec3 coef = vec3(FSInput_texcoord.x, 0.0, FSInput_texcoord.y);
- if(coef.z < 0.3)
- opacity *= coef.z / 0.3;
- if(coef.z > 0.95)
- opacity *= (1.0 - coef.z) / (1.0-0.95);
- float edge = 0.2;
- if(coef.x < edge)
- opacity *= coef.x / edge;
- if(coef.x > (1.0 - edge))
- opacity *= (1.0 - coef.x) / edge;
- return opacity;
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_WORLD_NORMAL
- vec3 SurfacesFragmentModifyWorldNormal()
- {
- vec3 normal = FSInput_worldNormal;
- #if USE_NORMAL_MAP
- #if USE_EDGE_FADING
- vec3 normalFadeTo = GetDetailedNormal(NORMAL_UV, 2.0, normalMap, normalMapDetailed, vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0));
- float fade = GetVATEdgeFadeCoef();
- normal = mix(normalFadeTo, normal, fade);
- #endif
- #endif
- return normalize(normal);
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_IOR
- float SurfacesFragmentModifyIOR()
- {
- return vatAnimParams.w;
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_TRANSMIT_SCATTERING_PARAMS
- vec4 SurfacesFragmentModifyTransmitScatteringParams()
- {
- #if USE_WATER_SCATTERING
- float depth = 1.0;
- 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;
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_PBRPARAMS
- vec4 SurfacesFragmentModifyPBRParams()
- {
- vec4 pbr = pbrParams;
- pbr.x = 1.0;
- return pbr;
- }
- #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_ALPHA_TEST
- if (baseColor.ALPHA_TEST_CHANNEL < albedoScaleAndCutoff.w) discard;
- #endif
- baseColor.rgb *= albedoScaleAndCutoff.xyz;
- return baseColor;
- }
- #define CC_SURFACES_FRAGMENT_ALPHA_CLIP_ONLY
- void SurfacesFragmentAlphaClipOnly()
- {
- #if USE_ALPHA_TEST
- float alpha = albedo.ALPHA_TEST_CHANNEL;
- #if USE_VERTEX_COLOR
- alpha *= FSInput_vertexColor.a;
- #endif
- if (alpha < albedoScaleAndCutoff.w) discard;
- #endif
- }
- #include <surfaces/data-structures/standard>
- #define CC_SURFACES_FRAGMENT_MODIFY_SHARED_DATA
- void SurfacesFragmentModifySharedData(inout SurfacesMaterialData surfaceData)
- {
- #if USE_EDGE_FADING && CC_SURFACES_TRANSFER_LOCAL_POS
- surfaceData.baseColor.a = GetVATEdgeFadeCoef();
- #endif
- }
- #include <lighting-models/includes/common>
- #define CC_SURFACES_LIGHTING_MODIFY_FINAL_RESULT
- void SurfacesLightingModifyFinalResult(inout LightingResult result, in LightingIntermediateData lightingData, in SurfacesMaterialData surfaceData, in LightingMiscData miscData)
- {
- // enhanced reflection for waves
- #if USE_REFRACTION
- float curve = saturate(surfaceData.worldNormal.y);
- float multiplier = 1.0 + pow(1.0 - curve, 0.3) * vatLUTParams.w;
- result.environmentSpecular *= multiplier;
- #endif
- #if CC_SURFACES_LIGHTING_USE_FRESNEL
- result.fresnel = GetFresnel(result.fresnel);
- #endif
- }
- }%
- CCProgram standard-vs %{
- precision highp float;
- // 1. surface internal macros, for technique usage or remapping some user (material) macros to surface internal macros
- #include <macro-remapping>
- #include <surfaces/effect-macros/common-macros>
- // 2. common include with corresponding shader stage, include before surface functions
- #include <surfaces/includes/common-vs>
- // 3. user surface functions that can use user (effect) parameters (ubo Constants)
- // see surfaces/default-functions/xxx.chunk
- #include <shared-ubos>
- #include <surface-vertex>
- // 4. surface include with corresponding shader stage and shading-model (optional)
- #include <surfaces/includes/standard-vs>
- // 5. shader entry with corresponding shader stage and technique usage/type
- #include <shading-entries/main-functions/render-to-scene/vs>
- }%
- CCProgram shadow-caster-vs %{
- precision highp float;
- #include <macro-remapping>
- #include <surfaces/effect-macros/render-to-shadowmap>
- #include <surfaces/includes/common-vs>
- #include <shared-ubos>
- #include <surface-vertex>
- #include <shading-entries/main-functions/render-to-shadowmap/vs>
- }%
- 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 <macro-remapping>
- #include <surfaces/effect-macros/common-macros>
- // 2. common include with corresponding shader stage, include before surface functions
- #include <surfaces/includes/common-fs>
- // 3. user surface functions that can use user (effect) parameters (ubo Constants)
- // see surfaces/default-functions/xxx.chunk
- #include <shared-ubos>
- #include <surface-fragment>
- // 4. lighting-model (optional)
- #include <lighting-models/includes/standard>
- // 5. surface include with corresponding shader stage and shading-model (optional)
- #include <surfaces/includes/standard-fs>
- // 6. shader entry with corresponding shader stage and technique usage/type
- #include <shading-entries/main-functions/render-to-scene/fs>
- }%
- CCProgram shadow-caster-fs %{
- precision highp float;
- #include <macro-remapping>
- #include <surfaces/effect-macros/render-to-shadowmap>
- #include <surfaces/includes/common-fs>
- #include <shared-ubos>
- #include <surface-fragment>
- #include <shading-entries/main-functions/render-to-shadowmap/fs>
- }%
- CCProgram reflect-map-fs %{
- precision highp float;
- #include <macro-remapping>
- #include <surfaces/effect-macros/common-macros>
- #include <surfaces/includes/common-fs>
- #include <shared-ubos>
- #include <surface-fragment>
- #include <lighting-models/includes/standard>
- #include <surfaces/includes/standard-fs>
- #include <shading-entries/main-functions/render-to-reflectmap/fs>
- }%
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