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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
- 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: { parent: USE_ALPHA_TEST, 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 } }
- 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 } }
- addOnShadowBias: { value: 0.0, target: emissiveScaleParam.z }
- coatRoughness: { value: 0.05, target: coatParam.x, editor: { slide : true, range : [0, 1.0] , step : 0.0001 } }
- coatIOR: { value: 1.0, target: coatParam.y, editor: { slide : true, range : [1.0, 1.5] , step : 0.0001 } }
- coatOpacity: { value: 1.0, target: coatParam.z, editor: { slide : true, range : [0.0, 1.0] , step : 0.0001 } }
- coatIntensity: { value: 1.0, target: coatParam.w, editor: { slide : true, range : [0.0, 3.0] , step : 0.0001 } }
- coatColor: { value: [1.0, 1.0, 1.0, 1.0], linear: true, editor: { displayName: CoatColor, type: color } }
- flakeDensity: { value: 0.5, target: flakeParam.x, editor: { parent: USE_FLAKE, slide: true, range: [0, 1.0], step: 0.001 } }
- flakeColorIntensity: { value: 0.2, target: flakeParam.y, editor: { parent: USE_FLAKE, slide: true, range: [0, 1.0], step: 0.001 } }
- flakeTiling: { value: 10.0, target: flakeParam.z, editor: { parent: USE_FLAKE, slide: true, range: [1.0, 100.0], step: 0.001 } }
- coatNormalStrength: { value: 0.1, target: flakeParam.w, editor: { parent: USE_FLAKE, slide: true, range: [0, 1.0], step: 0.001 } }
- gradientColor: { value: [1.0, 1.0, 1.0, 1.0], linear: true, editor: { parent: USE_GRADIENT_COLOR, type: color } }
- gradientIntensity: { value: 0.5, target: emissiveScaleParam.y, editor: { parent: USE_GRADIENT_COLOR, slide: true, range: [0, 1.0], step: 0.001 } }
- mainTexture: { value: grey, target: albedoMap, editor: { displayName: AlbedoMap } }
- normalMap: { value: normal }
- coatDataMap: { value: white, editor: { parent: USE_COAT_DATA_MAP, tooltip: 'r: Coat Roughness g: Coat Specular Intensity b: Coat Opacity.' } }
- coatNormalMap: { value: normal, editor: { parent: USE_FLAKE } }
- flakeDataMap: { value: white, editor: { parent: USE_FLAKE } }
- pbrMap: { value: grey }
- occlusionMap: { value: white }
- - &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: front
- 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 } }
- - &reflect-map
- vert: standard-vs
- frag: reflect-map-fs
- phase: reflect-map
- propertyIndex: 0
- - &planar-shadow
- vert: planar-shadow-vs
- frag: planar-shadow-fs
- phase: planar-shadow
- propertyIndex: 0
- depthStencilState:
- depthTest: true
- depthWrite: false
- stencilTestFront: true
- stencilFuncFront: not_equal
- stencilPassOpFront: replace
- stencilRef: 0x80 # only use the leftmost bit
- stencilReadMask: 0x80
- stencilWriteMask: 0x80
- blendState:
- targets:
- - blend: true
- blendSrc: src_alpha
- blendDst: one_minus_src_alpha
- blendDstAlpha: one_minus_src_alpha
- - &deferred
- vert: standard-vs
- frag: standard-fs
- pass: gbuffer
- phase: gbuffer
- embeddedMacros: { CC_PIPELINE_TYPE: 1 }
- propertyIndex: 0
- - 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
- - *planar-shadow
- - &deferred-forward
- vert: standard-vs
- frag: standard-fs
- phase: deferred-forward
- embeddedMacros: { CC_PIPELINE_TYPE: 0 }
- propertyIndex: 0
- depthStencilState: *d1
- blendState: *b1
- }%
- CCProgram shared-ubos %{
- uniform Constants {
- vec4 tilingOffset;
- vec4 albedo;
- vec4 albedoScaleAndCutoff;
- vec4 pbrParams;
- vec4 emissiveScaleParam;
- vec4 coatParam;
- vec4 coatColor;
- vec4 flakeParam;
- vec4 gradientColor;
- };
- }%
- CCProgram macro-remapping %{
- // ui displayed macros
- #pragma define-meta HAS_SECOND_UV
- #pragma define-meta USE_TWOSIDE
- #pragma define-meta USE_VERTEX_COLOR
- #pragma define-meta USE_FLAKE
- #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_CLEAR_COAT 1
- // depend on UI macros
- #if USE_NORMAL_MAP || USE_FLAKE
- #define CC_SURFACES_USE_TANGENT_SPACE 1
- #endif
- }%
- CCProgram surface-vertex %{
- #define CC_SURFACES_VERTEX_MODIFY_SHADOW_BIAS
- vec2 SurfacesVertexModifyShadowBias(in SurfacesStandardVertexIntermediate In, vec2 originShadowBias)
- {
- return originShadowBias + vec2(emissiveScaleParam.z, 0.0);
- }
- #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_FLAKE
- uniform sampler2D coatNormalMap;
- uniform sampler2D flakeDataMap;
- #endif
- #if USE_COAT_DATA_MAP
- uniform sampler2D coatDataMap;
- #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
- #define CC_SURFACES_FRAGMENT_MODIFY_CLEAR_COAT_PARAMS
- vec4 SurfacesFragmentModifyClearCoatParams()
- {
- vec4 params = vec4(coatParam.x, coatParam.y - 0.99, coatParam.z, coatParam.w * 2.0);
- #if USE_COAT_DATA_MAP
- vec4 coatData = texture(coatDataMap, FSInput_texcoord);
- params *= vec4(coatData.r, 1.0, coatData.b, coatData.g);
- #endif
- return params;
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_CLEAR_COAT_COLOR
- vec3 SurfacesFragmentModifyClearCoatColor()
- {
- return coatColor.xyz;
- }
- #if USE_FLAKE
- vec4 sampleFlakeData(vec2 uv)
- {
- vec4 blurred = texture(flakeDataMap, uv);
- vec4 detailed = fragTextureLod(flakeDataMap, uv, 1.0);
- return lerp(blurred, detailed, 0.3);
- }
- vec4 sampleFlakeNormal(vec2 uv)
- {
- vec4 blurred = texture(coatNormalMap, uv);
- vec4 detailed = fragTextureLod(coatNormalMap, uv, 1.0);
- return lerp(blurred, detailed, 0.3);
- }
- #endif
- #define CC_SURFACES_FRAGMENT_MODIFY_CLEAR_COAT_WORLD_NORMAL
- vec3 SurfacesFragmentModifyClearCoatWorldNormal()
- {
- vec3 normal = FSInput_worldNormal;
- #if USE_FLAKE
- float density = flakeParam.x, densityMin = 0.25, flakeTiling = flakeParam.z;
- vec2 uv = FSInput_texcoord * flakeTiling;
- vec4 data = sampleFlakeData(uv);
- vec3 nmmp = (sampleFlakeNormal(uv).xyz - vec3(0.5)) * 2.0;
- float C = (data.a - 1.0) / density + 1.0;
- float bumpIntensity = saturate(max(densityMin, C));
- nmmp = lerp(vec3(0.0, 0.0, 1.0), nmmp, bumpIntensity);
- normal = CalculateNormalFromTangentSpace(nmmp, flakeParam.w, normalize(normal.xyz), normalize(FSInput_worldTangent), FSInput_mirrorNormal);
- #endif
- return normalize(normal);
- }
- #include <common-functions>
- #include <surfaces/data-structures/standard>
- #define CC_SURFACES_FRAGMENT_MODIFY_SHARED_DATA
- void SurfacesFragmentModifySharedData(inout SurfacesMaterialData surfaceData)
- {
- #if USE_GRADIENT_COLOR
- vec3 viewDir = normalize(cc_cameraPos.xyz - surfaceData.worldPos);
- float NoVSat = saturate(dot(surfaceData.worldNormal, viewDir));
- surfaceData.baseColor.rgb = lerp(gradientColor, surfaceData.baseColor, pow(NoVSat, emissiveScaleParam.y)).rgb;
- #endif
- #if USE_FLAKE
- float density = flakeParam.x, flakeColorIntensity = flakeParam.y, flakeTiling = flakeParam.z;
- vec2 uv = FSInput_texcoord * flakeTiling;
- vec4 data = sampleFlakeData(uv);
- float C = (data.a - 1.0) / density + 1.0;
- float flakeTintWeight = 1.0;
- float flakeWeight = saturate(C) * flakeTintWeight * flakeColorIntensity;
- // color
- vec4 flakeA = vec4(0.972,0.96,0.915,1);
- vec4 flakeB = vec4(1.0,0.78,0.344,1);
- vec4 flakeColor = lerp(flakeA, flakeB, data.r);
- vec4 color = surfaceData.baseColor;
- color = lerp(color, flakeColor, flakeWeight);
- color = lerp(surfaceData.baseColor, color, surfaceData.metallic);
- surfaceData.baseColor = color;
- surfaceData.roughness *= lerp(1.0, 0.5, flakeWeight);
- #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 planar-shadow-vs %{
- precision highp float;
- #include <macro-remapping>
- #include <surfaces/effect-macros/render-planar-shadow>
- #include <surfaces/includes/common-vs>
- #include <shared-ubos>
- #include <surface-vertex>
- #include <shading-entries/main-functions/render-planar-shadow/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 planar-shadow-fs %{
- precision highp float;
- #include <macro-remapping>
- #include <surfaces/effect-macros/render-planar-shadow>
- #include <surfaces/includes/common-fs>
- #include <shared-ubos>
- #include <surface-fragment>
- #include <shading-entries/main-functions/render-planar-shadow/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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