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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 } }
- 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 }
- sssIntensity: { value: 1.0, target: scatterParams.z, editor: { parent: USE_NORMAL_MAP, slide: true, range: [0, 1.0], step: 0.001 } }
- preIntegratedSkinMap: { value: grey, editor: { parent: USE_PREINTEGRATED_SKIN } }
- sssCurvatureMap: { value: white, editor: { parent: USE_PREINTEGRATED_SKIN } }
- sssCurvature: { value: 0.1, target: scatterParams.w, editor: { parent: USE_PREINTEGRATED_SKIN, slide: true, range: [0, 1.0], step: 0.001 } }
- sssColoration: { value: 1.0, target: dualLobeParams.z, editor: { parent: USE_PREINTEGRATED_SKIN, slide: true, range: [0, 10.0], step: 0.001 } }
- cavityMap: { value: white, editor: { tooltip: 'cavity map or specular map' } }
- maskMap: { value: black, editor: { parent: USE_BACK_LIT } }
- thickness: { value: 0.0, target: scatterParams.x, editor: { parent: USE_BACK_LIT, displayName: Object Thickness, range: [0, 1000.0], tooltip: 'i18n:ENGINE.assets.effect.propertyTips.transmitThicknessWithShadowMap' } }
- extinction: { value: 0.0, target: scatterParams.y, editor: { parent: USE_BACK_LIT, displayName: Transmit Scatter Extinction, slide: true, range: [0, 10.0], step: 0.001, tooltip: 'i18n:ENGINE.assets.effect.propertyTips.transmitExtinctionWithShadowMap' } }
- transmitColor: { value: [1.0, 0.2, 0.1, 1.0], linear: true, editor: { parent: USE_BACK_LIT, displayName: Transmit Scatter Color, type: color, tooltip: 'The color of scattered lighting, red for human skin' } }
- dualLobeRoughness: { value: 0.5, target: dualLobeParams.x, editor: { parent: USE_DUAL_LOBE_SPECULAR, range: [0, 1.0] } }
- dualLobeIntensity: { value: 0.02, target: dualLobeParams.w, editor: { parent: USE_DUAL_LOBE_SPECULAR, slide: true, range: [0, 0.1], step: 0.001 } }
- 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 transmitColor;
- vec4 scatterParams;
- vec4 dualLobeParams;
- };
- }%
- 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_BACK_LIT
- #pragma define-meta USE_PREINTEGRATED_SKIN
- #pragma define-meta USE_DUAL_LOBE_SPECULAR
- #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_DUAL_LOBE_SPECULAR USE_DUAL_LOBE_SPECULAR
- #define CC_SURFACES_LIGHTING_TRANSMIT_DIFFUSE USE_BACK_LIT
- #define CC_SURFACES_LIGHTING_USE_SHADOWMAP_TRANSMIT USE_BACK_LIT
- #define CC_SURFACES_LIGHTING_SSS 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;
- #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
- #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
- #if USE_BACK_LIT
- uniform sampler2D maskMap;
- #endif
- #if USE_PREINTEGRATED_SKIN
- uniform sampler2D sssCurvatureMap;
- #endif
- uniform sampler2D cavityMap;
- #define CC_SURFACES_FRAGMENT_MODIFY_TRANSMIT_SCATTERING_PARAMS
- vec4 SurfacesFragmentModifyTransmitScatteringParams()
- {
- return vec4(scatterParams.y * 50.0, 0.0, 1.0, 0.01);
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_TRANSMIT_DIFFUSE_PARAMS
- vec4 SurfacesFragmentModifyTransmitDiffuseParams()
- {
- float mask = 1.0;
- #if USE_BACK_LIT
- mask = texture(maskMap, FSInput_texcoord).x;
- #endif
- return vec4(scatterParams.x, mask, 1.0, 1.0);
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_TRANSMIT_IN_SCATTERING_COLOR
- vec3 SurfacesFragmentModifyTransmitInScatteringColor()
- {
- return vec3(0.0);//1.0, 0.2, 0.05);
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_TRANSMIT_OUT_SCATTERING_COLOR
- vec3 SurfacesFragmentModifyTransmitOutScatteringColor()
- {
- return transmitColor.rgb;
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_DUAL_LOBE_SPECULAR_PARAMS
- vec4 SurfacesFragmentModifyDualLobeSpecularParams(float roughness)
- {
- return vec4(dualLobeParams.x * roughness, 0.0, 0.0, dualLobeParams.w);
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_SSS_PARAMS
- vec4 SurfacesFragmentModifySSSParams()
- {
- float sssCurvature = scatterParams.w;
- #if USE_PREINTEGRATED_SKIN
- sssCurvature *= texture(sssCurvatureMap, FSInput_texcoord).x;
- #endif
- return vec4(scatterParams.z, sssCurvature, dualLobeParams.z, 0.0);
- }
- #define CC_SURFACES_FRAGMENT_MODIFY_PBRPARAMS
- vec4 SurfacesFragmentModifyPBRParams()
- {
- vec4 pbr = pbrParams;
- pbr.x = 1.0;
- pbr.z = 0.0;
- #if USE_PBR_MAP
- // ao and metallic ignored from pbrMap
- vec4 res = texture(pbrMap, DEFAULT_UV);
- pbr.y *= res.ROUGHNESS_CHANNEL;
- pbr.w *= res.SPECULAR_INTENSITY_CHANNEL;
- #endif
- #if USE_OCCLUSION_MAP
- pbr.x = mix(1.0, texture(occlusionMap, DEFAULT_UV).OCCLUSION_CHANNEL, pbrParams.x);
- #endif
- float cavity = texture(cavityMap, FSInput_texcoord).x;
- pbr.w *= cavity;
- return pbr;
- }
- #include <common-functions>
- #include <lighting-models/default-functions/simple-skin>
- }%
- 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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