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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
- 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 <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 = 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 <surfaces/data-structures/standard>
- #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)
- {
- #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 <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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