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- // Copyright (c) 2017-2020 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 } }
- emissive: { value: [0.0, 0.0, 0.0, 1.0], linear: true, editor: { type: color } }
- emissiveScale: { value: [1.0, 1.0, 1.0], target: emissiveScaleParam.xyz }
- 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 }
- metallicRoughnessMap: { value: grey }
- occlusionMap: { value: white }
- emissiveMap: { value: grey }
- - &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:vert
- frag: shadow-caster-fs:frag
- 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 } }
- - &planar-shadow
- vert: planar-shadow-vs:vert
- frag: planar-shadow-fs:frag
- 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 emissive;
- vec4 emissiveScaleParam;
- };
- }%
- CCProgram standard-vs %{
- precision highp float;
- #include <legacy/input-standard>
- #include <builtin/uniforms/cc-global>
- #include <legacy/decode-base>
- #include <legacy/local-batch>
- #include <shared-ubos>
- #include <legacy/fog-vs>
- #include <legacy/shadow-map-vs>
- #include <legacy/sh-vs>
- #if USE_VERTEX_COLOR
- in vec4 a_color;
- out lowp vec4 v_color;
- #endif
- out vec3 v_position;
- out vec3 v_normal;
- out vec2 v_uv;
- #if HAS_SECOND_UV
- out mediump vec2 v_uv1;
- #endif
- #if CC_RECEIVE_SHADOW || CC_USE_REFLECTION_PROBE
- out mediump vec4 v_shadowBiasAndProbeId;
- #endif
- #if CC_USE_REFLECTION_PROBE && USE_INSTANCING
- out mediump vec4 v_reflectionProbeData;
- #endif
- #if USE_NORMAL_MAP
- out mediump vec4 v_tangent;
- #endif
- #if HAS_SECOND_UV || CC_USE_LIGHTMAP
- in vec2 a_texCoord1;
- #endif
- #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD
- #include <legacy/lightingmap-vs>
- #endif
- void main () {
- StandardVertInput In;
- CCVertInput(In);
- mat4 matWorld, matWorldIT;
- CCGetWorldMatrixFull(matWorld, matWorldIT);
- vec4 pos = matWorld * In.position;
- v_position = pos.xyz;
- v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);
- #if CC_RECEIVE_SHADOW
- v_shadowBiasAndProbeId.xy = CCGetShadowBias();
- #endif
- #if CC_RECEIVE_SHADOW || CC_USE_REFLECTION_PROBE
- #if USE_INSTANCING
- v_shadowBiasAndProbeId.zw = a_localShadowBiasAndProbeId.zw;
- #else
- v_shadowBiasAndProbeId.zw = cc_localShadowBias.zw;
- #endif
- #endif
- #if CC_USE_REFLECTION_PROBE && USE_INSTANCING
- v_reflectionProbeData = a_reflectionProbeData;
- #endif
- #if USE_TWOSIDE
- vec3 viewDirect = normalize(cc_cameraPos.xyz - v_position);
- v_normal *= dot(v_normal, viewDirect) < 0.0 ? -1.0 : 1.0;
- #endif
- #if USE_NORMAL_MAP
- v_tangent.xyz = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);
- v_tangent.w = In.tangent.w;
- #endif
- v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;
- #if SAMPLE_FROM_RT
- CC_HANDLE_RT_SAMPLE_FLIP(v_uv);
- #endif
- #if HAS_SECOND_UV
- v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;
- #if SAMPLE_FROM_RT
- CC_HANDLE_RT_SAMPLE_FLIP(v_uv1);
- #endif
- #endif
- #if USE_VERTEX_COLOR
- v_color = a_color;
- #endif
- CC_TRANSFER_FOG(pos);
- CC_TRANSFER_SHADOW(pos);
- CC_TRANSFER_SH();
- #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD
- CCLightingMapCaclUV();
- #endif
- #if CC_USE_2D
- gl_Position = cc_matProj * cc_matView * In.position;
- #else
- gl_Position = cc_matProj * (cc_matView * matWorld) * In.position;
- #endif
- }
- }%
- CCProgram standard-fs %{
- precision highp float;
- #include <builtin/uniforms/cc-global>
- #include <shared-ubos>
- #include <legacy/fog-fs>
- #include <legacy/standard-surface-entry>
- #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD
- #include <legacy/lightingmap-fs>
- #endif
- in vec3 v_position;
- in vec2 v_uv;
- #if HAS_SECOND_UV
- in mediump vec2 v_uv1;
- #endif
- in vec3 v_normal;
- #if CC_RECEIVE_SHADOW || CC_USE_REFLECTION_PROBE
- in mediump vec4 v_shadowBiasAndProbeId;
- #endif
- #if CC_USE_REFLECTION_PROBE && USE_INSTANCING
- in mediump vec4 v_reflectionProbeData;
- #endif
- #if USE_VERTEX_COLOR
- in lowp vec4 v_color;
- #endif
- #if USE_ALBEDO_MAP
- uniform sampler2D albedoMap;
- #pragma define-meta ALBEDO_UV options([v_uv, v_uv1])
- #endif
- #if USE_NORMAL_MAP
- in mediump vec4 v_tangent;
- uniform sampler2D normalMap;
- #pragma define-meta NORMAL_UV options([v_uv, v_uv1])
- #endif
- #pragma define-meta PBR_UV options([v_uv, v_uv1])
- #if USE_PBR_MAP
- uniform sampler2D pbrMap;
- #endif
- #if USE_METALLIC_ROUGHNESS_MAP
- uniform sampler2D metallicRoughnessMap;
- #endif
- #if USE_OCCLUSION_MAP
- uniform sampler2D occlusionMap;
- #endif
- #if USE_EMISSIVE_MAP
- uniform sampler2D emissiveMap;
- #pragma define-meta EMISSIVE_UV options([v_uv, v_uv1])
- #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
- void surf (out StandardSurface s) {
- vec4 baseColor = albedo;
- #if USE_VERTEX_COLOR
- baseColor.rgb *= SRGBToLinear(v_color.rgb); // use linear
- baseColor.a *= v_color.a;
- #endif
- #if USE_ALBEDO_MAP
- vec4 texColor = texture(albedoMap, ALBEDO_UV);
- texColor.rgb = SRGBToLinear(texColor.rgb);
- baseColor *= texColor;
- #endif
- s.albedo = baseColor;
- s.albedo.rgb *= albedoScaleAndCutoff.xyz;
- #if USE_ALPHA_TEST
- if (s.albedo.ALPHA_TEST_CHANNEL < albedoScaleAndCutoff.w) discard;
- #endif
- s.normal = v_normal;
- #if CC_RECEIVE_SHADOW
- s.shadowBias = v_shadowBiasAndProbeId.xy;
- #endif
- #if CC_USE_REFLECTION_PROBE
- s.reflectionProbeId = v_shadowBiasAndProbeId.z;
- #endif
- #if CC_USE_REFLECTION_PROBE == REFLECTION_PROBE_TYPE_BLEND || CC_USE_REFLECTION_PROBE == REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX
- s.reflectionProbeBlendId = v_shadowBiasAndProbeId.w;
- #if USE_INSTANCING
- s.reflectionProbeBlendFactor = v_reflectionProbeData.x;
- #else
- s.reflectionProbeBlendFactor = cc_reflectionProbeBlendData1.w;
- #endif
- #endif
- #if USE_NORMAL_MAP
- vec3 nmmp = texture(normalMap, NORMAL_UV).xyz - vec3(0.5);
- vec3 bitangent = cross(v_normal, v_tangent.xyz) * (v_tangent.w > 0.0 ? 1.0 : -1.0); // note the cross order
- s.normal =
- (nmmp.x * emissiveScaleParam.w) * normalize(v_tangent.xyz) +
- (nmmp.y * emissiveScaleParam.w) * normalize(bitangent) +
- nmmp.z * normalize(s.normal);
- #endif
- #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD
- SampleAndDecodeLightMapColor(s.lightmap.rgb, s.lightmap.a, s.lightmap_test, cc_lightingMap, v_luv.xy, v_luv.z, s.normal);
- #endif
- HIGHP_VALUE_TO_STRUCT_DEFINED(v_position, s.position);
- vec4 pbr = pbrParams;
- pbr.x = 1.0;
- #if USE_PBR_MAP
- vec4 res = texture(pbrMap, PBR_UV);
- pbr.x = mix(1.0, res.OCCLUSION_CHANNEL, pbrParams.x);
- pbr.y *= res.ROUGHNESS_CHANNEL;
- pbr.z *= res.METALLIC_CHANNEL;
- pbr.w *= res.SPECULAR_INTENSITY_CHANNEL;
- #endif
- #if USE_METALLIC_ROUGHNESS_MAP
- vec4 metallicRoughness = texture(metallicRoughnessMap, PBR_UV);
- pbr.z *= metallicRoughness.METALLIC_CHANNEL;
- pbr.y *= metallicRoughness.ROUGHNESS_CHANNEL;
- #endif
- #if USE_OCCLUSION_MAP
- pbr.x = mix(1.0, texture(occlusionMap, PBR_UV).OCCLUSION_CHANNEL, pbrParams.x);
- #endif
- s.occlusion = pbr.x;
- s.roughness = pbr.y;
- s.metallic = pbr.z;
- s.specularIntensity = pbr.w;
- s.emissive = emissive.rgb;
- #if USE_EMISSIVE_MAP
- s.emissive = SRGBToLinear(texture(emissiveMap, EMISSIVE_UV).rgb);
- #endif
- s.emissive *= emissiveScaleParam.xyz;
- }
- CC_STANDARD_SURFACE_ENTRY()
- }%
- CCProgram shadow-caster-vs %{
- precision highp float;
- #include <legacy/input-standard>
- #include <legacy/decode-base>
- #include <legacy/local-batch>
- #include <shared-ubos>
- #include <builtin/uniforms/cc-shadow>
- #if HAS_SECOND_UV || CC_USE_LIGHTMAP
- in vec2 a_texCoord1;
- #endif
- out vec2 v_uv;
- #if HAS_SECOND_UV
- out vec2 v_uv1;
- #endif
- out vec4 v_worldPos;
- out highp vec2 v_clip_depth;
- vec4 vert () {
- StandardVertInput In;
- CCVertInput(In);
- mat4 matWorld, matWorldIT;
- CCGetWorldMatrixFull(matWorld, matWorldIT);
- v_worldPos = matWorld * In.position;
- vec4 clipPos = cc_matLightViewProj * v_worldPos;
- v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;
- #if HAS_SECOND_UV
- v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;
- #endif
- v_clip_depth = clipPos.zw;
- return clipPos;
- }
- }%
- CCProgram shadow-caster-fs %{
- precision highp float;
- #include <shared-ubos>
- #include <common/data/packing>
- #include <legacy/shadow-map-base>
- in vec2 v_uv;
- #if HAS_SECOND_UV
- in vec2 v_uv1;
- #endif
- in vec4 v_worldPos;
- in highp vec2 v_clip_depth;
- #if USE_ALBEDO_MAP
- uniform sampler2D albedoMap;
- #pragma define-meta ALBEDO_UV options([v_uv, v_uv1])
- #endif
- #if USE_ALPHA_TEST
- #pragma define-meta ALPHA_TEST_CHANNEL options([a, r])
- #endif
- vec4 frag () {
- vec4 baseColor = albedo;
- #if USE_ALPHA_TEST
- #if USE_ALBEDO_MAP
- baseColor *= texture(albedoMap, ALBEDO_UV);
- #endif
- if (baseColor.ALPHA_TEST_CHANNEL < albedoScaleAndCutoff.w) discard;
- #endif
- highp float clipDepth = v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5;
- // spot use linear
- #if CC_SHADOWMAP_USE_LINEAR_DEPTH
- if (IS_SPOT_LIGHT(cc_shadowLPNNInfo.x)) {
- clipDepth = CCGetLinearDepth(v_worldPos.xyz);
- }
- #endif
- #if CC_SHADOWMAP_FORMAT == SHADOWMAP_FORMAT_RGBA8
- return packDepthToRGBA(clipDepth);
- #else
- return vec4(clipDepth, 1.0, 1.0, 1.0);
- #endif
- }
- }%
- CCProgram planar-shadow-vs %{
- precision highp float;
- #include <legacy/input>
- #include <builtin/uniforms/cc-global>
- #include <legacy/decode-base>
- #include <legacy/local-batch>
- #include <builtin/uniforms/cc-shadow>
- #include <common/lighting/functions>
- out float v_dist;
- vec4 vert () {
- vec4 position;
- CCVertInput(position);
- // World Space
- mat4 matWorld, matWorldIT;
- CCGetWorldMatrixFull(matWorld, matWorldIT);
- vec3 worldPos = (matWorld * position).xyz;
- vec4 shadowPos = CalculatePlanarShadowPos(worldPos, cc_cameraPos.xyz, cc_mainLitDir.xyz, cc_planarNDInfo);
- position = CalculatePlanarShadowClipPos(shadowPos, cc_cameraPos.xyz, cc_matView, cc_matProj, cc_nearFar, cc_shadowWHPBInfo.w);
- v_dist = shadowPos.w;
- return position;
- }
- }%
- CCProgram planar-shadow-fs %{
- precision highp float;
- #include <builtin/uniforms/cc-shadow>
- #include <legacy/output>
- in float v_dist;
- vec4 frag () {
- if(v_dist < 0.0)
- discard;
- return CCFragOutput(cc_shadowColor);
- }
- }%
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