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Add block types, voxel terrain shader
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jeickhoff committed Jul 10, 2023
1 parent f68f576 commit 79ff45a
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Showing 32 changed files with 1,229 additions and 186 deletions.
58 changes: 0 additions & 58 deletions Assets/Materials/DefaultBoxMaterial.mat

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4 changes: 2 additions & 2 deletions Assets/Materials/PlayerMaterial.mat
Original file line number Diff line number Diff line change
Expand Up @@ -113,8 +113,8 @@ Material:
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _BaseColor: {r: 1, g: 0.759434, b: 0.759434, a: 1}
- _Color: {r: 1, g: 0.759434, b: 0.759434, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []
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8 changes: 8 additions & 0 deletions Assets/Materials/Shaders.meta

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243 changes: 243 additions & 0 deletions Assets/Materials/Shaders/VoxelForwardPass.hlsl
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#ifndef UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED
#define UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif

struct Attributes
{
int packedData : POSITION;
//float3 normalOS : NORMAL;
//float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 staticLightmapUV : TEXCOORD1;
float2 dynamicLightmapUV : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct Varyings
{
float3 uv : TEXCOORD0;

float3 positionWS : TEXCOORD1; // xyz: posWS

#ifdef _NORMALMAP
half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
#else
half3 normalWS : TEXCOORD2;
#endif

#ifdef _ADDITIONAL_LIGHTS_VERTEX
half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
#else
half fogFactor : TEXCOORD5;
#endif

#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif

DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7);

#ifdef DYNAMICLIGHTMAP_ON
float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs
#endif

float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};

void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;

inputData.positionWS = input.positionWS;

#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
#else
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
inputData.normalWS = input.normalWS;
#endif

inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
viewDirWS = SafeNormalize(viewDirWS);

inputData.viewDirectionWS = viewDirWS;

#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif

#ifdef _ADDITIONAL_LIGHTS_VERTEX
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#else
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor);
inputData.vertexLighting = half3(0, 0, 0);
#endif

#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
#endif

inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);

#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.staticLightmapUV;
#else
inputData.vertexSH = input.vertexSH;
#endif
#endif
}

///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////

Varyings VoxelForwardVertex(Attributes input)
{
Varyings output = (Varyings)0;

UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

float3 positionOS = float3(float(input.packedData&(255)), float((input.packedData >> 8)&(255)), float((input.packedData >> 16)&(255)));
int normal = int((input.packedData >> 29)&(7));
float3 normalOS;
[call] switch (normal)
{
case 0:
normalOS = float3(0,1,0);
break;
case 1:
normalOS= float3(0,-1,0);
break;
case 2:
normalOS = float3(1,0,0);
break;
case 3:
normalOS = float3(-1,0,0);
break;
case 4:
normalOS = float3(0,0,1);
break;
case 5:
normalOS = float3(0,0,-1);
break;
default:
normalOS= float3(0,0,-1);
break;
}
float4 tangentOS = float4(0,0,0,1);
VertexPositionInputs vertexInput = GetVertexPositionInputs(positionOS);
VertexNormalInputs normalInput = GetVertexNormalInputs(normalOS, tangentOS);

// 5 bits for textureID
output.uv.z = int((input.packedData >> 24)&(31));
if (normal < 2)
{
output.uv.xy = positionOS.xz * float2(_uvSizes[output.uv.z], _uvSizes[output.uv.z+1]);
}
else
{
output.uv.xy = (normal < 4 ? positionOS.zy : positionOS.xy) * float2(_uvSizes[output.uv.z], _uvSizes[output.uv.z+1]);
}

#if defined(_FOG_FRAGMENT)
half fogFactor = 0;
#else
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
#endif

//output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.positionWS.xyz = vertexInput.positionWS;
output.positionCS = vertexInput.positionCS;

#ifdef _NORMALMAP
half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
#endif

OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
#ifdef DYNAMICLIGHTMAP_ON
output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);

#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#else
output.fogFactor = fogFactor;
#endif

#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif

return output;
}

void VoxelForwardFragment(
Varyings input
, out half4 outColor : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

SurfaceData surfaceData;
InitializeSimpleLitSurfaceData(input.uv, surfaceData);

#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade(input.positionCS);
#endif

InputData inputData;
InitializeInputData(input, surfaceData.normalTS, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);

#ifdef _DBUFFER
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
#endif

half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface));

outColor = color;

#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}

#endif
3 changes: 3 additions & 0 deletions Assets/Materials/Shaders/VoxelForwardPass.hlsl.meta

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