Built-In Standard 添加双面逻辑

  有些模型在建模的时候是单面的, 在显示中想要双面显示, HDRP的Lit已经有了双面功能, 不过Built-In的Standard没有支持, 只能自己复制出来然后改一下:

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "CustomBuildIn/Standard(Two Side)"
{
    Properties
    {
        _Color("Color", Color) = (1,1,1,1)
        _MainTex("Albedo", 2D) = "white" {}

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
        _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
        [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0

        [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
        _MetallicGlossMap("Metallic", 2D) = "white" {}

        [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
        [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0

        _BumpScale("Scale", Float) = 1.0
        [Normal] _BumpMap("Normal Map", 2D) = "bump" {}

        _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
        _ParallaxMap ("Height Map", 2D) = "black" {}

        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}

        _EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}

        _DetailMask("Detail Mask", 2D) = "white" {}

        _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
        _DetailNormalMapScale("Scale", Float) = 1.0
        [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}

        [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0


        // Blending state
        [HideInInspector] _Mode ("__mode", Float) = 0.0
        [HideInInspector] _SrcBlend ("__src", Float) = 1.0
        [HideInInspector] _DstBlend ("__dst", Float) = 0.0
        [HideInInspector] _ZWrite ("__zw", Float) = 1.0
    }

    CGINCLUDE
        #define UNITY_SETUP_BRDF_INPUT MetallicSetup
    ENDCG

    SubShader
    {
        Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
        LOD 300


        // ------------------------------------------------------------------
        //  Base forward pass (directional light, emission, lightmaps, ...)
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }

            Cull Off
            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertBase
            #pragma fragment fragBase
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Additive forward pass (one light per pass)
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend [_SrcBlend] One
            Fog { Color (0,0,0,0) } // in additive pass fog should be black
            ZWrite Off
            ZTest LEqual

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------


            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertAdd
            #pragma fragment fragAdd
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }
            Cull Off
            ZWrite On ZTest LEqual

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------


            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local _PARALLAXMAP
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster

            #include "UnityStandardShadow.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Deferred pass
        Pass
        {
            Name "DEFERRED"
            Tags { "LightMode" = "Deferred" }
            Cull Off

            CGPROGRAM
            #pragma target 3.0
            #pragma exclude_renderers nomrt


            // -------------------------------------

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_prepassfinal
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertDeferred
            #pragma fragment fragDeferred2Side

            #include "UnityStandardCore.cginc"

            void fragDeferred2Side(
                VertexOutputDeferred i,
                out half4 outGBuffer0 : SV_Target0,
                out half4 outGBuffer1 : SV_Target1,
                out half4 outGBuffer2 : SV_Target2,
                out half4 outEmission : SV_Target3          // RT3: emission (rgb), --unused-- (a)
            #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
                ,out half4 outShadowMask : SV_Target4       // RT4: shadowmask (rgba)
            #endif
            )
            {
                #if (SHADER_TARGET < 30)
                    outGBuffer0 = 1;
                    outGBuffer1 = 1;
                    outGBuffer2 = 0;
                    outEmission = 0;
                    #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
                        outShadowMask = 1;
                    #endif
                    return;
                #endif

                UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);

                FRAGMENT_SETUP(s)
                UNITY_SETUP_INSTANCE_ID(i);

                // no analytic lights in this pass
                UnityLight dummyLight = DummyLight();
                half atten = 1;

                // only GI
                half occlusion = Occlusion(i.tex.xy);
            #if UNITY_ENABLE_REFLECTION_BUFFERS
                bool sampleReflectionsInDeferred = false;
            #else
                bool sampleReflectionsInDeferred = true;
            #endif

                UnityGI gi = FragmentGI(s, occlusion, i.ambientOrLightmapUV, atten, dummyLight, sampleReflectionsInDeferred);

                half3 emissiveColor = UNITY_BRDF_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect).rgb;

                #ifdef _EMISSION
                    emissiveColor += Emission(i.tex.xy);
                #endif

                #ifndef UNITY_HDR_ON
                    emissiveColor.rgb = exp2(-emissiveColor.rgb);
                #endif

                UnityStandardData data;
                data.diffuseColor = s.diffColor;
                data.occlusion = occlusion;
                data.specularColor = s.specColor;
                data.smoothness = s.smoothness;
                data.normalWorld = s.normalWorld;
                if (dot(i.eyeVec, s.normalWorld) > 0) {
                    data.normalWorld = -1 * s.normalWorld;
                }

                UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2);

                // Emissive lighting buffer
                outEmission = half4(emissiveColor, 1);

                // Baked direct lighting occlusion if any
                #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
                    outShadowMask = UnityGetRawBakedOcclusions(i.ambientOrLightmapUV.xy, IN_WORLDPOS(i));
                #endif
            }

            ENDCG
        }

        // ------------------------------------------------------------------
        // Extracts information for lightmapping, GI (emission, albedo, ...)
        // This pass it not used during regular rendering.
        Pass
        {
            Name "META"
            Tags { "LightMode"="Meta" }
            Cull Off

            CGPROGRAM
            #pragma vertex vert_meta
            #pragma fragment frag_meta

            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature EDITOR_VISUALIZATION

            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
        LOD 150

        // ------------------------------------------------------------------
        //  Base forward pass (directional light, emission, lightmaps, ...)
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }

            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
            // SM2.0: NOT SUPPORTED shader_feature_local _DETAIL_MULX2
            // SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP

            #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog

            #pragma vertex vertBase
            #pragma fragment fragBase
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Additive forward pass (one light per pass)
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend [_SrcBlend] One
            Fog { Color (0,0,0,0) } // in additive pass fog should be black
            ZWrite Off
            ZTest LEqual

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            // SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
            #pragma skip_variants SHADOWS_SOFT

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog

            #pragma vertex vertAdd
            #pragma fragment fragAdd
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }

            ZWrite On ZTest LEqual

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma skip_variants SHADOWS_SOFT
            #pragma multi_compile_shadowcaster

            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster

            #include "UnityStandardShadow.cginc"

            ENDCG
        }

        // ------------------------------------------------------------------
        // Extracts information for lightmapping, GI (emission, albedo, ...)
        // This pass it not used during regular rendering.
        Pass
        {
            Name "META"
            Tags { "LightMode"="Meta" }
            Cull Off

            CGPROGRAM
            #pragma vertex vert_meta
            #pragma fragment frag_meta

            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature EDITOR_VISUALIZATION

            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }


    FallBack "VertexLit"
    CustomEditor "StandardShaderGUI"
}

  这里主要是对延迟渲染中的修改, 就是到处加上Cull Off, 让它双面显示以及背面阴影正确, 然后只修改了延迟渲染中的背面剔除的法向量, 就是直接把原函数fragDeferred从UnityStandardCore.cginc中抄过来, 在获取向量的时候对视角背面的取反:

        data.normalWorld = s.normalWorld;
        if (dot(i.eyeVec, s.normalWorld) > 0) {
            data.normalWorld = -1 * s.normalWorld;
        }

  这样背面接受光照就正确了.

 

posted @ 2022-07-28 09:26  tiancaiKG  阅读(171)  评论(0编辑  收藏  举报