当前位置:   article > 正文

Unity中Shader URP最简Shader框架(ShaderGraph 转 URP Shader)_shadergraph转shader

shadergraph转shader


前言

在之前的文章中,我们学习了 ShaderLab 中 BuildIn Render Pipeline 下的Shader书写。在这篇文章中,我们来了解一下 URP 下 的最简Shader怎么编写。


一、 我们先了解一下 Shader Graph 怎么操作

1、了解一下 Shader Graph 的面板信息

在这里插入图片描述

2、修改Shader路径

在这里插入图片描述

3、鼠标中键 或 Alt + 鼠标左键 移动画布

4、鼠标右键 打开创建节点菜单

在这里插入图片描述

5、把ShaderGraph节点转化为 Shader 代码

  • 可以直接 查看 或 复制 编译后的Shader
    在这里插入图片描述

6、可以看出 URP 和 BuildIn RP 大体框架一致

在这里插入图片描述


二、把ShaderGraph转化后的 Shader 只保留最基础的通用前向渲染Pass

因为是由ShaderGraph转化过来的。所以,这里虽然简化了。但是,还是过于臃肿,在之后的文章中,我们来优化一下

Shader "MyShader/P2_10"
{
    Properties {}
    SubShader
    {
        Tags
        {
            "RenderPipeline"="UniversalPipeline"
            "RenderType"="Opaque"
            "Queue"="Geometry"
        }
        Pass
        {
            Name "Universal Forward"
            Tags
            {
                // LightMode: <None>
            }

            // Render State
            Cull Back
            Blend One Zero
            ZTest LEqual
            ZWrite On

            // Debug
            // <None>

            // --------------------------------------------------
            // Pass

            HLSLPROGRAM
            // Pragmas
            #pragma target 2.0
            #pragma multi_compile_instancing
            #pragma multi_compile_fog
            #pragma instancing_options renderinglayer
            #pragma vertex vert
            #pragma fragment frag

            // Keywords
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma shader_feature _ _SAMPLE_GI
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile_fragment _ DEBUG_DISPLAY
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            // GraphKeywords: <None>

            // Defines

            #define ATTRIBUTES_NEED_NORMAL
            #define ATTRIBUTES_NEED_TANGENT
            #define VARYINGS_NEED_POSITION_WS
            #define VARYINGS_NEED_NORMAL_WS
            #define FEATURES_GRAPH_VERTEX
            /* WARNING: $splice Could not find named fragment 'PassInstancing' */
            #define SHADERPASS SHADERPASS_UNLIT
            #define _FOG_FRAGMENT 1
            /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */


            // custom interpolator pre-include
            /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */

            // Includes
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

            // --------------------------------------------------
            // Structs and Packing

            // custom interpolators pre packing
            /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */

            struct Attributes
            {
                float3 positionOS : POSITION;
                float3 normalOS : NORMAL;
                float4 tangentOS : TANGENT;
                #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : INSTANCEID_SEMANTIC;
                #endif
            };

            struct Varyings
            {
                float4 positionCS : SV_POSITION;
                float3 positionWS;
                float3 normalWS;
                #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
                #endif
                #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
                #endif
                #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
                #endif
                #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
                #endif
            };

            struct SurfaceDescriptionInputs
            {
            };

            struct VertexDescriptionInputs
            {
                float3 ObjectSpaceNormal;
                float3 ObjectSpaceTangent;
                float3 ObjectSpacePosition;
            };

            struct PackedVaryings
            {
                float4 positionCS : SV_POSITION;
                float3 positionWS : INTERP0;
                float3 normalWS : INTERP1;
                #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
                #endif
                #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
                #endif
                #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
                #endif
                #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
                #endif
            };

            PackedVaryings PackVaryings(Varyings input)
            {
                PackedVaryings output;
                    ZERO_INITIALIZE(PackedVaryings, output);
                output.positionCS = input.positionCS;
                output.positionWS.xyz = input.positionWS;
                output.normalWS.xyz = input.normalWS;
                #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
                #endif
                #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
                #endif
                #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
                #endif
                #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
                #endif
                return output;
            }

            Varyings UnpackVaryings(PackedVaryings input)
            {
                Varyings output;
                output.positionCS = input.positionCS;
                output.positionWS = input.positionWS.xyz;
                output.normalWS = input.normalWS.xyz;
                #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
                #endif
                #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
                #endif
                #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
                #endif
                #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
                #endif
                return output;
            }


            // --------------------------------------------------
            // Graph

            // Graph Properties
            CBUFFER_START(UnityPerMaterial)
            CBUFFER_END


            // Object and Global properties

            // Graph Includes
            // GraphIncludes: <None>

            // -- Property used by ScenePickingPass
            #ifdef SCENEPICKINGPASS
        float4 _SelectionID;
            #endif

            // -- Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
        int _ObjectId;
        int _PassValue;
            #endif

            // Graph Functions
            // GraphFunctions: <None>

            // Custom interpolators pre vertex
            /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */

            // Graph Vertex
            struct VertexDescription
            {
                float3 Position;
                float3 Normal;
                float3 Tangent;
            };

            VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
            {
                VertexDescription description = (VertexDescription)0;
                description.Position = IN.ObjectSpacePosition;
                description.Normal = IN.ObjectSpaceNormal;
                description.Tangent = IN.ObjectSpaceTangent;
                return description;
            }

            // Custom interpolators, pre surface
            #ifdef FEATURES_GRAPH_VERTEX
            Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
            {
                return output;
            }

            #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
            #endif

            // Graph Pixel
            struct SurfaceDescription
            {
                float3 BaseColor;
            };

            SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
            {
                SurfaceDescription surface = (SurfaceDescription)0;
                surface.BaseColor = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5));
                return surface;
            }

            // --------------------------------------------------
            // Build Graph Inputs
            #ifdef HAVE_VFX_MODIFICATION
        #define VFX_SRP_ATTRIBUTES Attributes
        #define VFX_SRP_VARYINGS Varyings
        #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
            #endif
            VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
            {
                VertexDescriptionInputs output;
                ZERO_INITIALIZE(VertexDescriptionInputs, output);

                output.ObjectSpaceNormal = input.normalOS;
                output.ObjectSpaceTangent = input.tangentOS.xyz;
                output.ObjectSpacePosition = input.positionOS;

                return output;
            }

            SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
            {
                SurfaceDescriptionInputs output;
                ZERO_INITIALIZE(SurfaceDescriptionInputs, output);

                #ifdef HAVE_VFX_MODIFICATION
                #if VFX_USE_GRAPH_VALUES
            uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
            /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
                #endif
                /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */

                #endif


                #if UNITY_UV_STARTS_AT_TOP
                #else
                #endif


                #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false);
                #else
                #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
                #endif
                #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN

                return output;
            }

            // --------------------------------------------------
            // Main

            #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl"

            // --------------------------------------------------
            // Visual Effect Vertex Invocations
            #ifdef HAVE_VFX_MODIFICATION
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
            #endif
            ENDHLSL
        }
    }

    FallBack "Hidden/Shader Graph/FallbackError"
}
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148
  • 149
  • 150
  • 151
  • 152
  • 153
  • 154
  • 155
  • 156
  • 157
  • 158
  • 159
  • 160
  • 161
  • 162
  • 163
  • 164
  • 165
  • 166
  • 167
  • 168
  • 169
  • 170
  • 171
  • 172
  • 173
  • 174
  • 175
  • 176
  • 177
  • 178
  • 179
  • 180
  • 181
  • 182
  • 183
  • 184
  • 185
  • 186
  • 187
  • 188
  • 189
  • 190
  • 191
  • 192
  • 193
  • 194
  • 195
  • 196
  • 197
  • 198
  • 199
  • 200
  • 201
  • 202
  • 203
  • 204
  • 205
  • 206
  • 207
  • 208
  • 209
  • 210
  • 211
  • 212
  • 213
  • 214
  • 215
  • 216
  • 217
  • 218
  • 219
  • 220
  • 221
  • 222
  • 223
  • 224
  • 225
  • 226
  • 227
  • 228
  • 229
  • 230
  • 231
  • 232
  • 233
  • 234
  • 235
  • 236
  • 237
  • 238
  • 239
  • 240
  • 241
  • 242
  • 243
  • 244
  • 245
  • 246
  • 247
  • 248
  • 249
  • 250
  • 251
  • 252
  • 253
  • 254
  • 255
  • 256
  • 257
  • 258
  • 259
  • 260
  • 261
  • 262
  • 263
  • 264
  • 265
  • 266
  • 267
  • 268
  • 269
  • 270
  • 271
  • 272
  • 273
  • 274
  • 275
  • 276
  • 277
  • 278
  • 279
  • 280
  • 281
  • 282
  • 283
  • 284
  • 285
  • 286
  • 287
  • 288
  • 289
  • 290
  • 291
  • 292
  • 293
  • 294
  • 295
  • 296
  • 297
  • 298
  • 299
  • 300
  • 301
  • 302
  • 303
  • 304
  • 305
  • 306
  • 307
  • 308
  • 309
  • 310
  • 311
  • 312
  • 313
  • 314
  • 315
  • 316
  • 317
  • 318
  • 319
  • 320
  • 321

1、我们看一下 URP Pass不可用后使用的默认Shader

使用的是内置渲染管线,返回颜色为洋葱紫

Shader "Hidden/Universal Render Pipeline/FallbackError"
{
    SubShader
    {
        Tags
        {
            "RenderType" = "Opaque"
            "RenderPipeline" = "UniversalPipeline"
            "IgnoreProjector" = "True"
        }

        Pass
        {
            HLSLPROGRAM
            #pragma target 2.0
            #pragma editor_sync_compilation

            // -------------------------------------
            // Shader Stages
            #pragma vertex vert
            #pragma fragment frag

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON

            //--------------------------------------
            // GPU Instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"

            struct appdata_t
            {
                float4 vertex : POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            v2f vert (appdata_t v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                o.vertex = TransformObjectToHClip(v.vertex.xyz);
                return o;
            }

            float4 frag (v2f i) : SV_Target
            {
                return float4(1,0,1,1);
            }
            ENDHLSL
        }
    }

    Fallback "Hidden/Core/FallbackError"
}

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
声明:本文内容由网友自发贡献,不代表【wpsshop博客】立场,版权归原作者所有,本站不承担相应法律责任。如您发现有侵权的内容,请联系我们。转载请注明出处:https://www.wpsshop.cn/w/繁依Fanyi0/article/detail/127815
推荐阅读
相关标签
  

闽ICP备14008679号