This commit is contained in:
SoulliesOfficial
2025-12-17 04:19:38 -05:00
parent 7c1cb7e8e1
commit d15957c719
4315 changed files with 8260710 additions and 2940 deletions

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#pragma once
/*
half4 mDebugVertexColor;
half3 mDebugUV1;
half3 mDebugUV2;
half4 mDebugBaseMapColor;
half3 mDebugNormalMapColor;
half3 mDebugHeightMapColor;
half3 mDebugBaseMaskR;
half3 mDebugBaseMaskG;
half3 mDebugBaseMaskB;
half3 mDebugBaseMaskA;
half3 mDebugExtraMaskR;
half3 mDebugExtraMaskG;
half3 mDebugExtraMaskB;
half3 mDebugExtraMaskA;
// pbr data
half3 mDebugMetallic;
half3 mDebugSmoothness;
half3 mDebugRoughness;
half3 mDebugOcclusion;
half3 mDebugDiffuseColor;
half3 mDebugSpecularColor;
half3 mDebugVertNormal;
half3 mDebugVertTangent;
half3 mDebugVertBitangent;
half3 mDebugFragNormal;
half3 mDebugFragTangent;
half3 mDebugFragBitangent;
half3 mDebugNdotL;
half3 mDebugNdotV;
half3 mDebugOneMinusNdotV;
half3 mDebugMainLightColor;
half3 mDebugMainLightDirection;
half3 mDebugMainLightAttenuation;
half3 mDebugGIIndirectDiffuse;
half3 mDebugGIIndirectSpecular;
half3 mDebugIndirectDiffuse;
half3 mDebugDirectDiffuse;
half3 mDebugDirectSpecular;
half3 mDebugIndirectSpecular;
*/
half4 GetDebugColor(half4 finalCol)
{
half3 debugColor = 0;
bool isDirection = false;
if (_DebugVertColor == 1)
debugColor = mVaryings.color.rgb;
else if (_DebugVertColor == 2)
debugColor = mVaryings.color.r;
else if (_DebugVertColor == 3)
debugColor = mVaryings.color.g;
else if (_DebugVertColor == 4)
debugColor = mVaryings.color.b;
else if (_DebugVertColor == 5)
debugColor = mVaryings.color.a;
if (_DebugUV == 1)
debugColor.xy = mVaryings.uv.xy;
else if (_DebugUV == 2)
debugColor.xy = mVaryings.uv.zw;
if (_DebugMapColor == 1)
debugColor = mBaseMapColor;
else if (_DebugMapColor == 2)
debugColor = mBaseMapColor.a;
else if (_DebugMapColor == 3)
debugColor = CalcuateDebugNormalMapColor();
else if (_DebugMapColor == 4)
debugColor = mHeightMapColor;
if (_DebugMaskChannel == 1)
debugColor = mBaseMaskColor.r;
else if (_DebugMaskChannel == 2)
debugColor = mBaseMaskColor.g;
else if (_DebugMaskChannel == 3)
debugColor = mBaseMaskColor.b;
else if (_DebugMaskChannel == 4)
debugColor = mBaseMaskColor.a;
else if (_DebugMaskChannel == 5)
debugColor = mExtraMaskColor.r;
else if (_DebugMaskChannel == 6)
debugColor = mExtraMaskColor.g;
else if (_DebugMaskChannel == 7)
debugColor = mExtraMaskColor.b;
else if (_DebugMaskChannel == 8)
debugColor = mExtraMaskColor.a;
if (_DebugPBRData == 1)
debugColor = mPBRData.metallic;
else if (_DebugPBRData == 2)
debugColor = mPBRData.smoothness;
else if (_DebugPBRData == 3)
debugColor = mPBRData.perceptualRoughness;
else if (_DebugPBRData == 4)
debugColor = mPBRData.diffuseColor;
else if (_DebugPBRData == 5)
debugColor = mPBRData.specularColor;
if (_DebugTBN != 0)
{
if (_DebugTBN == 1)
debugColor = mVaryings.normalWS;
else if (_DebugTBN == 2)
debugColor = mVaryings.tangentWS;
else if (_DebugTBN == 3)
debugColor = mVaryings.bitangentWS;
else if (_DebugTBN == 4)
debugColor = mNormalWS;
else if (_DebugTBN == 5)
debugColor = mTangentWS;
else if (_DebugTBN == 6)
debugColor = mBitangentWS;
isDirection = true;
}
if (_DebugDotProduct == 1)
debugColor = mMainLightData.NdotL;
else if (_DebugDotProduct == 2)
debugColor = mNdotV;
else if (_DebugDotProduct == 3)
debugColor = mOneMinusNdotV;
if (_DebugMainLightData == 1)
debugColor = mMainLightData.color;
else if (_DebugMainLightData == 2)
{
debugColor = mMainLightData.direction;
isDirection = true;
}
else if (_DebugMainLightData == 3)
debugColor = mMainLightData.finalAttenuation;
if (_DebugGI == 1)
debugColor = mGI.indirectDiffuse;
else if (_DebugGI == 2)
debugColor = mGI.indirectSpecular;
if (_DebugLightingComponent == 1)
debugColor = mIndirectDiffuseFac;
else if (_DebugLightingComponent == 2)
debugColor = mDirDiffFac;
else if (_DebugLightingComponent == 3)
debugColor = mDirSpecFac;
else if (_DebugLightingComponent == 4)
debugColor = mIndirSpecFac;
half3 hsv = RgbToHsv(finalCol.rgb);
if (_DebugFinalHSV == 1)
debugColor = HsvToRgb(half3(hsv.x, 1, 1));
else if (_DebugFinalHSV == 2)
debugColor = hsv.y;
else if (_DebugFinalHSV == 3)
debugColor = hsv.z;
if (isDirection)
{
debugColor = (1 + debugColor) * 0.5;
}
return half4(debugColor, 1);
}

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#pragma once
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
sampler2D _LODCrossFadeDitherMask;
half4 _LODCrossFadeDitherMask_ST;
half4 _LODCrossFadeDitherMask_TexelSize;
// {TextureName}_TexelSize
// a float4 property contains texture size information:
// x contains 1.0/width
// y contains 1.0/height
// z contains width
// w contains height
// float4 unity_LODFade
// Level-of-detail fade when using LODGroup.
// x is fade (0..1),
// y is fade quantized to 16 levels,
// z and w unused.
void ApplyLODCrossFade(float2 vpos)
{
#ifdef LOD_FADE_CROSSFADE
{
vpos /= _LODCrossFadeDitherMask_TexelSize.zw;
half2 uv = vpos * _LODCrossFadeDitherMask_ST.xy + _LODCrossFadeDitherMask_ST.zw;
half mask = tex2D(_LODCrossFadeDitherMask, uv).a;
half sgn = unity_LODFade.x > 0 ? 1.0f : -1.0f;
clip(unity_LODFade.x - mask * sgn);
}
#endif
}

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#pragma once
AmbientOcclusionFactor mSSAOFactor;
void InitSSAOFactor()
{
half2 screenSpaceUV = GetNormalizedScreenSpaceUV(mVaryings.positionCS);
mSSAOFactor = (AmbientOcclusionFactor)1;
#if _SCREEN_SPACE_OCCLUSION
{
mSSAOFactor = GetScreenSpaceAmbientOcclusion(screenSpaceUV);
mPBRData.occlusion = min(mPBRData.occlusion, mSSAOFactor.indirectAmbientOcclusion);
}
#endif
}

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