oculus-samples / Unity-DepthAPI

Examples of using Depth API for real-time, dynamic occlusions
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please help me support Custom SurfaceShader #30

Closed nixiaofei closed 3 months ago

nixiaofei commented 3 months ago

I don't know how to modify the surfaceshader to support depth occlusion

Shader "Custom/DepthSurfaceShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200

    CGPROGRAM
    // Physically based Standard lighting model, and enable shadows on all light types
    #pragma surface surf Standard fullforwardshadows

    // Use shader model 3.0 target, to get nicer looking lighting
    #pragma target 3.0

    sampler2D _MainTex;

    struct Input
    {
        float2 uv_MainTex;
    };

    half _Glossiness;
    half _Metallic;
    fixed4 _Color;

    // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
    // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
    // #pragma instancing_options assumeuniformscaling
    UNITY_INSTANCING_BUFFER_START(Props)
        // put more per-instance properties here
    UNITY_INSTANCING_BUFFER_END(Props)

    void surf (Input IN, inout SurfaceOutputStandard o)
    {
        // Albedo comes from a texture tinted by color
        fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
        o.Albedo = c.rgb;
        // Metallic and smoothness come from slider variables
        o.Metallic = _Metallic;
        o.Smoothness = _Glossiness;
        o.Alpha = c.a;
    }
    ENDCG
}
FallBack "Diffuse"

} Looking forward to reply thank you!

TudorJude commented 3 months ago

Try this:

fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
META_DEPTH_OCCLUDE_OUTPUT_PREMULTIPLY_WORLDPOS(IN.worldPos, c, _EnvironmentDepthBias) //<-- Add this
o.Albedo = c.rgb;

I'll add a simple surface shader example to the BiRP sample project, so it's easier for devs to modify their own.

TudorJude commented 3 months ago

And before you add the above line of code you also need to include the BiRP occlusion library. Just place it somewhere at the beginning in the #pragma area like so:


#pragma target 3.0

#pragma multi_compile _ HARD_OCCLUSION SOFT_OCCLUSION //<-- Add this
#include "Packages/com.meta.xr.depthapi/Runtime/BiRP/EnvironmentOcclusionBiRP.cginc"//<-- and this

sampler2D _MainTex;
nixiaofei commented 3 months ago

@TudorJude Thank you very much for your help, I have successfully implemented surface shader occlusion. The following code is the completed shader, for those who need help in this regard.

Shader "Custom/DepthSurfaceShader" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 _EnvironmentDepthBias("_EnvironmentDepthBias", Range(0,1)) = 0//<-- Add this } SubShader { Tags { "RenderType" = "Opaque" } LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        #pragma multi_compile _ HARD_OCCLUSION SOFT_OCCLUSION //<-- Add this
        #include "Packages/com.meta.xr.depthapi/Runtime/BiRP/EnvironmentOcclusionBiRP.cginc"//<-- and this

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;

            float3 worldPos;//<-- Add this
        };

        half _EnvironmentDepthBias;//<-- Add this

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf(Input IN, inout SurfaceOutputStandard o)
        {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;

            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;

            META_DEPTH_OCCLUDE_OUTPUT_PREMULTIPLY_WORLDPOS(IN.worldPos, c, _EnvironmentDepthBias) //<-- Add this
        }
        ENDCG
    }
        FallBack "Diffuse"

}