Surface Shader
Rendering tends to become more processing-heavy as development criteria rise. We introduce the Surface Shader framework in v3.5.1 to provide a more efficient and structured process for creating shaders.
Developers can find the corresponding shaders and shader fragments in Assets -> internal -> effect -> surfaces and Assets -> internal -> chunk -> surfaces.
Surface Shader aims to facilitate fast and streamlined shader creation with simple codes in unified structures and processes. Users may easily define lighting and shading attributes, access public properties such as global lighting and debug viewing with the additional benefit of low maintenance, better readability and higher compatibility.
With Surface Shader integrated, Material system in Cocos Creator will continue to expand in future versions including visual coding for shaders. However, it will also prohibit ad-hoc modifications such as custom lighting and shading calculations. In the event of such development scenario rises, please revert to the legacy shader system.
Surface Shader is built on the Cocos Effect system, of which the syntax and properties are fully compatible.
Related Concepts
The following sections illustrate new terminologies introduced by the Surface Shader framework.
1. Rendering Usage
Render Target specifies the destinations for the pixels rendered by the shader.
A shader typically incorporates multiple passes to render to various data outlets, such as to the screen for displaying, to the shadow maps to create shadows, to the reflection map to create reflections, etc.
Relevant functionalities can be found in the folder Assets -> internal -> chunk -> shading-entries -> main-functions.
Common Rendering Uses | File Locations | Notes |
---|---|---|
render-to-scene (default) | render-to-scene | |
render-to-shadowmap | render-to-shadowmap | |
render-to-environment | render-to-reflectmap | engine reserved |
render-to-cartoon stroke | render-silhouette-edge | |
render sky | misc/sky | |
post-processing or general-purpose computation Pass | misc/quad | engine reserved |
2. Lighting Model
Lighting model refers to the manner in which the material’s microscopic structures interact with lights and the visual outcomes thereof, such as specular, diffusion, reflection, etc.
Illumination Model Name | Description |
---|---|
standard | PBR lighting, support GGX BRDF distribution of isotropic and anisotropic lighting, support convolutional ambient lighting |
toon | simple cartoon lighting, step lighting effect |
3. Surface Material Model
Surface model refers to the material’s surface attributes such as IOR and roughness.
Surface models typically work in conjunction with lighting models. New models are to be introduced in future updates.
Material Model Name | Description |
---|---|
standard | Standard PBR material with roughness and metallic description, similar to material nodes in SP, Blender, Maya, etc. |
toon | A simple cartoon material with multiple shade color treatments. |
4. Shader Stage
Shader stage refers to the different stages in the render process, which includes:
Shader Stage | Identifier |
---|---|
Vertex Shader | vs |
Fragment Shader | fs |
Compute Shader | cs |
Framework
Similar to legacy shaders, Surface Shader code also consists of Cocos Effect’s properties, techniques and UBOs but excludes macro definitions, in/out parameters, instancing, coordinate transformations and other calculations found in the legacy shaders.
A typical Surface Shader is comprised of three parts:
Macro Remapping
: Map declared parameters and macros in the Effect header to private macrosSurface Functions
: Declare functions in the Surface ShaderShader Assembly
: Assemble the vertex shader and the fragment shader in the Surface Shader.
Using the default shader surfaces/standard.effect
as an example, A Surface Shader include code such as:
Macro Remapping
When a certain functionality of the Surface Shader is required, users may choose to expose said functionality by defining a Marco in the Macro Mapping section of the Surface Shader. Doing so allows users to expose said functionalities in the Properties Panel with a name of the user’s choosing without interfering with the shading calculation involved.
These macros start with CC_SURFACES_
and the following is the complete list of macros.
Macro Name | Type | Meaning |
---|---|---|
CC_SURFACES_USE_VERTEX_COLOR | BOOL | Whether to use vertex color |
CC_SURFACES_USE_SECOND_UV | BOOL | Whether to use 2uv |
CC_SURFACES_USE_TWO_SIDED | BOOL | Whether to use double-sided normals |
CC_SURFACES_USE_TANGENT_SPACE | BOOL | Whether to use tangent space (must be on when using normal map or anisotropy) |
CC_SURFACES_TRANSFER_LOCAL_POS | BOOL | Whether to access model space coordinates in FS |
CC_SURFACES_LIGHTING_ANISOTROPIC | BOOL | Whether to enable anisotropic materials |
CC_SURFACES_LIGHTING_ANISOTROPIC_ENVCONVOLUTION_COUNT | UINT | The number of anisotropic ambient light convolution samples, 0 means convolution calculation is off, only valid when anisotropy is on |
CC_SURFACES_LIGHTING_ANISOTROPIC_ENVCONVOLUTION_COUNT | ||
CC_SURFACES_USE_REFLECTION_DENOISE | BOOL | Whether to turn on ambient reflection denoising |
CC_SURFACES_USE_LEGACY_COMPATIBLE_LIGHTING | BOOL | Whether or not to enable legacy-compatible lighting mode, which makes the rendering effect identical to legacy/standard.effect and facilitates upgrades |
NOTE: These macros can be left undefined and are automatically defined internally to the default value of 0; they can also be defined directly to 0 or some other value, indicating that they are forced off or on in this Effect and user adjustment is disabled.
Searching for the CCProgram macro-remapping
paragraph, you can see that the content consists of the following three parts.
1. Macros Not Used In The Surface Function
// ui displayed macros not used in this effect file
#pragma define-meta HAS_SECOND_UV
#pragma define-meta USE_TWOSIDE
#pragma define-meta USE_REFLECTION_DENOISE
#pragma define-meta IS_ANISOTROPY
#pragma define-meta USE_COMPATIBLE_LIGHTING
#define CC_SURFACES_USE_SECOND_UV HAS_SECOND_UV
#define CC_SURFACES_USE_TWO_SIDED USE_TWOSIDE
#define CC_SURFACES_USE_REFLECTION_DENOISE USE_REFLECTION_DENOISE
#define CC_SURFACES_LIGHTING_ANISOTROPIC IS_ANISOTROPY
#define CC_SURFACES_USE_LEGACY_COMPATIBLE_LIGHTING USE_COMPATIBLE_LIGHTING
Surface Shader omits certain codes compared to legacy shaders such as . To declare a macro of the same purpose, users may pre-defined the macro #if HAS_SECOND_UV
#pragma define-meta MACRONAME
for it to be displayed in the Properties Panel first, then map the newly declared macro to one of Surface Shader’s functionalities as with standard GLSL: #define CC_SURFACES_MACRONAME MACRONAME
.
2. Macros Used In The Surface Function
// ui displayed macros used in this effect file
#define CC_SURFACES_USE_VERTEX_COLOR USE_VERTEX_COLOR
#if IS_ANISOTROPY || USE_NORMAL_MAP
#define CC_SURFACES_USE_TANGENT_SPACE 1
#endif
Macros being used in the Surface Functions can be declare in the format: #define CC_SURFACES_MACRONAME MACRONAME. In this particular case, normal mapping and anisotropy requires CC_SURFACES_USE_TANGENT_SPACE
to be enabled.
3. Internal Functional Macros
// functionality for each effect
#define CC_SURFACES_LIGHTING_ANISOTROPIC_ENVCONVOLUTION_COUNT 31
Internal macros can be defined with its intended value attached.
Surface Function
The function of each material function is similar to the output of a material parameter to a specified material node in the material editor of DCC (Digital Content Creation) software. Similar to:
1. Definition
Surface functions can be declared in CCProgram
code blocks or their separate .chunk files.
Note: For consistency’s sake, all vertex shader code should be encased in one block while all fragment shader code in another. Vertex shader and fragment shader should not use more than one code blocks each. Also, vertex shader and fragment shader should not share the same code block.
Surface Shader provides simple default functions internally, so these functions are not mandatory, if you want to overload a function, you need to predefine the macro corresponding to that function to do so. These functions are named with Surfaces + ShaderStage name
followed by the function description. They can be found in editor/assets/chunks/surfaces/default-functions to see the specific definition and implementation of each Surface function in different material models, e.g.
#define CC_SURFACES_VERTEX_MODIFY_WORLD_POS
vec3 SurfacesVertexModifyWorldPos(in SurfacesStandardVertexIntermediate In)
{
vec3 worldPos = In.worldPos;
worldPos.x += sin(cc_time.x * worldPos.z);
worldPos.y += cos(cc_time.x * worldPos.z);
return worldPos;
}
Defining the macro CC_SURFACES_VERTEX_MODIFY_WORLD_POS
allows its corresponding function to be overridden with the code in the current Surface Shader.
Note: Overriding functions can be assigned new names and parameters. Users may override functions according to their own design or call the default version of the same function. This allows easy extension for the shader capabilities and avoid conflicts with future updates.
2. VS Corresponding Functions List
Functions relevant to vertex shaders are listed as follows. All functions takes the SurfacesStandardVertexIntermediate
structure as parameter. As vertex shader rarely see customizations, these functions require no overriding in most scenarios.
Predefined macros | Corresponding function definitions | Corresponding material models | Function descriptions |
---|---|---|---|
CC_SURFACES_VERTEX_MODIFY_LOCAL_POS | vec3 SurfacesVertexModifyLocalPos | Common | Returns the modified model space coordinates |
CC_SURFACES_VERTEX_MODIFY_WORLD_POS | vec3 SurfacesVertexModifyWorldPos | Common | Returns the modified world space coordinates (world space animation) |
CC_SURFACES_VERTEX_MODIFY_CLIP_POS | vec4 SurfacesVertexModifyClipPos | Common | Returns the modified clipping (NDC) space coordinates (usually used to modify depth) |
CC_SURFACES_VERTEX_MODIFY_UV | void SurfacesVertexModifyUV | Common | Modifies UV0 and UV1 within the structure (using tiling, etc.) |
CC_SURFACES_VERTEX_MODIFY_WORLD_NORMAL | vec3 SurfacesVertexModifyWorldNormal | Common | Returns the modified world space normals (world space animation) |
3. FS Corresponding Functions List
Functions relevant to fragment shaders are listed as follows. Most functions involve in modifying the value of one particular property while some modify more than one. In such cases, the respective functions can take multiple parameters.
Predefined macros | Corresponding function definitions | Corresponding material models | Function descriptions |
---|---|---|---|
CC_SURFACES_FRAGMENT_MODIFY_ BASECOLOR_AND_TRANSPARENCY | vec4 SurfacesFragmentModify BaseColorAndTransparency | Common | Returns the modified base color (rgb channel) and transparency values (a channel) |
CC_SURFACES_FRAGMENT_MODIFY_ WORLD_NORMAL | vec3 SurfacesFragmentModify WorldNormal | Common | Returns the modified pixel normals (usually normal mapping) |
CC_SURFACES_FRAGMENT_MODIFY_ SHARED_DATA | void SurfacesFragmentModify SharedData | Common | If some mapping and calculations need to be used in multiple material nodes, they can be done in this function, directly modifying the Surface structure This function can be used to modify the parameters in the surface structure directly, reducing performance costs. |
CC_SURFACES_FRAGMENT_MODIFY_ WORLD_TANGENT_AND_BINORMAL | void SurfacesFragmentModify WorldTangentAndBinormal | Standard PBR | Modify Surface structure The world tangent space vector in the body |
CC_SURFACES_FRAGMENT_MODIFY_ EMISSIVE | vec3 SurfacesFragmentModify Emissive | Standard PBR | Returns the modified self-illumination color |
CC_SURFACES_FRAGMENT_MODIFY_ PBRPARAMS | vec4 SurfacesFragmentModify PBRParams | Standard PBR | Returns the modified PBR parameters (ao, roughness, metallic. specularIntensity) |
CC_SURFACES_FRAGMENT_MODIFY_ ANISOTROPY_PARAMS | vec4 SurfacesFragmentModify AnisotropyParams | Standard PBR | Returns modified anisotropy parameters (rotation, shape. unused, unused) |
CC_SURFACES_FRAGMENT_MODIFY_ BASECOLOR_AND_TOONSHADE | void SurfacesFragmentModify BaseColorAndToonShade | Toon | Modify Toon Render Base Color |
CC_SURFACES_FRAGMENT_MODIFY_ TOON_STEP_AND_FEATHER | vec4 SurfacesFragmentModify ToonStepAndFeather | Toon | Returns the modified parameters |
CC_SURFACES_FRAGMENT_MODIFY_ TOON_SHADOW_COVER | vec4 SurfacesFragmentModify ToonShadowCover | Toon | Returns the modified parameters |
CC_SURFACES_FRAGMENT_MODIFY_ TOON_SPECULAR | vec4 SurfacesFragmentModify ToonSpecular | Toon | Returns the modified parameters |
4. VS Input Value Acquisition
Input values of the vertex shader, which is stored in the format of a SurfacesStandardVertexIntermediate
structure, include members as follows:
Vertex Shader Inputs | Type | Requires macro to be turned on when using | Meaning |
---|---|---|---|
position | vec4 | N/A | Local Position |
normal | vec3 | N/A | Local Normal |
tangent | vec4 | CC_SURFACES_USE_TANGENT_SPACE | Local Tangent and Mirror Normal Sign |
color | vec4 | CC_SURFACES_USE_VERTEX_COLOR | Vertex Color |
texCoord | vec2 | N/A | UV0 |
texCoord1 | vec2 | CC_SURFACES_USE_SECOND_UV | UV1 |
clipPos | vec4 | N/A | Clip(NDC) Position |
worldPos | vec3 | N/A | World Position |
worldNormal | vec4 | N/A | World Normal and Two Side Sign |
worldTangent | vec3 | CC_SURFACES_USE_TANGENT_SPACE | World Tangent |
worldBinormal | vec3 | CC_SURFACES_USE_TANGENT_SPACE | World Binormal |
5. FS Input Value Acquisition
Input values of the fragment are listed as follows. Most can be accessed without macro condition evaluations.
Fragment Shader Input | Type | Requires macro to be enabled when using | Meaning |
---|---|---|---|
FSInput_worldPos | vec3 | N/A | World Position |
FSInput_worldNormal | vec3 | N/A | World Normal |
FSInput_faceSideSign | float | N/A | Two Side Sign |
FSInput_texcoord | vec2 | N/A | UV0 |
FSInput_texcoord1 | vec2 | N/A | UV1 |
FSInput_vertexColor | vec4 | N/A | Vertex Color |
FSInput_worldTangent | vec3 | N/A | World Tangent |
FSInput_mirrorNormal | float | N/A | Mirror Normal Sign |
FSInput_localPos | vec4 | CC_SURFACES_TRANSFER_LOCAL_POS | Local Position |
Shader Assembly
Users may assemble multiple modules with the include
keyword for each pass of the Surface Shader. For instance, the fragment shader of the default Surface Shader is assembled by 6 parts:
1. Macros
Macros are required to be mapped and defined in the Marco Mapping section of the surface shader, which is integrated in the form of CCProgram code blocks or .chunk files.
By including common-macros
, users can integrate most macros to the Surface Shader.
Pass standard-fs:
#include <macro-remapping>
#include <surfaces/effect-macros/common-macros>
In scenarios where only part of the Surface Shader’s capabilities are used, users can also include specific macros involved in the shading process.
Pass shadow-caster-fs:
#include <surfaces/effect-macros/render-to-shadowmap>
2. Shader Generic Header File
Header files should be included with their Shader Stage specified, such as:
Vertex Shader:
#include <surfaces/includes/common-vs>
Fragement Shader:
#include <surfaces/includes/common-fs>
3. Surface Utility Functions
Surface functions that are created in their separate .chunk file need to be included accordingly. Surface functions require access to the shared memory allocation to function properly. For this reason, shared UBO also need to be included prior to the .chunk files in question.
#include <shared-ubos>
#include <surface-fragment>
4. Lighting Model
Lighting models are optional and can only be used in the fragment shader to render to screen.
When including lighting models, their corresponding names are also required to be specified.
Standard PBR Lighting:
#include <lighting-models/includes/standard>
Toon Lighting:
#include <lighting-models/includes/toon>
5. Surface Materials and Shading Models
Surface material models are optional and can only be used to render to screen.
When including lighting models, their corresponding names and render stages involved are also required to be specified.
Vertex Shader:
#include <surfaces/includes/standard-vs>
Fragement Shader:
#include <surfaces/includes/standard-fs>
6. Main Shader Function
When including main render loop functions, their corresponding render target and render stages involved are also required to be specified.
Pass standard-fs:
#include <shading-entries/main-functions/render-to-scene/fs>
Pass shadow-caster-fs:
#include <shading-entries/main-functions/render-to-shadowmap/fs>
Debug View
Starting from v3.6, users may enable Debug View to print out data outputs for quick debugging.
Advanced Usage
- Manual inserting vertex shader outputs and fragment shader inputs: with the new varying property introduced in the Surface Shader framework, vertex shader outputs and fragment shader inputs can be accessed in particular Surface Functions.
- Surface Shader and legacy shader codes can be used in the same render loop as long as the varying vertex data are kept consistent between the two.
Public function libraries
The library headers can be found under assets -> internal -> chunks -> common folder in different categories.
The functions in the library do not depend on any internal data (engine related uniform, mapping, etc.) and can be used directly as tool functions.
Surface already automatically contains common public function headers internally, which can be classified according to type as:
Folder Name | Function Usage |
---|---|
color | color-related functions (color space, tonemapping, etc.) |
data | Data-related functions (compression and decompression, etc.) |
debug | Debug View-related functions |
effect | Scene effect-related functions (water, fog, etc.) |
lighting | lighting-related features (brdf, bsdf, attenuation, baking, etc.) |
math | math library (coordinate transformation, numerical determination and operation, etc.) |
mesh | model-related functions (material conversion, model animation, etc.) |
shadow | shadow-related functions (pcf, hcs, etc.) |
texture | mapping-related functions (sampling, mip calculation, etc.) |
[^1]: Custom GPU geometry instancing properties are not supported.