//#if !defined(SHADERGRAPH_PREVIEW) #if !defined(SHADERGRAPH_PREVIEW) || defined(LIGHTWEIGHT_LIGHTING_INCLUDED) // As we do not have access to the vertex lights we will make the shder always sample add lights per pixel #if defined(_ADDITIONAL_LIGHTS_VERTEX) #undef _ADDITIONAL_LIGHTS_VERTEX #define _ADDITIONAL_LIGHTS #endif #endif void Lighting_half( // Base inputs float3 positionWS, half3 viewDirectionWS, // Surface description half3 albedo, half3 specular, half smoothness, half occlusion, half alpha, float2 lightMapUV, // Final lit color out half3 Lighting, out half3 MetaAlbedo, out half3 MetaSpecular ) { //#if defined(SHADERGRAPH_PREVIEW) #if defined(SHADERGRAPH_PREVIEW) || ( !defined(LIGHTWEIGHT_LIGHTING_INCLUDED) && !defined(UNIVERSAL_LIGHTING_INCLUDED) ) Lighting = albedo; MetaAlbedo = half3(0,0,0); MetaSpecular = half3(0,0,0); #else // Real Lighting ---------- half metallic = 0; half3 tnormal = normalize(cross(ddy(positionWS), ddx(positionWS))); half3 normalWS = tnormal; viewDirectionWS = SafeNormalize(viewDirectionWS); // GI Lighting half3 bakedGI; #ifdef LIGHTMAP_ON lightMapUV = lightMapUV * unity_LightmapST.xy + unity_LightmapST.zw; bakedGI = SAMPLE_GI(lightMapUV, half3(0,0,0), normalWS); #else // CHECK: Do we have3 to multiply SH with occlusion here? bakedGI = SampleSH(normalWS) * occlusion; #endif BRDFData brdfData; InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData); // Get Shadow Sampling Coords / Unfortunately per pixel... #if SHADOWS_SCREEN float4 clipPos = TransformWorldToHClip(positionWS); float4 shadowCoord = ComputeScreenPos(clipPos); #else float4 shadowCoord = TransformWorldToShadowCoord(positionWS); #endif Light mainLight = GetMainLight(shadowCoord); MixRealtimeAndBakedGI(mainLight, normalWS, bakedGI, half4(0, 0, 0, 0)); Lighting = GlobalIllumination(brdfData, bakedGI, occlusion, normalWS, viewDirectionWS); Lighting += LightingPhysicallyBased(brdfData, mainLight, normalWS, viewDirectionWS); #ifdef _ADDITIONAL_LIGHTS uint pixelLightCount = GetAdditionalLightsCount(); for (uint i = 0u; i < pixelLightCount; ++i) { Light light = GetAdditionalLight(i, positionWS); Lighting += LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS); } #endif //#ifdef _ADDITIONAL_LIGHTS_VERTEX // Lighting += inputData.vertexLighting * brdfData.diffuse; //#endif // Set Albedo for meta pass #if defined(LIGHTWEIGHT_META_PASS_INCLUDED) Lighting = half3(0,0,0); MetaAlbedo = albedo; MetaSpecular = half3(0.02,0.02,0.02); #else MetaAlbedo = half3(0,0,0); MetaSpecular = half3(0,0,0); #endif // End Real Lighting ---------- #endif } // Unity 2019.1. needs a float version void Lighting_float( // Base inputs float3 positionWS, half3 viewDirectionWS, // Surface description half3 albedo, half3 specular, half smoothness, half occlusion, half alpha, float2 lightMapUV, // Final lit color out half3 Lighting, out half3 MetaAlbedo, out half3 MetaSpecular ) { Lighting_half( positionWS, viewDirectionWS, albedo, specular, smoothness, occlusion, alpha, lightMapUV, Lighting, MetaAlbedo, MetaSpecular ); }