135 lines
4.5 KiB
HLSL
135 lines
4.5 KiB
HLSL
#ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
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#define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 texcoord : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
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float3 positionWS : TEXCOORD2;
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#endif
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#if defined (_NORMALMAP) || defined(_PARALLAX) || defined (_BENTNORMAL)
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float3 normalWS : TEXCOORD3;
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float3 viewDirWS : TEXCOORD4;
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float4 tangentWS : TEXCOORD5;
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#else
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float3 normalWS : TEXCOORD3;
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float3 viewDirWS : TEXCOORD4;
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#endif
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD7;
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#endif
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/* not needed as we use positionCS
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#if SHADOWS_SCREEN
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#if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF)
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#if defined(_FADING_ON)
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float4 screenCoord : TEXCOORD8;
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#endif
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#endif
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#else
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#if defined(_FADING_ON)
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float4 screenCoord : TEXCOORD8;
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#endif
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#endif
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*/
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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void InitializeInputData(Varyings input, float3 bitangentWS, half3 viewDirWS, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
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inputData.positionWS = input.positionWS;
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#endif
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#ifdef _NORMALMAP
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inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangentWS.xyz, input.normalWS.xyz));
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#else
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inputData.normalWS = input.normalWS.xyz;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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inputData.fogCoord = input.fogFactorAndVertexLight.x;
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Used in Standard (Physically Based) shader
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Varyings LitPassVertexUber(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
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half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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#if defined (_NORMALMAP) || defined(_PARALLAX) || defined (_BENTNORMAL)
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output.normalWS = normalInput.normalWS;
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float sign = input.tangentOS.w * GetOddNegativeScale();
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output.tangentWS = float4(normalInput.tangentWS, sign);
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#else
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output.normalWS = normalInput.normalWS; //NormalizeNormalPerVertex(normalInput.normalWS);
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#endif
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output.viewDirWS = viewDirWS;
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OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
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output.positionWS = vertexInput.positionWS;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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output.positionCS = vertexInput.positionCS;
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return output;
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}
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#endif |