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beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Lit Extended/Includes/Lux URP Uber Lit Pass.hlsl
2024-11-20 15:21:28 +01:00

135 lines
4.5 KiB
HLSL

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