#if SHADERPASS != SHADERPASS_FORWARD_UNLIT #error SHADERPASS_is_not_correctly_define #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass) { VaryingsType varyingsType; #ifdef HAVE_VFX_MODIFICATION AttributesElement inputElement; varyingsType.vmesh = VertMesh(inputMesh, inputElement); return MotionVectorVS(varyingsType, inputMesh, inputPass, inputElement); #else varyingsType.vmesh = VertMesh(inputMesh); return MotionVectorVS(varyingsType, inputMesh, inputPass); #endif } #ifdef TESSELLATION_ON PackedVaryingsToPS VertTesselation(VaryingsToDS input) { VaryingsToPS output; output.vmesh = VertMeshTesselation(input.vmesh); return MotionVectorTessellation(output, input); } #endif // TESSELLATION_ON #else // _WRITE_TRANSPARENT_MOTION_VECTOR #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; varyingsType.vmesh = VertMesh(inputMesh); return PackVaryingsType(varyingsType); } #ifdef TESSELLATION_ON PackedVaryingsToPS VertTesselation(VaryingsToDS input) { VaryingsToPS output; output.vmesh = VertMeshTesselation(input.vmesh); return PackVaryingsToPS(output); } #endif // TESSELLATION_ON #endif // _WRITE_TRANSPARENT_MOTION_VECTOR #ifdef TESSELLATION_ON #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl" #if defined(_TRANSPARENT_REFRACTIVE_SORT) || defined(_ENABLE_FOG_ON_TRANSPARENT) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/UnderWaterUtilities.hlsl" #endif //NOTE: some shaders set target1 to be // Blend 1 SrcAlpha OneMinusSrcAlpha //The reason for this blend mode is to let virtual texturing alpha dither work. //Anything using Target1 should write 1.0 or 0.0 in alpha to write / not write into the target. #ifdef UNITY_VIRTUAL_TEXTURING #define VT_BUFFER_TARGET SV_Target1 #define EXTRA_BUFFER_TARGET SV_Target2 #define BEFORE_REFRACTION_TARGET SV_Target3 #define BEFORE_REFRACTION_ALPHA_TARGET SV_Target4 #if defined(SHADER_API_PSSL) //For exact packing on pssl, we want to write exact 16 bit unorm (respect exact bit packing). //In some sony platforms, the default is FMT_16_ABGR, which would incur in loss of precision. //Thus, when VT is enabled, we force FMT_32_ABGR #pragma PSSL_target_output_format(target 1 FMT_32_ABGR) #endif #else #define EXTRA_BUFFER_TARGET SV_Target1 #define BEFORE_REFRACTION_TARGET SV_Target2 #define BEFORE_REFRACTION_ALPHA_TARGET SV_Target3 #endif float GetDeExposureMultiplier() { #if defined(DISABLE_UNLIT_DEEXPOSURE) return 1.0; #else return _DeExposureMultiplier; #endif } void Frag(PackedVaryingsToPS packedInput, out float4 outColor : SV_Target0 #ifdef UNITY_VIRTUAL_TEXTURING , out float4 outVTFeedback : VT_BUFFER_TARGET #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR , out float4 outMotionVec : EXTRA_BUFFER_TARGET #ifdef _TRANSPARENT_REFRACTIVE_SORT , out float4 outBeforeRefractionColor : BEFORE_REFRACTION_TARGET , out float4 outBeforeRefractionAlpha : BEFORE_REFRACTION_ALPHA_TARGET #endif #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif ) { #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR // Init outMotionVector here to solve compiler warning (potentially unitialized variable) // It is init to the value of forceNoMotion (with 2.0) // Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer // motion vector expected output format is RG16 outMotionVec = float4(2.0, 0.0, 0.0, 1.0); #endif UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); FragInputs input = UnpackVaryingsToFragInputs(packedInput); AdjustFragInputsToOffScreenRendering(input, _OffScreenRendering > 0, _OffScreenDownsampleFactor); #if defined(_ENABLE_SHADOW_MATTE) // In case we use the shadow matte, we need to ensure that the tile is loaded properly. uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize(); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex); #else PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz); #endif #ifdef VARYINGS_NEED_POSITION_WS float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); #else // Unused float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0 #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); // Not lit here (but emissive is allowed) BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); // If this is a shadow matte, then we want the AO to affect the base color (the AO being correct if the surface is flagged shadow matte). #if defined(_ENABLE_SHADOW_MATTE) bsdfData.color *= GetScreenSpaceAmbientOcclusion(input.positionSS.xy); #endif #ifdef DEBUG_DISPLAY // Handle debug lighting mode here as there is no lightloop for unlit. // For unlit we let all unlit object appear if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) { if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) { builtinData.emissiveColor = 0.0; } else { bsdfData.color = 0.0; } } #endif // Note: we must not access bsdfData in shader pass, but for unlit we make an exception and assume it should have a color field float4 outResult = ApplyBlendMode(bsdfData.color * GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity); #ifdef _ENABLE_FOG_ON_TRANSPARENT outResult = EvaluateAtmosphericScattering(posInput, V, outResult); #endif #if defined(_TRANSPARENT_REFRACTIVE_SORT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR) ComputeRefractionSplitColor(posInput, outResult, outBeforeRefractionColor, outBeforeRefractionAlpha); #endif #ifdef DEBUG_DISPLAY float4 debugColor = 0; if (GetMaterialDebugColor(debugColor, input, builtinData, posInput, surfaceData, bsdfData)) { outResult = debugColor; } if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW) { float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A); outResult = result; } #endif outColor = outResult; #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass); bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0); //Motion vector is enabled in SG but not active in VFX #if defined(HAVE_VFX_MODIFICATION) && !VFX_FEATURE_MOTION_VECTORS forceNoMotion = true; #endif // outMotionVec is already initialize at the value of forceNoMotion (see above) if (!forceNoMotion) { float2 motionVec = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS); EncodeMotionVector(motionVec * 0.5, outMotionVec); // Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer // motion vector expected output format is RG16 outMotionVec.zw = 1.0; } #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef UNITY_VIRTUAL_TEXTURING outVTFeedback = PackVTFeedbackWithAlpha(builtinData.vtPackedFeedback, input.positionSS.xy, builtinData.opacity); #endif }