#ifndef UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED #define UNIVERSAL_SIMPLE_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; #ifdef _QLIGHTMAP_ON float2 lightmapUV : TEXCOORD1; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { #ifdef _AFFINE_ON noperspective #endif float2 uv : TEXCOORD0; #ifdef _QLIGHTMAP_ON float2 lightmapUV : TEXCOORD1; #else half3 vertexSH : TEXCOORD1; #endif float3 posWS : TEXCOORD2; // xyz: posWS float3 normal : TEXCOORD3; float3 viewDir : TEXCOORD4; half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(Varyings input, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.posWS; half3 viewDirWS = input.viewDir; inputData.normalWS = input.normal; inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); viewDirWS = SafeNormalize(viewDirWS); inputData.viewDirectionWS = viewDirWS; inputData.shadowCoord = float4(0, 0, 0, 0); inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #ifdef _QLIGHTMAP_ON inputData.bakedGI = 0.0; #else inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS); #endif inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = 0.0; } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Used in Standard (Simple Lighting) shader Varyings LitPassVertexSimple(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); half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS); half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); output.posWS.xyz = vertexInput.positionWS; output.positionCS = vertexInput.positionCS; output.normal = NormalizeNormalPerVertex(normalInput.normalWS); output.viewDir = viewDirWS; #ifdef _QLIGHTMAP_ON output.lightmapUV.xy = input.lightmapUV.xy; #else output.vertexSH.xyz = SampleSHVertex(output.normal.xyz); #endif output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); return output; } // Used for StandardSimpleLighting shader half4 LitPassFragmentSimple(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.uv.xy; half4 diffuseAlpha = SampleAlbedoAlpha(uv, #if _POINT_SAMPLING TEXTURE2D_ARGS(_BaseMap, point_repeat_sampler) #else TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap) #endif ); half3 diffuse = diffuseAlpha.rgb * _BaseColor.rgb; half alpha = diffuseAlpha.a * _BaseColor.a; AlphaDiscard(alpha, _Cutoff); InputData inputData; InitializeInputData(input, inputData); #ifdef _QLIGHTMAP_ON half4 lightmapColor = SAMPLE_TEXTURE2D(_LightMap, sampler_LightMap, input.lightmapUV); half3 finalColor = diffuse * lightmapColor.rgb * 2.0f; #else // This reproduces anorm_dots within a reasonable degree of tolerance half shade = dot(_ShadeVector.xyz, inputData.normalWS); if (shade < 0.0) shade = 1.0 + shade * (13.0 / 44.0); else shade = 1.0 + shade; half3 finalColor = diffuse * shade * _LightColor.rgb; #endif #ifdef _EMISSION finalColor += SampleEmission(uv, _EmissionColor.rgb, #if _POINT_SAMPLING TEXTURE2D_ARGS(_EmissionMap, point_repeat_sampler) #else TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap) #endif ); #endif half4 color = half4(finalColor, alpha); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, _Surface); return color; } #endif