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