Firstborn/Library/PackageCache/com.unity.render-pipelines..../Shaders/Terrain/TerrainLitPasses.hlsl

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2023-03-28 13:24:16 -04:00
#ifndef UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED
#define UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap
#ifndef TERRAIN_SPLAT_BASEPASS
float4 uvSplat01 : TEXCOORD1; // xy: splat0, zw: splat1
float4 uvSplat23 : TEXCOORD2; // xy: splat2, zw: splat3
#endif
#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z
#else
half3 normal : TEXCOORD3;
half3 vertexSH : TEXCOORD4; // SH
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#else
half fogFactor : TEXCOORD6;
#endif
float3 positionWS : TEXCOORD7;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD8;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD9;
#endif
float4 clipPos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(Varyings IN, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = IN.positionWS;
inputData.positionCS = IN.clipPos;
#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
half3 viewDirWS = half3(IN.normal.w, IN.tangent.w, IN.bitangent.w);
inputData.tangentToWorld = half3x3(-IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz);
inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
half3 SH = 0;
#elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(IN.positionWS);
float2 sampleCoords = (IN.uvMainAndLM.xy / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
half3 normalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS);
inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(-tangentWS, cross(normalWS, tangentWS), normalWS));
half3 SH = 0;
#else
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(IN.positionWS);
inputData.normalWS = IN.normal;
half3 SH = IN.vertexSH;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
inputData.fogCoord = InitializeInputDataFog(float4(IN.positionWS, 1.0), IN.fogFactorAndVertexLight.x);
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#else
inputData.fogCoord = InitializeInputDataFog(float4(IN.positionWS, 1.0), IN.fogFactor);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, IN.dynamicLightmapUV, SH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, SH, inputData.normalWS);
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.uvMainAndLM.zw)
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = IN.dynamicLightmapUV;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = IN.uvMainAndLM.zw;
#else
inputData.vertexSH = SH;
#endif
#endif
}
#ifndef TERRAIN_SPLAT_BASEPASS
void NormalMapMix(float4 uvSplat01, float4 uvSplat23, inout half4 splatControl, inout half3 mixedNormal)
{
#if defined(_NORMALMAP)
half3 nrm = half(0.0);
nrm += splatControl.r * UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal0, sampler_Normal0, uvSplat01.xy), _NormalScale0);
nrm += splatControl.g * UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal1, sampler_Normal0, uvSplat01.zw), _NormalScale1);
nrm += splatControl.b * UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal2, sampler_Normal0, uvSplat23.xy), _NormalScale2);
nrm += splatControl.a * UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal3, sampler_Normal0, uvSplat23.zw), _NormalScale3);
// avoid risk of NaN when normalizing.
#if HAS_HALF
nrm.z += half(0.01);
#else
nrm.z += 1e-5f;
#endif
mixedNormal = normalize(nrm.xyz);
#endif
}
void SplatmapMix(float4 uvMainAndLM, float4 uvSplat01, float4 uvSplat23, inout half4 splatControl, out half weight, out half4 mixedDiffuse, out half4 defaultSmoothness, inout half3 mixedNormal)
{
half4 diffAlbedo[4];
diffAlbedo[0] = SAMPLE_TEXTURE2D(_Splat0, sampler_Splat0, uvSplat01.xy);
diffAlbedo[1] = SAMPLE_TEXTURE2D(_Splat1, sampler_Splat0, uvSplat01.zw);
diffAlbedo[2] = SAMPLE_TEXTURE2D(_Splat2, sampler_Splat0, uvSplat23.xy);
diffAlbedo[3] = SAMPLE_TEXTURE2D(_Splat3, sampler_Splat0, uvSplat23.zw);
// This might be a bit of a gamble -- the assumption here is that if the diffuseMap has no
// alpha channel, then diffAlbedo[n].a = 1.0 (and _DiffuseHasAlphaN = 0.0)
// Prior to coming in, _SmoothnessN is actually set to max(_DiffuseHasAlphaN, _SmoothnessN)
// This means that if we have an alpha channel, _SmoothnessN is locked to 1.0 and
// otherwise, the true slider value is passed down and diffAlbedo[n].a == 1.0.
defaultSmoothness = half4(diffAlbedo[0].a, diffAlbedo[1].a, diffAlbedo[2].a, diffAlbedo[3].a);
defaultSmoothness *= half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
#ifndef _TERRAIN_BLEND_HEIGHT // density blending
if(_NumLayersCount <= 4)
{
// 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)
half4 opacityAsDensity = saturate((half4(diffAlbedo[0].a, diffAlbedo[1].a, diffAlbedo[2].a, diffAlbedo[3].a) - (1 - splatControl)) * 20.0);
opacityAsDensity += 0.001h * splatControl; // if all weights are zero, default to what the blend mask says
half4 useOpacityAsDensityParam = { _DiffuseRemapScale0.w, _DiffuseRemapScale1.w, _DiffuseRemapScale2.w, _DiffuseRemapScale3.w }; // 1 is off
splatControl = lerp(opacityAsDensity, splatControl, useOpacityAsDensityParam);
}
#endif
// Now that splatControl has changed, we can compute the final weight and normalize
weight = dot(splatControl, 1.0h);
#ifdef TERRAIN_SPLAT_ADDPASS
clip(weight <= 0.005h ? -1.0h : 1.0h);
#endif
#ifndef _TERRAIN_BASEMAP_GEN
// Normalize weights before lighting and restore weights in final modifier functions so that the overal
// lighting result can be correctly weighted.
splatControl /= (weight + HALF_MIN);
#endif
mixedDiffuse = 0.0h;
mixedDiffuse += diffAlbedo[0] * half4(_DiffuseRemapScale0.rgb * splatControl.rrr, 1.0h);
mixedDiffuse += diffAlbedo[1] * half4(_DiffuseRemapScale1.rgb * splatControl.ggg, 1.0h);
mixedDiffuse += diffAlbedo[2] * half4(_DiffuseRemapScale2.rgb * splatControl.bbb, 1.0h);
mixedDiffuse += diffAlbedo[3] * half4(_DiffuseRemapScale3.rgb * splatControl.aaa, 1.0h);
NormalMapMix(uvSplat01, uvSplat23, splatControl, mixedNormal);
}
#endif
#ifdef _TERRAIN_BLEND_HEIGHT
void HeightBasedSplatModify(inout half4 splatControl, in half4 masks[4])
{
// heights are in mask blue channel, we multiply by the splat Control weights to get combined height
half4 splatHeight = half4(masks[0].b, masks[1].b, masks[2].b, masks[3].b) * splatControl.rgba;
half maxHeight = max(splatHeight.r, max(splatHeight.g, max(splatHeight.b, splatHeight.a)));
// Ensure that the transition height is not zero.
half transition = max(_HeightTransition, 1e-5);
// This sets the highest splat to "transition", and everything else to a lower value relative to that, clamping to zero
// Then we clamp this to zero and normalize everything
half4 weightedHeights = splatHeight + transition - maxHeight.xxxx;
weightedHeights = max(0, weightedHeights);
// We need to add an epsilon here for active layers (hence the blendMask again)
// so that at least a layer shows up if everything's too low.
weightedHeights = (weightedHeights + 1e-6) * splatControl;
// Normalize (and clamp to epsilon to keep from dividing by zero)
half sumHeight = max(dot(weightedHeights, half4(1, 1, 1, 1)), 1e-6);
splatControl = weightedHeights / sumHeight.xxxx;
}
#endif
void SplatmapFinalColor(inout half4 color, half fogCoord)
{
color.rgb *= color.a;
#ifndef TERRAIN_GBUFFER // Technically we don't need fogCoord, but it is still passed from the vertex shader.
#ifdef TERRAIN_SPLAT_ADDPASS
color.rgb = MixFogColor(color.rgb, half3(0,0,0), fogCoord);
#else
color.rgb = MixFog(color.rgb, fogCoord);
#endif
#endif
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Used in Standard Terrain shader
Varyings SplatmapVert(Attributes v)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainInstancing(v.positionOS, v.normalOS, v.texcoord);
VertexPositionInputs Attributes = GetVertexPositionInputs(v.positionOS.xyz);
o.uvMainAndLM.xy = v.texcoord;
o.uvMainAndLM.zw = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
#ifndef TERRAIN_SPLAT_BASEPASS
o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
o.uvSplat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
o.uvSplat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV = v.texcoord * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(Attributes.positionWS);
float4 vertexTangent = float4(cross(float3(0, 0, 1), v.normalOS), 1.0);
VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);
o.normal = half4(normalInput.normalWS, viewDirWS.x);
o.tangent = half4(normalInput.tangentWS, viewDirWS.y);
o.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
#else
o.normal = TransformObjectToWorldNormal(v.normalOS);
o.vertexSH = SampleSH(o.normal);
#endif
half fogFactor = 0;
#if !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(Attributes.positionCS.z);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
o.fogFactorAndVertexLight.x = fogFactor;
o.fogFactorAndVertexLight.yzw = VertexLighting(Attributes.positionWS, o.normal.xyz);
#else
o.fogFactor = fogFactor;
#endif
o.positionWS = Attributes.positionWS;
o.clipPos = Attributes.positionCS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord(Attributes);
#endif
return o;
}
void ComputeMasks(out half4 masks[4], half4 hasMask, Varyings IN)
{
masks[0] = 0.5h;
masks[1] = 0.5h;
masks[2] = 0.5h;
masks[3] = 0.5h;
#ifdef _MASKMAP
masks[0] = lerp(masks[0], SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy), hasMask.x);
masks[1] = lerp(masks[1], SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw), hasMask.y);
masks[2] = lerp(masks[2], SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy), hasMask.z);
masks[3] = lerp(masks[3], SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw), hasMask.w);
#endif
masks[0] *= _MaskMapRemapScale0.rgba;
masks[0] += _MaskMapRemapOffset0.rgba;
masks[1] *= _MaskMapRemapScale1.rgba;
masks[1] += _MaskMapRemapOffset1.rgba;
masks[2] *= _MaskMapRemapScale2.rgba;
masks[2] += _MaskMapRemapOffset2.rgba;
masks[3] *= _MaskMapRemapScale3.rgba;
masks[3] += _MaskMapRemapOffset3.rgba;
}
// Used in Standard Terrain shader
#ifdef TERRAIN_GBUFFER
FragmentOutput SplatmapFragment(Varyings IN)
#else
half4 SplatmapFragment(Varyings IN) : SV_TARGET
#endif
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef _ALPHATEST_ON
ClipHoles(IN.uvMainAndLM.xy);
#endif
half3 normalTS = half3(0.0h, 0.0h, 1.0h);
#ifdef TERRAIN_SPLAT_BASEPASS
half3 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uvMainAndLM.xy).rgb;
half smoothness = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uvMainAndLM.xy).a;
half metallic = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, IN.uvMainAndLM.xy).r;
half alpha = 1;
half occlusion = 1;
#else
half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3);
half4 masks[4];
ComputeMasks(masks, hasMask, IN);
float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
half4 splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
half alpha = dot(splatControl, 1.0h);
#ifdef _TERRAIN_BLEND_HEIGHT
// disable Height Based blend when there are more than 4 layers (multi-pass breaks the normalization)
if (_NumLayersCount <= 4)
HeightBasedSplatModify(splatControl, masks);
#endif
half weight;
half4 mixedDiffuse;
half4 defaultSmoothness;
SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
half3 albedo = mixedDiffuse.rgb;
half4 defaultMetallic = half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3);
half4 defaultOcclusion = half4(_MaskMapRemapScale0.g, _MaskMapRemapScale1.g, _MaskMapRemapScale2.g, _MaskMapRemapScale3.g) +
half4(_MaskMapRemapOffset0.g, _MaskMapRemapOffset1.g, _MaskMapRemapOffset2.g, _MaskMapRemapOffset3.g);
half4 maskSmoothness = half4(masks[0].a, masks[1].a, masks[2].a, masks[3].a);
defaultSmoothness = lerp(defaultSmoothness, maskSmoothness, hasMask);
half smoothness = dot(splatControl, defaultSmoothness);
half4 maskMetallic = half4(masks[0].r, masks[1].r, masks[2].r, masks[3].r);
defaultMetallic = lerp(defaultMetallic, maskMetallic, hasMask);
half metallic = dot(splatControl, defaultMetallic);
half4 maskOcclusion = half4(masks[0].g, masks[1].g, masks[2].g, masks[3].g);
defaultOcclusion = lerp(defaultOcclusion, maskOcclusion, hasMask);
half occlusion = dot(splatControl, defaultOcclusion);
#endif
InputData inputData;
InitializeInputData(IN, normalTS, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, IN.uvMainAndLM.xy, _BaseMap);
#if defined(_DBUFFER)
half3 specular = half3(0.0h, 0.0h, 0.0h);
ApplyDecal(IN.clipPos,
albedo,
specular,
inputData.normalWS,
metallic,
occlusion,
smoothness);
#endif
#ifdef TERRAIN_GBUFFER
BRDFData brdfData;
InitializeBRDFData(albedo, metallic, /* specular */ half3(0.0h, 0.0h, 0.0h), smoothness, alpha, brdfData);
// Baked lighting.
half4 color;
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
color.a = alpha;
SplatmapFinalColor(color, inputData.fogCoord);
// Dynamic lighting: emulate SplatmapFinalColor() by scaling gbuffer material properties. This will not give the same results
// as forward renderer because we apply blending pre-lighting instead of post-lighting.
// Blending of smoothness and normals is also not correct but close enough?
brdfData.albedo.rgb *= alpha;
brdfData.diffuse.rgb *= alpha;
brdfData.specular.rgb *= alpha;
brdfData.reflectivity *= alpha;
inputData.normalWS = inputData.normalWS * alpha;
smoothness *= alpha;
return BRDFDataToGbuffer(brdfData, inputData, smoothness, color.rgb, occlusion);
#else
half4 color = UniversalFragmentPBR(inputData, albedo, metallic, /* specular */ half3(0.0h, 0.0h, 0.0h), smoothness, occlusion, /* emission */ half3(0, 0, 0), alpha);
SplatmapFinalColor(color, inputData.fogCoord);
return half4(color.rgb, 1.0h);
#endif
}
// Shadow pass
// Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
// For Directional lights, _LightDirection is used when applying shadow Normal Bias.
// For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex.
float3 _LightDirection;
float3 _LightPosition;
struct AttributesLean
{
float4 position : POSITION;
float3 normalOS : NORMAL;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsLean
{
float4 clipPos : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsLean ShadowPassVertex(AttributesLean v)
{
VaryingsLean o = (VaryingsLean)0;
UNITY_SETUP_INSTANCE_ID(v);
TerrainInstancing(v.position, v.normalOS, v.texcoord);
float3 positionWS = TransformObjectToWorld(v.position.xyz);
float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#endif
o.clipPos = clipPos;
o.texcoord = v.texcoord;
return o;
}
half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET
{
#ifdef _ALPHATEST_ON
ClipHoles(IN.texcoord);
#endif
return 0;
}
// Depth pass
VaryingsLean DepthOnlyVertex(AttributesLean v)
{
VaryingsLean o = (VaryingsLean)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainInstancing(v.position, v.normalOS);
o.clipPos = TransformObjectToHClip(v.position.xyz);
o.texcoord = v.texcoord;
return o;
}
half4 DepthOnlyFragment(VaryingsLean IN) : SV_TARGET
{
#ifdef _ALPHATEST_ON
ClipHoles(IN.texcoord);
#endif
#ifdef SCENESELECTIONPASS
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
return half4(_ObjectId, _PassValue, 1.0, 1.0);
#endif
return 0;
}
#endif