235 lines
7.9 KiB
HLSL
235 lines
7.9 KiB
HLSL
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#ifndef TERRAIN_VISUALIZATION_PASSES_INCLUDED
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#define TERRAIN_VISUALIZATION_PASSES_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#ifdef UNITY_INSTANCING_ENABLED
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TEXTURE2D(_TerrainHeightmapTexture);
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TEXTURE2D(_TerrainNormalmapTexture);
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SAMPLER(sampler_TerrainNormalmapTexture);
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float4 _TerrainHeightmapRecipSize; // float4(1.0f/width, 1.0f/height, 1.0f/(width-1), 1.0f/(height-1))
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float4 _TerrainHeightmapScale; // float4(hmScale.x, hmScale.y / (float)(kMaxHeight), hmScale.z, 0.0f)
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#endif
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UNITY_INSTANCING_BUFFER_START(Terrain)
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UNITY_DEFINE_INSTANCED_PROP(float4, _TerrainPatchInstanceData) // float4(xBase, yBase, skipScale, ~)
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UNITY_INSTANCING_BUFFER_END(Terrain)
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap
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#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
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half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
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half4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z
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#else
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half3 normal : TEXCOORD3;
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half3 viewDir : TEXCOORD4;
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#endif
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
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float3 positionWS : TEXCOORD7;
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float4 shadowCoord : TEXCOORD8;
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float4 clipPos : SV_POSITION;
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};
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void InitializeInputData(VertexOutput IN, half3 normalTS, out InputData input)
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{
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input = (InputData)0;
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input.positionWS = IN.positionWS;
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#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half3 viewDirWS = half3(IN.normal.w, IN.tangent.w, IN.bitangent.w);
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input.normalWS = TransformTangentToWorld(normalTS, half3x3(IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz));
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#elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half3 viewDirWS = IN.viewDir;
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float2 sampleCoords = (IN.uvMainAndLM.xy / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
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half3 normalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
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half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS);
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input.normalWS = TransformTangentToWorld(normalTS, half3x3(tangentWS, cross(normalWS, tangentWS), normalWS));
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#else
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half3 viewDirWS = IN.viewDir;
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input.normalWS = IN.normal;
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#endif
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#if SHADER_HINT_NICE_QUALITY
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viewDirWS = SafeNormalize(viewDirWS);
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#endif
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input.normalWS = NormalizeNormalPerPixel(input.normalWS);
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input.viewDirectionWS = viewDirWS;
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#ifdef _MAIN_LIGHT_SHADOWS
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input.shadowCoord = IN.shadowCoord;
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#else
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input.shadowCoord = float4(0, 0, 0, 0);
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#endif
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input.fogCoord = IN.fogFactorAndVertexLight.x;
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input.vertexLighting = IN.fogFactorAndVertexLight.yzw;
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#ifdef LIGHTMAP_ON
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input.bakedGI = SampleLightmap(IN.uvMainAndLM.zw, input.normalWS);
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#endif
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}
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void TerrainInstancing(inout float4 vertex, inout float3 normal, inout float2 uv)
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{
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#ifdef UNITY_INSTANCING_ENABLED
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float2 patchVertex = vertex.xy;
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float4 instanceData = UNITY_ACCESS_INSTANCED_PROP(Terrain, _TerrainPatchInstanceData);
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float2 sampleCoords = (patchVertex.xy + instanceData.xy) * instanceData.z; // (xy + float2(xBase,yBase)) * skipScale
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float height = UnpackHeightmap(_TerrainHeightmapTexture.Load(int3(sampleCoords, 0)));
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vertex.xz = sampleCoords * _TerrainHeightmapScale.xz;
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vertex.y = height * _TerrainHeightmapScale.y;
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#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
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normal = float3(0, 1, 0);
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#else
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normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb * 2 - 1;
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#endif
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uv = sampleCoords * _TerrainHeightmapRecipSize.zw;
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#endif
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}
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void TerrainInstancing(inout float4 vertex, inout float3 normal)
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{
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float2 uv = { 0, 0 };
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TerrainInstancing(vertex, normal, uv);
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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 Terrain shader
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VertexOutput SplatmapVert(VertexInput v)
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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TerrainInstancing(v.vertex, v.normal, v.texcoord);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
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o.uvMainAndLM.xy = v.texcoord;
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o.uvMainAndLM.zw = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
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half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
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#if !SHADER_HINT_NICE_QUALITY
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viewDirWS = SafeNormalize(viewDirWS);
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#endif
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#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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float4 vertexTangent = float4(cross(float3(0, 0, 1), v.normal), 1.0);
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VertexNormalInputs normalInput = GetVertexNormalInputs(v.normal, vertexTangent);
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o.normal = half4(normalInput.normalWS, viewDirWS.x);
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o.tangent = half4(normalInput.tangentWS, viewDirWS.y);
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o.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
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#else
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o.normal = TransformObjectToWorldNormal(v.normal);
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o.viewDir = viewDirWS;
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#endif
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o.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
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o.fogFactorAndVertexLight.yzw = VertexLighting(vertexInput.positionWS, o.normal.xyz);
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o.positionWS = vertexInput.positionWS;
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o.clipPos = vertexInput.positionCS;
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#ifdef _MAIN_LIGHT_SHADOWS
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o.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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return o;
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}
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// Used in Standard Terrain shader
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half4 SplatmapFragment(VertexOutput IN) : SV_TARGET
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{
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#ifdef _HEATMAP
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#ifdef LOCAL_SPACE
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half height = UnpackHeightmap(SAMPLE_TEXTURE2D(_HeatHeightmap, sampler_HeatHeightmap, IN.uvMainAndLM.xy)) * 2;
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#else
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half height = ((IN.positionWS.y - _HeatmapData.z) - _HeatmapData.x) / (_HeatmapData.y - _HeatmapData.x);
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#endif
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half3 albedo = SAMPLE_TEXTURE2D(_HeatmapGradient, sampler_HeatmapGradient, height.xx).rgb;
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#elif _SPLATMAP_PREVIEW
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half3 albedo = SAMPLE_TEXTURE2D(_SplatmapTex, sampler_SplatmapTex, IN.uvMainAndLM.xy).rgb;
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#else
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half3 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uvMainAndLM.xy).rgb;
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#endif
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InputData inputData;
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half3 normalTS = half3(0.0h, 0.0h, 1.0h);
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InitializeInputData(IN, normalTS, inputData);
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half4 color = LightweightFragmentPBR(inputData, albedo, 0, half3(0.0h, 0.0h, 0.0h), 0, /* occlusion */ 1.0, /* emission */ half3(0, 0, 0), 1);
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return half4(color.rgb, 1.0h);
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}
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// Shadow pass
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// x: global clip space bias, y: normal world space bias
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float3 _LightDirection;
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struct VertexInputLean
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{
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float4 position : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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float4 ShadowPassVertex(VertexInputLean v) : SV_POSITION
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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TerrainInstancing(v.position, v.normal);
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float3 positionWS = TransformObjectToWorld(v.position.xyz);
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float3 normalWS = TransformObjectToWorldDir(v.normal);
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float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#else
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clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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return clipPos;
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}
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half4 ShadowPassFragment() : SV_TARGET
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{
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return 0;
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}
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// Depth pass
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float4 DepthOnlyVertex(VertexInputLean v) : SV_POSITION
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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TerrainInstancing(v.position, v.normal);
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return TransformObjectToHClip(v.position.xyz);
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}
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half4 DepthOnlyFragment() : SV_TARGET
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{
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return 0;
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}
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#endif
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