101 lines
3.6 KiB
HLSL
101 lines
3.6 KiB
HLSL
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#ifndef SHADERPASS
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#error SHADERPASS must be defined
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#endif
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#ifndef UNIVERSAL_SHADERPASS_INCLUDED
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#error ShaderPass has to be included
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#endif
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#if (SHADERPASS == SHADERPASS_FORWARD)
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float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const InputData inputData)
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{
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float4 color = UniversalFragmentPBR(inputData, surfaceData);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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#if IS_OPAQUE_PARTICLE
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float _Surface = 0.0f;
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#else
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float _Surface = 1.0f;
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#endif
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color.a = OutputAlpha(color.a, _Surface);
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return color;
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}
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#ifndef VFX_SHADERGRAPH
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float4 VFXGetPixelOutputForward(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)
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{
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SurfaceData surfaceData;
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InputData inputData;
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VFXGetURPLitData(surfaceData, inputData, i, normalWS, uvData, (uint2)0);
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return VFXCalcPixelOutputForward(surfaceData, inputData);
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}
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#else
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float4 VFXGetPixelOutputForwardShaderGraph(const VFX_VARYING_PS_INPUTS i, SurfaceData surfaceData, float3 normalWS)
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{
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float3 posRWS = VFXGetPositionRWS(i);
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float4 posSS = i.VFX_VARYING_POSCS;
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PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, (uint2)0);
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VFXUVData uvData = (VFXUVData)0;
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InputData inputData = VFXGetInputData(i, posInput, surfaceData, normalWS);
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return VFXCalcPixelOutputForward(surfaceData, inputData);
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}
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#endif
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#elif (SHADERPASS == SHADERPASS_DEPTHNORMALSONLY)
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void VFXComputePixelOutputToNormalBuffer(float3 normalWS, out float4 outNormalBuffer)
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{
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#if defined(_GBUFFER_NORMALS_OCT)
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float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
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float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
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half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
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outNormalBuffer = float4(packedNormalWS, 0.0);
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#else
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outNormalBuffer = float4(normalWS, 0.0);
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#endif
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}
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#else
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#ifndef VFX_SHADERGRAPH
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void VFXComputePixelOutputToGBuffer(const VFX_VARYING_PS_INPUTS i, const float3 normalWS, const VFXUVData uvData, out FragmentOutput gBuffer)
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{
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SurfaceData surfaceData;
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InputData inputData;
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VFXGetURPLitData(surfaceData, inputData, i, normalWS, uvData, (uint2)0);
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BRDFData brdfData;
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InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
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half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
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gBuffer = BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion);
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}
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#else
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void VFXComputePixelOutputToGBufferShaderGraph(const VFX_VARYING_PS_INPUTS i, SurfaceData surfaceData, const float3 normalWS, out FragmentOutput gBuffer)
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{
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float3 posRWS = VFXGetPositionRWS(i);
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float4 posSS = i.VFX_VARYING_POSCS;
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PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, (uint2)0);
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VFXUVData uvData = (VFXUVData)0;
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InputData inputData = VFXGetInputData(i, posInput, surfaceData, normalWS);
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BRDFData brdfData;
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InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
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half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
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gBuffer = BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion);
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}
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#endif
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#endif
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