172 lines
5.9 KiB
HLSL
172 lines
5.9 KiB
HLSL
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#ifndef UNIVERSAL_INPUT_INCLUDED
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#define UNIVERSAL_INPUT_INCLUDED
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#define MAX_VISIBLE_LIGHTS_UBO 32
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#define MAX_VISIBLE_LIGHTS_SSBO 256
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// Keep in sync with RenderingUtils.useStructuredBuffer
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#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
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#define RENDERING_LIGHT_LAYERS_MASK (255)
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#define RENDERING_LIGHT_LAYERS_MASK_SHIFT (0)
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#define DEFAULT_LIGHT_LAYERS (RENDERING_LIGHT_LAYERS_MASK >> RENDERING_LIGHT_LAYERS_MASK_SHIFT)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl"
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// Must match: UniversalRenderPipeline.maxVisibleAdditionalLights
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#if defined(SHADER_API_MOBILE) && (defined(SHADER_API_GLES) || defined(SHADER_API_GLES30))
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#define MAX_VISIBLE_LIGHTS 16
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#elif defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround because SHADER_API_GLCORE is also defined when SHADER_API_SWITCH is
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#define MAX_VISIBLE_LIGHTS 32
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#else
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#define MAX_VISIBLE_LIGHTS 256
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#endif
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// Match with values in UniversalRenderPipeline.cs
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#define MAX_ZBIN_VEC4S 1024
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#define MAX_TILE_VEC4S 4096
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#if MAX_VISIBLE_LIGHTS < 32
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#define LIGHTS_PER_TILE 32
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#else
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#define LIGHTS_PER_TILE MAX_VISIBLE_LIGHTS
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#endif
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struct InputData
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{
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float3 positionWS;
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float4 positionCS;
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float3 normalWS;
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half3 viewDirectionWS;
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float4 shadowCoord;
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half fogCoord;
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half3 vertexLighting;
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half3 bakedGI;
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float2 normalizedScreenSpaceUV;
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half4 shadowMask;
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half3x3 tangentToWorld;
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#if defined(DEBUG_DISPLAY)
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half2 dynamicLightmapUV;
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half2 staticLightmapUV;
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float3 vertexSH;
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half3 brdfDiffuse;
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half3 brdfSpecular;
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float2 uv;
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uint mipCount;
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// texelSize :
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// x = 1 / width
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// y = 1 / height
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// z = width
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// w = height
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float4 texelSize;
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// mipInfo :
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// x = quality settings minStreamingMipLevel
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// y = original mip count for texture
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// z = desired on screen mip level
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// w = loaded mip level
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float4 mipInfo;
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#endif
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};
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///////////////////////////////////////////////////////////////////////////////
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// Constant Buffers //
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///////////////////////////////////////////////////////////////////////////////
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half4 _GlossyEnvironmentColor;
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half4 _SubtractiveShadowColor;
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half4 _GlossyEnvironmentCubeMap_HDR;
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TEXTURECUBE(_GlossyEnvironmentCubeMap);
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SAMPLER(sampler_GlossyEnvironmentCubeMap);
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#define _InvCameraViewProj unity_MatrixInvVP
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float4 _ScaledScreenParams;
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float4 _MainLightPosition;
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half4 _MainLightColor;
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half4 _MainLightOcclusionProbes;
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uint _MainLightLayerMask;
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// xyz are currently unused
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// w: directLightStrength
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half4 _AmbientOcclusionParam;
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half4 _AdditionalLightsCount;
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#if USE_CLUSTERED_LIGHTING
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// Directional lights would be in all clusters, so they don't go into the cluster structure.
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// Instead, they are stored first in the light buffer.
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uint _AdditionalLightsDirectionalCount;
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// The number of Z-bins to skip based on near plane distance.
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uint _AdditionalLightsZBinOffset;
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// Scale from view-space Z to Z-bin.
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float _AdditionalLightsZBinScale;
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// Scale from screen-space UV [0, 1] to tile coordinates [0, tile resolution].
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float2 _AdditionalLightsTileScale;
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uint _AdditionalLightsTileCountX;
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#endif
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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StructuredBuffer<LightData> _AdditionalLightsBuffer;
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StructuredBuffer<int> _AdditionalLightsIndices;
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#else
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// GLES3 causes a performance regression in some devices when using CBUFFER.
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#ifndef SHADER_API_GLES3
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CBUFFER_START(AdditionalLights)
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#endif
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float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS];
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float _AdditionalLightsLayerMasks[MAX_VISIBLE_LIGHTS]; // we want uint[] but Unity api does not support it.
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#ifndef SHADER_API_GLES3
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CBUFFER_END
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#endif
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#endif
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#if USE_CLUSTERED_LIGHTING
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CBUFFER_START(AdditionalLightsZBins)
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float4 _AdditionalLightsZBins[MAX_ZBIN_VEC4S];
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CBUFFER_END
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CBUFFER_START(AdditionalLightsTiles)
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float4 _AdditionalLightsTiles[MAX_TILE_VEC4S];
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CBUFFER_END
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#endif
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#define UNITY_MATRIX_M unity_ObjectToWorld
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#define UNITY_MATRIX_I_M unity_WorldToObject
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#define UNITY_MATRIX_V unity_MatrixV
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#define UNITY_MATRIX_I_V unity_MatrixInvV
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#define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection)
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#define UNITY_MATRIX_I_P unity_MatrixInvP
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#define UNITY_MATRIX_VP unity_MatrixVP
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#define UNITY_MATRIX_I_VP unity_MatrixInvVP
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#define UNITY_MATRIX_MV mul(UNITY_MATRIX_V, UNITY_MATRIX_M)
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#define UNITY_MATRIX_T_MV transpose(UNITY_MATRIX_MV)
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#define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V))
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#define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M)
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#define UNITY_PREV_MATRIX_M unity_MatrixPreviousM
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#define UNITY_PREV_MATRIX_I_M unity_MatrixPreviousMI
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// Note: #include order is important here.
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// UnityInput.hlsl must be included before UnityInstancing.hlsl, so constant buffer
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// declarations don't fail because of instancing macros.
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// UniversalDOTSInstancing.hlsl must be included after UnityInstancing.hlsl
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl"
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// VFX may also redefine UNITY_MATRIX_M / UNITY_MATRIX_I_M as static per-particle global matrices.
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#ifdef HAVE_VFX_MODIFICATION
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#include "Packages/com.unity.visualeffectgraph/Shaders/VFXMatricesOverride.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"
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#endif
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