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

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2023-03-28 13:24:16 -04:00
#ifndef URP_UNLIT_FORWARD_PASS_INCLUDED
#define URP_UNLIT_FORWARD_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
#if defined(DEBUG_DISPLAY)
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
float fogCoord : TEXCOORD1;
float4 positionCS : SV_POSITION;
#if defined(DEBUG_DISPLAY)
float3 positionWS : TEXCOORD2;
float3 normalWS : TEXCOORD3;
float3 viewDirWS : TEXCOORD4;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(Varyings input, out InputData inputData)
{
inputData = (InputData)0;
#if defined(DEBUG_DISPLAY)
inputData.positionWS = input.positionWS;
inputData.normalWS = input.normalWS;
inputData.viewDirectionWS = input.viewDirWS;
#else
inputData.positionWS = float3(0, 0, 0);
inputData.normalWS = half3(0, 0, 1);
inputData.viewDirectionWS = half3(0, 0, 1);
#endif
inputData.shadowCoord = 0;
inputData.fogCoord = 0;
inputData.vertexLighting = half3(0, 0, 0);
inputData.bakedGI = half3(0, 0, 0);
inputData.normalizedScreenSpaceUV = 0;
inputData.shadowMask = half4(1, 1, 1, 1);
}
Varyings UnlitPassVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
#if defined(_FOG_FRAGMENT)
output.fogCoord = vertexInput.positionVS.z;
#else
output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
#endif
#if defined(DEBUG_DISPLAY)
// normalWS and tangentWS already normalize.
// this is required to avoid skewing the direction during interpolation
// also required for per-vertex lighting and SH evaluation
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
// already normalized from normal transform to WS.
output.positionWS = vertexInput.positionWS;
output.normalWS = normalInput.normalWS;
output.viewDirWS = viewDirWS;
#endif
return output;
}
half4 UnlitPassFragment(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half2 uv = input.uv;
half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
half3 color = texColor.rgb * _BaseColor.rgb;
half alpha = texColor.a * _BaseColor.a;
AlphaDiscard(alpha, _Cutoff);
#if defined(_ALPHAPREMULTIPLY_ON)
color *= alpha;
#endif
InputData inputData;
InitializeInputData(input, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
#ifdef _DBUFFER
ApplyDecalToBaseColor(input.positionCS, color);
#endif
#if defined(_FOG_FRAGMENT)
#if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
float viewZ = -input.fogCoord;
float nearToFarZ = max(viewZ - _ProjectionParams.y, 0);
half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ);
#else
half fogFactor = 0;
#endif
#else
half fogFactor = input.fogCoord;
#endif
half4 finalColor = UniversalFragmentUnlit(inputData, color, alpha);
#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
finalColor.rgb *= aoFactor.directAmbientOcclusion;
#endif
finalColor.rgb = MixFog(finalColor.rgb, fogFactor);
return finalColor;
}
#endif