#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float2 staticLightmapUV : TEXCOORD1; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1); half3 normalWS : TEXCOORD2; #if defined(_NORMALMAP) half4 tangentWS : TEXCOORD3; #endif #if defined(DEBUG_DISPLAY) float3 positionWS : TEXCOORD4; float3 viewDirWS : TEXCOORD5; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; #if defined(DEBUG_DISPLAY) inputData.positionWS = input.positionWS; inputData.viewDirectionWS = input.viewDirWS; #else inputData.positionWS = float3(0, 0, 0); inputData.viewDirectionWS = half3(0, 0, 1); #endif #if defined(_NORMALMAP) float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz); inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld); #else inputData.normalWS = input.normalWS; #endif inputData.shadowCoord = float4(0, 0, 0, 0); inputData.fogCoord = input.uv0AndFogCoord.z; inputData.vertexLighting = half3(0, 0, 0); inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = half4(1, 1, 1, 1); #if defined(DEBUG_DISPLAY) #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.staticLightmapUV; #else inputData.vertexSH = input.vertexSH; #endif #endif } Varyings BakedLitForwardPassVertex(Attributes input) { Varyings output; 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.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap); #if defined(_FOG_FRAGMENT) output.uv0AndFogCoord.z = vertexInput.positionVS.z; #else output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z); #endif // normalWS and tangentWS already normalize. // this is required to avoid skewing the direction during interpolation // also required for per-vertex SH evaluation VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); output.normalWS = normalInput.normalWS; #if defined(_NORMALMAP) real sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV); OUTPUT_SH(output.normalWS, output.vertexSH); #if defined(DEBUG_DISPLAY) output.positionWS = vertexInput.positionWS; output.viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS); #endif return output; } half4 BakedLitForwardPassFragment(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half2 uv = input.uv0AndFogCoord.xy; #if defined(_NORMALMAP) half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz; #else half3 normalTS = half3(0, 0, 1); #endif InputData inputData; InitializeInputData(input, normalTS, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv0AndFogCoord.xy, _BaseMap); half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv); half3 color = texColor.rgb * _BaseColor.rgb; half alpha = texColor.a * _BaseColor.a; AlphaDiscard(alpha, _Cutoff); #ifdef _DBUFFER ApplyDecalToBaseColorAndNormal(input.positionCS, color, inputData.normalWS); #endif half4 finalColor = UniversalFragmentBakedLit(inputData, color, alpha, normalTS); finalColor.a = OutputAlpha(finalColor.a, _Surface); return finalColor; }