9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
115 lines
4.6 KiB
HLSL
115 lines
4.6 KiB
HLSL
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void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.positionWS;
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inputData.positionCS = input.positionCS;
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#ifdef _NORMALMAP
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// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
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float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
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float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
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inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
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#if _NORMAL_DROPOFF_TS
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inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld);
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#elif _NORMAL_DROPOFF_OS
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inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
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#elif _NORMAL_DROPOFF_WS
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inputData.normalWS = surfaceDescription.NormalWS;
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#endif
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#else
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inputData.normalWS = input.normalWS;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = SafeNormalize(input.viewDirectionWS);
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#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS);
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#else
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS);
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#endif
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#if defined(DEBUG_DISPLAY)
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
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#endif
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#if defined(LIGHTMAP_ON)
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inputData.staticLightmapUV = input.staticLightmapUV;
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#else
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inputData.vertexSH = input.sh;
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#endif
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#endif
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}
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PackedVaryings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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output = BuildVaryings(input);
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PackedVaryings packedOutput = (PackedVaryings)0;
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packedOutput = PackVaryings(output);
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return packedOutput;
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}
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FragmentOutput frag(PackedVaryings packedInput)
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{
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Varyings unpacked = UnpackVaryings(packedInput);
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UNITY_SETUP_INSTANCE_ID(unpacked);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
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SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
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#if _ALPHATEST_ON
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half alpha = surfaceDescription.Alpha;
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clip(alpha - surfaceDescription.AlphaClipThreshold);
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#elif _SURFACE_TYPE_TRANSPARENT
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half alpha = surfaceDescription.Alpha;
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#else
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half alpha = 1;
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#endif
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InputData inputData;
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InitializeInputData(unpacked, surfaceDescription, inputData);
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// TODO: Mip debug modes would require this, open question how to do this on ShaderGraph.
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//SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.uv, _MainTex);
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#ifdef _SPECULAR_SETUP
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float3 specular = surfaceDescription.Specular;
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float metallic = 1;
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#else
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float3 specular = 0;
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float metallic = surfaceDescription.Metallic;
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#endif
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#ifdef _DBUFFER
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ApplyDecal(unpacked.positionCS,
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surfaceDescription.BaseColor,
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specular,
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inputData.normalWS,
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metallic,
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surfaceDescription.Occlusion,
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surfaceDescription.Smoothness);
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#endif
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// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
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// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer
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BRDFData brdfData;
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InitializeBRDFData(surfaceDescription.BaseColor, metallic, specular, surfaceDescription.Smoothness, alpha, brdfData);
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Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
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MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
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half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceDescription.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
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return BRDFDataToGbuffer(brdfData, inputData, surfaceDescription.Smoothness, surfaceDescription.Emission + color, surfaceDescription.Occlusion);
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}
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