Firstborn/Library/PackageCache/com.unity.render-pipelines..../Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

115 lines
4.6 KiB
HLSL

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