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!
329 lines
12 KiB
HLSL
329 lines
12 KiB
HLSL
#if (SHADERPASS != SHADERPASS_DEPTHONLY) && (SHADERPASS != SHADERPASS_DBUFFER_PROJECTOR) && (SHADERPASS != SHADERPASS_DBUFFER_MESH) && (SHADERPASS != SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) && (SHADERPASS != SHADERPASS_FORWARD_EMISSIVE_MESH) && (SHADERPASS != SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) && (SHADERPASS != SHADERPASS_DECAL_SCREEN_SPACE_MESH) && (SHADERPASS != SHADERPASS_DECAL_GBUFFER_PROJECTOR) && (SHADERPASS != SHADERPASS_DECAL_GBUFFER_MESH)
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#error SHADERPASS_is_not_correctly_define
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#endif
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#if !defined(SHADERPASS)
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#error SHADERPASS_is_not_define
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#endif
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
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#define DECAL_PROJECTOR
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#endif
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#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
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#define DECAL_MESH
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#endif
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
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#define DECAL_DBUFFER
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#endif
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#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
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#define DECAL_SCREEN_SPACE
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#endif
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#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
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#define DECAL_GBUFFER
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#endif
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#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
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#define DECAL_FORWARD_EMISSIVE
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#endif
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#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
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#define DECAL_RECONSTRUCT_NORMAL
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#elif defined(DECAL_ANGLE_FADE)
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#define DECAL_LOAD_NORMAL
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#endif
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#if defined(DECAL_LOAD_NORMAL)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
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#endif
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#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#endif
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#ifdef DECAL_MESH
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
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#endif
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#ifdef DECAL_RECONSTRUCT_NORMAL
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
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#endif
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void MeshDecalsPositionZBias(inout Varyings input)
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{
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#if UNITY_REVERSED_Z
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input.positionCS.z -= _DecalMeshDepthBias;
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#else
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input.positionCS.z += _DecalMeshDepthBias;
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#endif
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}
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void InitializeInputData(Varyings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = positionWS;
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inputData.normalWS = normalWS;
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inputData.viewDirectionWS = viewDirectionWS;
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#if defined(VARYINGS_NEED_SHADOW_COORD) && defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(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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#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
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inputData.fogCoord = half(input.fogFactorAndVertexLight.x);
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inputData.vertexLighting = half3(input.fogFactorAndVertexLight.yzw);
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#endif
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#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, half3(input.sh), normalWS);
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#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
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#endif
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#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#endif
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#if defined(DEBUG_DISPLAY)
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#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
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inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
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#endif
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#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV) && defined(LIGHTMAP_ON)
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inputData.staticLightmapUV = input.staticLightmapUV;
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#elif defined(VARYINGS_NEED_SH)
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inputData.vertexSH = input.sh;
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#endif
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#endif
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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}
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void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
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{
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surfaceData.albedo = decalSurfaceData.baseColor.rgb;
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surfaceData.metallic = saturate(decalSurfaceData.metallic);
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surfaceData.specular = 0;
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surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
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surfaceData.occlusion = decalSurfaceData.occlusion;
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surfaceData.emission = decalSurfaceData.emissive;
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surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 1;
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}
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PackedVaryings Vert(Attributes inputMesh)
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{
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Varyings output = (Varyings)0;
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#ifdef DECAL_MESH
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if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS) // TODO: Check performance of branch
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{
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float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
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inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
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}
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output = BuildVaryings(inputMesh);
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if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS) // TODO: Check performance of branch
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{
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MeshDecalsPositionZBias(output);
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}
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#else
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output = BuildVaryings(inputMesh);
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#endif
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#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
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OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, output.staticLightmapUV);
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#endif
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#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
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output.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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#if defined(VARYINGS_NEED_SH) && !defined(LIGHTMAP_ON)
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output.sh = float3(SampleSHVertex(half3(output.normalWS)));
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#endif
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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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void Frag(PackedVaryings packedInput,
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#if defined(DECAL_DBUFFER)
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OUTPUT_DBUFFER(outDBuffer)
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#elif defined(DECAL_SCREEN_SPACE)
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out half4 outColor : SV_Target0
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#elif defined(DECAL_GBUFFER)
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out FragmentOutput fragmentOutput
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#elif defined(DECAL_FORWARD_EMISSIVE)
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out half4 outEmissive : SV_Target0
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#elif defined(SCENEPICKINGPASS)
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out float4 outColor : SV_Target0
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#else
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#error SHADERPASS_is_not_correctly_define
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#endif
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)
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{
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#ifdef SCENEPICKINGPASS
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outColor = _SelectionID;
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#else
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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UNITY_SETUP_INSTANCE_ID(packedInput);
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Varyings input = UnpackVaryings(packedInput);
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half angleFadeFactor = 1.0;
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float2 positionCS = input.positionCS.xy;
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// Only screen space needs flip logic, other passes do not setup needed properties so we skip here
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#if defined(DECAL_SCREEN_SPACE)
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TransformScreenUV(positionCS, _ScreenSize.y);
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#endif
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#if defined(DECAL_PROJECTOR)
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#if UNITY_REVERSED_Z
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float depth = LoadSceneDepth(positionCS.xy);
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#else
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// Adjust z to match NDC for OpenGL
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float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(positionCS.xy));
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#endif
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#endif
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#if defined(DECAL_RECONSTRUCT_NORMAL)
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#if defined(_DECAL_NORMAL_BLEND_HIGH)
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half3 normalWS = half3(ReconstructNormalTap9(positionCS.xy));
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#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
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half3 normalWS = half3(ReconstructNormalTap5(positionCS.xy));
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#else
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half3 normalWS = half3(ReconstructNormalDerivative(input.positionCS.xy));
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#endif
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#elif defined(DECAL_LOAD_NORMAL)
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half3 normalWS = half3(LoadSceneNormals(positionCS.xy));
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#endif
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float2 positionSS = input.positionCS.xy * _ScreenSize.zw;
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#ifdef DECAL_PROJECTOR
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float3 positionWS = ComputeWorldSpacePosition(positionSS, depth, UNITY_MATRIX_I_VP);
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#ifdef VARYINGS_NEED_POSITION_WS
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input.positionWS = positionWS;
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#endif
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// Transform from relative world space to decal space (DS) to clip the decal
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float3 positionDS = TransformWorldToObject(positionWS);
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positionDS = positionDS * float3(1.0, -1.0, 1.0);
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// call clip as early as possible
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float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
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clip(clipValue);
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float2 texCoord = positionDS.xz + float2(0.5, 0.5);
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#ifdef VARYINGS_NEED_TEXCOORD0
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input.texCoord0.xy = texCoord;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD1
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input.texCoord1.xy = texCoord;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD2
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input.texCoord2.xy = texCoord;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD3
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input.texCoord3.xy = texCoord;
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#endif
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#ifdef DECAL_ANGLE_FADE
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// Check if this decal projector require angle fading
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half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
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half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
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if (angleFade.y < 0.0f) // if angle fade is enabled
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{
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half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
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half dotAngle = dot(normalWS, decalNormal);
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// See equation in DecalCreateDrawCallSystem.cs - simplified to a madd mul add here
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angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
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}
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#endif
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#else // Decal mesh
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float3 positionWS = input.positionWS.xyz;
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#endif
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half3 viewDirectionWS = GetWorldSpaceNormalizeViewDir(positionWS);
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DecalSurfaceData surfaceData;
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GetSurfaceData(input, (uint2)positionSS, angleFadeFactor, surfaceData);
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#if defined(DECAL_DBUFFER)
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ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
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#elif defined(DECAL_SCREEN_SPACE)
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// Blend normal with background
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#ifdef DECAL_RECONSTRUCT_NORMAL
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surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
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#endif
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InputData inputData;
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InitializeInputData(input, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
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SurfaceData surface = (SurfaceData)0;
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GetSurface(surfaceData, surface);
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half4 color = UniversalFragmentPBR(inputData, surface);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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outColor = color;
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#elif defined(DECAL_GBUFFER)
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InputData inputData;
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InitializeInputData(input, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
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SurfaceData surface = (SurfaceData)0;
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GetSurface(surfaceData, surface);
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BRDFData brdfData;
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InitializeBRDFData(surface.albedo, surface.metallic, 0, surface.smoothness, surface.alpha, brdfData);
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// Skip GI if there is no abledo
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#ifdef _MATERIAL_AFFECTS_ALBEDO
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// GI needs blended normal
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#ifdef DECAL_RECONSTRUCT_NORMAL
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half3 normalGI = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
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#endif
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Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
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MixRealtimeAndBakedGI(mainLight, normalGI, inputData.bakedGI, inputData.shadowMask);
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half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surface.occlusion, normalGI, inputData.viewDirectionWS);
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#else
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half3 color = 0;
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#endif
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// We can not use usual GBuffer functions (etc. BRDFDataToGbuffer) as we use alpha for blending
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half3 packedNormalWS = PackNormal(surfaceData.normalWS.xyz);
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fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
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fragmentOutput.GBuffer1 = 0;
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fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
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fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
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#if OUTPUT_SHADOWMASK
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fragmentOutput.GBuffer4 = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked)
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#endif
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#elif defined(DECAL_FORWARD_EMISSIVE)
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// Emissive need to be pre-exposed
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outEmissive.rgb = surfaceData.emissive;// *GetCurrentExposureMultiplier();
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outEmissive.a = surfaceData.baseColor.a;
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#else
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#endif
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#endif
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}
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