b486678290
Library -Artifacts
140 lines
4.4 KiB
HLSL
140 lines
4.4 KiB
HLSL
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float2 staticLightmapUV : TEXCOORD1;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
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half3 normalWS : TEXCOORD2;
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#if defined(_NORMALMAP)
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half4 tangentWS : TEXCOORD3;
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#endif
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#if defined(DEBUG_DISPLAY)
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float3 positionWS : TEXCOORD4;
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float3 viewDirWS : TEXCOORD5;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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#if defined(DEBUG_DISPLAY)
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inputData.positionWS = input.positionWS;
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inputData.viewDirectionWS = input.viewDirWS;
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#else
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inputData.positionWS = float3(0, 0, 0);
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inputData.viewDirectionWS = half3(0, 0, 1);
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#endif
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#if defined(_NORMALMAP)
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float sgn = input.tangentWS.w; // should be either +1 or -1
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float3 bitangent = sgn * 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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inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
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#else
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inputData.normalWS = input.normalWS;
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#endif
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inputData.shadowCoord = float4(0, 0, 0, 0);
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inputData.fogCoord = input.uv0AndFogCoord.z;
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inputData.vertexLighting = half3(0, 0, 0);
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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inputData.shadowMask = half4(1, 1, 1, 1);
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#if defined(DEBUG_DISPLAY)
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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.vertexSH;
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#endif
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#endif
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}
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Varyings BakedLitForwardPassVertex(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.positionCS = vertexInput.positionCS;
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output.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap);
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#if defined(_FOG_FRAGMENT)
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output.uv0AndFogCoord.z = vertexInput.positionVS.z;
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#else
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output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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// normalWS and tangentWS already normalize.
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// this is required to avoid skewing the direction during interpolation
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// also required for per-vertex SH evaluation
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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output.normalWS = normalInput.normalWS;
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#if defined(_NORMALMAP)
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real sign = input.tangentOS.w * GetOddNegativeScale();
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output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
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#endif
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OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
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OUTPUT_SH(output.normalWS, output.vertexSH);
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#if defined(DEBUG_DISPLAY)
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output.positionWS = vertexInput.positionWS;
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output.viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
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#endif
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return output;
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}
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half4 BakedLitForwardPassFragment(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half2 uv = input.uv0AndFogCoord.xy;
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#if defined(_NORMALMAP)
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half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz;
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#else
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half3 normalTS = half3(0, 0, 1);
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#endif
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InputData inputData;
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InitializeInputData(input, normalTS, inputData);
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv0AndFogCoord.xy, _BaseMap);
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
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half3 color = texColor.rgb * _BaseColor.rgb;
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half alpha = texColor.a * _BaseColor.a;
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AlphaDiscard(alpha, _Cutoff);
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#ifdef _DBUFFER
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ApplyDecalToBaseColorAndNormal(input.positionCS, color, inputData.normalWS);
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#endif
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half4 finalColor = UniversalFragmentBakedLit(inputData, color, alpha, normalTS);
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finalColor.a = OutputAlpha(finalColor.a, _Surface);
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return finalColor;
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}
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