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!
189 lines
6.1 KiB
HLSL
189 lines
6.1 KiB
HLSL
#ifndef UNITY_META_PASS_INCLUDED
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#define UNITY_META_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
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CBUFFER_START(UnityMetaPass)
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// x = use uv1 as raster position
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// y = use uv2 as raster position
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bool4 unity_MetaVertexControl;
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// x = return albedo
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// y = return normal
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bool4 unity_MetaFragmentControl;
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// Control which VisualizationMode we will
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// display in the editor
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int unity_VisualizationMode;
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CBUFFER_END
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struct UnityMetaInput
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{
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half3 Albedo;
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half3 Emission;
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#ifdef EDITOR_VISUALIZATION
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float2 VizUV;
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float4 LightCoord;
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#endif
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};
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#ifdef EDITOR_VISUALIZATION
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// Visualization defines
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// Should be kept in sync with the EditorVisualizationMode enum in EditorCameraDrawing.cpp
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// First two are unused.
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#define EDITORVIZ_PBR_VALIDATION_ALBEDO 0
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#define EDITORVIZ_PBR_VALIDATION_METALSPECULAR 1
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#define EDITORVIZ_TEXTURE 2
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#define EDITORVIZ_SHOWLIGHTMASK 3
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uniform sampler2D unity_EditorViz_Texture;
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uniform half4 unity_EditorViz_Texture_ST;
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uniform int unity_EditorViz_UVIndex;
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uniform half4 unity_EditorViz_Decode_HDR;
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uniform bool unity_EditorViz_ConvertToLinearSpace;
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uniform half4 unity_EditorViz_ColorMul;
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uniform half4 unity_EditorViz_ColorAdd;
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uniform half unity_EditorViz_Exposure;
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uniform sampler2D unity_EditorViz_LightTexture;
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uniform sampler2D unity_EditorViz_LightTextureB;
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#define unity_EditorViz_ChannelSelect unity_EditorViz_ColorMul
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#define unity_EditorViz_Color unity_EditorViz_ColorAdd
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#define unity_EditorViz_LightType unity_EditorViz_UVIndex
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uniform float4x4 unity_EditorViz_WorldToLight;
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#endif // EDITOR_VISUALIZATION
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float2 UnityMetaVizUV(int uvIndex, float2 uv0, float2 uv1, float2 uv2, float4 st)
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{
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if (uvIndex == 0)
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return uv0 * st.xy + st.zw;
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else if (uvIndex == 1)
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return uv1 * st.xy + st.zw;
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else
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return uv2 * st.xy + st.zw;
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}
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void UnityEditorVizData(float3 positionOS, float2 uv0, float2 uv1, float2 uv2, float4 st, out float2 VizUV, out float4 LightCoord)
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{
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#ifdef EDITOR_VISUALIZATION
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if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
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VizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, uv0, uv1, uv2, unity_EditorViz_Texture_ST);
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else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
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{
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VizUV = uv1 * st.xy + st.zw;
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LightCoord = mul(unity_EditorViz_WorldToLight, float4(TransformObjectToWorld(positionOS), 1));
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}
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#endif
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}
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void UnityEditorVizData(float3 positionOS, float2 uv0, float2 uv1, float2 uv2, out float2 VizUV, out float4 LightCoord)
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{
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float4 st = unity_LightmapST;
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if (unity_MetaVertexControl.y)
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st = unity_DynamicLightmapST;
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UnityEditorVizData(positionOS, uv0, uv1, uv2, st, VizUV, LightCoord);
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}
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float4 UnityMetaVertexPosition(float3 vertex, float2 uv1, float2 uv2, float4 lightmapST, float4 dynlightmapST)
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{
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#ifndef EDITOR_VISUALIZATION
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if (unity_MetaVertexControl.x)
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{
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vertex.xy = uv1 * lightmapST.xy + lightmapST.zw;
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// OpenGL right now needs to actually use incoming vertex position,
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// so use it in a very dummy way
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vertex.z = vertex.z > 0 ? REAL_MIN : 0.0f;
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}
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if (unity_MetaVertexControl.y)
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{
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vertex.xy = uv2 * dynlightmapST.xy + dynlightmapST.zw;
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// OpenGL right now needs to actually use incoming vertex position,
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// so use it in a very dummy way
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vertex.z = vertex.z > 0 ? REAL_MIN : 0.0f;
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}
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return TransformWorldToHClip(vertex);
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#else
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return TransformObjectToHClip(vertex);
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#endif
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}
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float4 UnityMetaVertexPosition(float3 vertex, float2 uv1, float2 uv2)
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{
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return UnityMetaVertexPosition(vertex, uv1, uv2, unity_LightmapST, unity_DynamicLightmapST);
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}
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float unity_OneOverOutputBoost;
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float unity_MaxOutputValue;
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float unity_UseLinearSpace;
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half4 UnityMetaFragment (UnityMetaInput IN)
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{
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half4 res = 0;
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#ifndef EDITOR_VISUALIZATION
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if (unity_MetaFragmentControl.x)
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{
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res = half4(IN.Albedo,1);
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// Apply Albedo Boost from LightmapSettings.
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res.rgb = clamp(pow(abs(res.rgb), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue);
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}
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if (unity_MetaFragmentControl.y)
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{
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half3 emission;
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if (unity_UseLinearSpace)
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emission = IN.Emission;
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else
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emission = Gamma20ToLinear(IN.Emission);
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res = half4(emission, 1.0);
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}
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#else
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// SRPs don't support EDITORVIZ_PBR_VALIDATION_ALBEDO or EDITORVIZ_PBR_VALIDATION_METALSPECULAR
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if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
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{
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res = tex2D(unity_EditorViz_Texture, IN.VizUV);
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if (unity_EditorViz_Decode_HDR.x > 0)
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res = half4(DecodeHDREnvironment(res, unity_EditorViz_Decode_HDR), 1);
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if (unity_EditorViz_ConvertToLinearSpace)
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res.rgb = LinearToGamma20(res.rgb);
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res *= unity_EditorViz_ColorMul;
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res += unity_EditorViz_ColorAdd;
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res *= exp2(unity_EditorViz_Exposure);
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}
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else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
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{
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float result = dot(unity_EditorViz_ChannelSelect, tex2D(unity_EditorViz_Texture, IN.VizUV).rgba);
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if (result == 0)
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discard;
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float atten = 1;
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if (unity_EditorViz_LightType == 0)
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{
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// directional: no attenuation
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}
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else if (unity_EditorViz_LightType == 1)
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{
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// point
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atten = tex2D(unity_EditorViz_LightTexture, dot(IN.LightCoord.xyz, IN.LightCoord.xyz).xx).r;
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}
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else if (unity_EditorViz_LightType == 2)
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{
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// spot
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atten = tex2D(unity_EditorViz_LightTexture, dot(IN.LightCoord.xyz, IN.LightCoord.xyz).xx).r;
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float cookie = tex2D(unity_EditorViz_LightTextureB, IN.LightCoord.xy / max(IN.LightCoord.w, 0.0001) + 0.5).w;
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atten *= (IN.LightCoord.z > 0) * cookie;
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}
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clip(atten - 0.001f);
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res = float4(unity_EditorViz_Color.xyz * result, unity_EditorViz_Color.w);
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}
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#endif // EDITOR_VISUALIZATION
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return res;
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}
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#endif // UNITY_META_PASS_INCLUDED
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