Firstborn/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/MetaPass.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

189 lines
6.1 KiB
HLSL

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