b486678290
Library -Artifacts
137 lines
5.3 KiB
HLSL
137 lines
5.3 KiB
HLSL
#ifndef UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED
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#define UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.positionWS.xyz;
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inputData.positionCS = input.clipPos;
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#ifdef _NORMALMAP
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half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
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inputData.normalWS = TransformTangentToWorld(normalTS,
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half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
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#else
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half3 viewDirWS = input.viewDirWS;
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inputData.normalWS = input.normalWS;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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#if SHADER_HINT_NICE_QUALITY
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viewDirWS = SafeNormalize(viewDirWS);
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#endif
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inputData.viewDirectionWS = viewDirWS;
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#if 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(inputData.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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inputData.fogCoord = 0.0; // not used for deferred shading
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inputData.vertexLighting = half3(0.0h, 0.0h, 0.0h);
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inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS);
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
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inputData.shadowMask = half4(1, 1, 1, 1);
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#if defined(DEBUG_DISPLAY) && !defined(PARTICLES_EDITOR_META_PASS)
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inputData.vertexSH = input.vertexSH;
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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VaryingsParticle ParticlesGBufferVertex(AttributesParticle input)
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{
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VaryingsParticle output = (VaryingsParticle)0;
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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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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
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half3 vertexLight = VertexLighting(vertexInput.positionWS, half3(normalInput.normalWS));
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#ifdef _NORMALMAP
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output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
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output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
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output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
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#else
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output.normalWS = half3(normalInput.normalWS);
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output.viewDirWS = viewDirWS;
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#endif
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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output.positionWS.xyz = vertexInput.positionWS;
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output.clipPos = vertexInput.positionCS;
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output.color = input.color;
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#if defined(_FLIPBOOKBLENDING_ON)
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#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
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#else
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GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
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#endif
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#else
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GetParticleTexcoords(output.texcoord, input.texcoords.xy);
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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return output;
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}
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FragmentOutput ParticlesGBufferFragment(VaryingsParticle input)
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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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float3 blendUv = float3(0, 0, 0);
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#if defined(_FLIPBOOKBLENDING_ON)
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blendUv = input.texcoord2AndBlend;
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#endif
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float4 projectedPosition = float4(0,0,0,0);
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#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
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projectedPosition = input.projectedPosition;
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#endif
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SurfaceData surfaceData;
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InitializeParticleLitSurfaceData(input.texcoord, blendUv, input.color, projectedPosition, surfaceData);
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InputData inputData;
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InitializeInputData(input, surfaceData.normalTS, inputData);
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.texcoord, _BaseMap);
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// Stripped down version of UniversalFragmentPBR().
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// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
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// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer
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BRDFData brdfData;
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InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
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Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
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MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
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half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
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return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion);
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}
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#endif // UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED
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