Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/VFXGraph/Shaders/VFXLit.hlsl

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2024-05-06 14:45:45 -04:00
// Upgrade NOTE: replaced 'defined at' with 'defined (at)'
#ifndef SHADERPASS
#error SHADERPASS must be defined (at) this point
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
float3 VFXGetPositionRWS(VFX_VARYING_PS_INPUTS i)
{
float3 posWS = (float3)0;
#ifdef VFX_VARYING_POSWS
posWS = i.VFX_VARYING_POSWS;
#endif
return VFXGetPositionRWS(posWS);
}
InputData VFXGetInputData(const VFX_VARYING_PS_INPUTS i, const PositionInputs posInputs, const SurfaceData surfaceData, float3 normalWS)
{
InputData inputData = (InputData)0;
inputData.positionWS = posInputs.positionWS.xyz;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
//When there is only one cascaded, this shadowCoord can be computed at vertex stage
//#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
// inputData.shadowCoord = inputData.shadowCoord;
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
//This ComputeFogFactor can be moved to vertex and use interpolator instead
float fogFactor = ComputeFogFactor(i.VFX_VARYING_POSCS.z);
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), fogFactor);
//SampleSH could partially be done on vertex using SampleSHVertex & SampleSHPixel
//For now, use directly the simpler per pixel fallback
inputData.bakedGI = SampleSH(normalWS);
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(i.VFX_VARYING_POSCS);
//No static light map in VFX
//inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
return inputData;
}
#ifndef VFX_SHADERGRAPH
SurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, out float opacity)
{
SurfaceData surfaceData = (SurfaceData)0;
float4 baseColorMapSample = (float4)1.0f;
float4 color = float4(1,1,1,1);
#if URP_USE_BASE_COLOR
color *= VFXGetParticleColor(i);
#elif URP_USE_ADDITIONAL_BASE_COLOR
#if defined(VFX_VARYING_COLOR)
color.xyz *= i.VFX_VARYING_COLOR;
#endif
#if defined(VFX_VARYING_ALPHA)
color.a *= i.VFX_VARYING_ALPHA;
#endif
#endif
#if URP_USE_BASE_COLOR_MAP
baseColorMapSample = SampleTexture(VFX_SAMPLER(baseColorMap),uvData);
#if URP_USE_BASE_COLOR_MAP_COLOR
color.xyz *= baseColorMapSample.xyz;
#endif
#if URP_USE_BASE_COLOR_MAP_ALPHA
color.a *= baseColorMapSample.a;
#endif
#endif
color.a *= VFXGetSoftParticleFade(i);
VFXClipFragmentColor(color.a,i);
surfaceData.albedo = saturate(color.rgb);
#if IS_OPAQUE_PARTICLE
opacity = 1.0f;
#else
opacity = saturate(color.a);
#endif
surfaceData.alpha = opacity;
float4 metallicMapSample = (float4)1.0f;
float4 specularMapSample = (float4)1.0f;
#if URP_MATERIAL_TYPE_METALLIC
surfaceData.metallic = 1.0f;
#ifdef VFX_VARYING_METALLIC
surfaceData.metallic *= i.VFX_VARYING_METALLIC;
#endif
#if URP_USE_METALLIC_MAP
metallicMapSample = SampleTexture(VFX_SAMPLER(metallicMap), uvData);
surfaceData.metallic *= metallicMapSample.r;
#endif
#elif URP_MATERIAL_TYPE_SPECULAR
surfaceData.specular = (float3)1.0f;
#ifdef VFX_VARYING_SPECULAR
surfaceData.specular *= saturate(i.VFX_VARYING_SPECULAR);
#endif
#if URP_USE_SPECULAR_MAP
specularMapSample = SampleTexture(VFX_SAMPLER(specularMap), uvData);
surfaceData.specular *= specularMapSample.rgb;
#endif
#endif
surfaceData.normalTS = float3(1.0f, 0.0f, 0.0f); //NormalWS is directly modified in VFX
surfaceData.smoothness = 1.0f;
#ifdef VFX_VARYING_SMOOTHNESS
surfaceData.smoothness *= i.VFX_VARYING_SMOOTHNESS;
#endif
#if URP_USE_SMOOTHNESS_IN_ALBEDO
surfaceData.smoothness *= baseColorMapSample.a;
#elif URP_USE_SMOOTHNESS_IN_METALLIC
surfaceData.smoothness *= metallicMapSample.a;
#elif URP_USE_SMOOTHNESS_IN_SPECULAR
surfaceData.smoothness *= specularMapSample.a;
#endif
surfaceData.occlusion = 1.0f;
#if URP_USE_OCCLUSION_MAP
float4 mask = SampleTexture(VFX_SAMPLER(occlusionMap),uvData);
surfaceData.occlusion *= mask.g;
#endif
#if URP_USE_EMISSIVE
surfaceData.emission = float3(1, 1, 1);
#if URP_USE_EMISSIVE_MAP
float emissiveScale = 1.0f;
#ifdef VFX_VARYING_EMISSIVESCALE
emissiveScale = i.VFX_VARYING_EMISSIVESCALE;
#endif
surfaceData.emission *= SampleTexture(VFX_SAMPLER(emissiveMap), uvData).rgb * emissiveScale;
#endif
#if defined(VFX_VARYING_EMISSIVE) && (URP_USE_EMISSIVE_COLOR || URP_USE_ADDITIONAL_EMISSIVE_COLOR)
surfaceData.emission *= i.VFX_VARYING_EMISSIVE;
#endif
#ifdef VFX_VARYING_EXPOSUREWEIGHT
surfaceData.emission *= lerp(GetInverseCurrentExposureMultiplier(), 1.0f, i.VFX_VARYING_EXPOSUREWEIGHT);
#endif
#endif
return surfaceData;
}
#endif