126 lines
4.7 KiB
HLSL
126 lines
4.7 KiB
HLSL
|
|
||
|
void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData)
|
||
|
{
|
||
|
inputData = (InputData)0;
|
||
|
|
||
|
inputData.positionWS = input.positionWS;
|
||
|
|
||
|
#ifdef _NORMALMAP
|
||
|
// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
|
||
|
float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
||
|
float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
|
||
|
|
||
|
inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
|
||
|
#if _NORMAL_DROPOFF_TS
|
||
|
inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld);
|
||
|
#elif _NORMAL_DROPOFF_OS
|
||
|
inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
|
||
|
#elif _NORMAL_DROPOFF_WS
|
||
|
inputData.normalWS = surfaceDescription.NormalWS;
|
||
|
#endif
|
||
|
#else
|
||
|
inputData.normalWS = input.normalWS;
|
||
|
#endif
|
||
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||
|
inputData.viewDirectionWS = SafeNormalize(input.viewDirectionWS);
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
inputData.shadowCoord = input.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
|
||
|
#else
|
||
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
||
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS);
|
||
|
#else
|
||
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS);
|
||
|
#endif
|
||
|
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||
|
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
||
|
#endif
|
||
|
#if defined(LIGHTMAP_ON)
|
||
|
inputData.staticLightmapUV = input.staticLightmapUV;
|
||
|
#else
|
||
|
inputData.vertexSH = input.sh;
|
||
|
#endif
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
PackedVaryings vert(Attributes input)
|
||
|
{
|
||
|
Varyings output = (Varyings)0;
|
||
|
output = BuildVaryings(input);
|
||
|
PackedVaryings packedOutput = (PackedVaryings)0;
|
||
|
packedOutput = PackVaryings(output);
|
||
|
return packedOutput;
|
||
|
}
|
||
|
|
||
|
half4 frag(PackedVaryings packedInput) : SV_TARGET
|
||
|
{
|
||
|
Varyings unpacked = UnpackVaryings(packedInput);
|
||
|
UNITY_SETUP_INSTANCE_ID(unpacked);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
|
||
|
SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
|
||
|
|
||
|
#if _ALPHATEST_ON
|
||
|
half alpha = surfaceDescription.Alpha;
|
||
|
clip(alpha - surfaceDescription.AlphaClipThreshold);
|
||
|
#elif _SURFACE_TYPE_TRANSPARENT
|
||
|
half alpha = surfaceDescription.Alpha;
|
||
|
#else
|
||
|
half alpha = 1;
|
||
|
#endif
|
||
|
|
||
|
InputData inputData;
|
||
|
InitializeInputData(unpacked, surfaceDescription, inputData);
|
||
|
// TODO: Mip debug modes would require this, open question how to do this on ShaderGraph.
|
||
|
//SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.texCoord1.xy, _MainTex);
|
||
|
|
||
|
#ifdef _SPECULAR_SETUP
|
||
|
float3 specular = surfaceDescription.Specular;
|
||
|
float metallic = 1;
|
||
|
#else
|
||
|
float3 specular = 0;
|
||
|
float metallic = surfaceDescription.Metallic;
|
||
|
#endif
|
||
|
|
||
|
half3 normalTS = half3(0, 0, 0);
|
||
|
#if defined(_NORMALMAP) && defined(_NORMAL_DROPOFF_TS)
|
||
|
normalTS = surfaceDescription.NormalTS;
|
||
|
#endif
|
||
|
|
||
|
SurfaceData surface;
|
||
|
surface.albedo = surfaceDescription.BaseColor;
|
||
|
surface.metallic = saturate(metallic);
|
||
|
surface.specular = specular;
|
||
|
surface.smoothness = saturate(surfaceDescription.Smoothness),
|
||
|
surface.occlusion = surfaceDescription.Occlusion,
|
||
|
surface.emission = surfaceDescription.Emission,
|
||
|
surface.alpha = saturate(alpha);
|
||
|
surface.normalTS = normalTS;
|
||
|
surface.clearCoatMask = 0;
|
||
|
surface.clearCoatSmoothness = 1;
|
||
|
|
||
|
#ifdef _CLEARCOAT
|
||
|
surface.clearCoatMask = saturate(surfaceDescription.CoatMask);
|
||
|
surface.clearCoatSmoothness = saturate(surfaceDescription.CoatSmoothness);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DBUFFER
|
||
|
ApplyDecalToSurfaceData(unpacked.positionCS, surface, inputData);
|
||
|
#endif
|
||
|
|
||
|
half4 color = UniversalFragmentPBR(inputData, surface);
|
||
|
|
||
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
||
|
return color;
|
||
|
}
|