Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/ShaderGraph/Includes/UnlitPass.hlsl

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2024-05-06 14:45:45 -04:00
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl"
void InitializeInputData(Varyings input, out InputData inputData)
{
inputData = (InputData)0;
// InputData is only used for DebugDisplay purposes in Unlit, so these are not initialized.
#if defined(DEBUG_DISPLAY)
inputData.positionWS = input.positionWS;
inputData.normalWS = input.normalWS;
inputData.viewDirectionWS = input.viewDirectionWS;
#else
inputData.positionWS = half3(0, 0, 0);
inputData.normalWS = half3(0, 0, 1);
inputData.viewDirectionWS = half3(0, 0, 1);
#endif
inputData.shadowCoord = 0;
inputData.fogCoord = 0;
inputData.vertexLighting = half3(0, 0, 0);
inputData.bakedGI = half3(0, 0, 0);
inputData.normalizedScreenSpaceUV = 0;
inputData.shadowMask = half4(1, 1, 1, 1);
}
PackedVaryings vert(Attributes input)
{
Varyings output = (Varyings)0;
output = BuildVaryings(input);
PackedVaryings 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
#if defined(_DBUFFER)
ApplyDecalToBaseColor(unpacked.positionCS, surfaceDescription.BaseColor);
#endif
InputData inputData;
InitializeInputData(unpacked, inputData);
// TODO: Mip debug modes would require this, open question how to do this on ShaderGraph.
//SETUP_DEBUG_TEXTURE_DATA(inputData, input.texCoord1, _MainTex);
half4 finalColor = UniversalFragmentUnlit(inputData, surfaceDescription.BaseColor, alpha);
return finalColor;
}