87 lines
3.0 KiB
HLSL
87 lines
3.0 KiB
HLSL
|
#ifndef SHADERPASS
|
||
|
#error SHADERPASS must be defined
|
||
|
#endif
|
||
|
|
||
|
#ifndef UNIVERSAL_SHADERPASS_INCLUDED
|
||
|
#error ShaderPass has to be included
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if (SHADERPASS == SHADERPASS_FORWARD)
|
||
|
|
||
|
float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const InputData inputData)
|
||
|
{
|
||
|
float4 color = UniversalFragmentPBR(inputData, surfaceData);
|
||
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
||
|
|
||
|
#if IS_OPAQUE_PARTICLE
|
||
|
float _Surface = 0.0f;
|
||
|
#else
|
||
|
float _Surface = 1.0f;
|
||
|
#endif
|
||
|
color.a = OutputAlpha(color.a, _Surface);
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
#ifndef VFX_SHADERGRAPH
|
||
|
|
||
|
float4 VFXGetPixelOutputForward(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)
|
||
|
{
|
||
|
SurfaceData surfaceData;
|
||
|
InputData inputData;
|
||
|
|
||
|
VFXGetURPLitData(surfaceData, inputData, i, normalWS, uvData, (uint2)0);
|
||
|
return VFXCalcPixelOutputForward(surfaceData, inputData);
|
||
|
}
|
||
|
|
||
|
#else
|
||
|
|
||
|
float4 VFXGetPixelOutputForwardShaderGraph(const VFX_VARYING_PS_INPUTS i, SurfaceData surfaceData, float3 normalWS)
|
||
|
{
|
||
|
float3 posRWS = VFXGetPositionRWS(i);
|
||
|
float4 posSS = i.VFX_VARYING_POSCS;
|
||
|
PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, (uint2)0);
|
||
|
|
||
|
VFXUVData uvData = (VFXUVData)0;
|
||
|
InputData inputData = VFXGetInputData(i, posInput, surfaceData, normalWS);
|
||
|
|
||
|
return VFXCalcPixelOutputForward(surfaceData, inputData);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#else
|
||
|
|
||
|
#ifndef VFX_SHADERGRAPH
|
||
|
void VFXComputePixelOutputToGBuffer(const VFX_VARYING_PS_INPUTS i, const float3 normalWS, const VFXUVData uvData, out FragmentOutput gBuffer)
|
||
|
{
|
||
|
SurfaceData surfaceData;
|
||
|
InputData inputData;
|
||
|
VFXGetURPLitData(surfaceData, inputData, i, normalWS, uvData, (uint2)0);
|
||
|
|
||
|
BRDFData brdfData;
|
||
|
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
|
||
|
|
||
|
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
||
|
gBuffer = BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion);
|
||
|
}
|
||
|
|
||
|
#else
|
||
|
void VFXComputePixelOutputToGBufferShaderGraph(const VFX_VARYING_PS_INPUTS i, SurfaceData surfaceData, const float3 normalWS, out FragmentOutput gBuffer)
|
||
|
{
|
||
|
float3 posRWS = VFXGetPositionRWS(i);
|
||
|
float4 posSS = i.VFX_VARYING_POSCS;
|
||
|
PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, (uint2)0);
|
||
|
|
||
|
VFXUVData uvData = (VFXUVData)0;
|
||
|
InputData inputData = VFXGetInputData(i, posInput, surfaceData, normalWS);
|
||
|
|
||
|
BRDFData brdfData;
|
||
|
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
|
||
|
|
||
|
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
||
|
gBuffer = BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion);
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
#endif
|