#ifndef COMBINED_SHAPE_LIGHT_PASS #define COMBINED_SHAPE_LIGHT_PASS #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" half _HDREmulationScale; half _UseSceneLighting; half4 CombinedShapeLightShared(in SurfaceData2D surfaceData, in InputData2D inputData) { #if defined(DEBUG_DISPLAY) half4 debugColor = 0; if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) { return debugColor; } #endif half alpha = surfaceData.alpha; half4 color = half4(surfaceData.albedo, alpha); const half4 mask = surfaceData.mask; const half2 lightingUV = inputData.lightingUV; if (alpha == 0.0) discard; #if USE_SHAPE_LIGHT_TYPE_0 half4 shapeLight0 = SAMPLE_TEXTURE2D(_ShapeLightTexture0, sampler_ShapeLightTexture0, lightingUV); if (any(_ShapeLightMaskFilter0)) { half4 processedMask = (1 - _ShapeLightInvertedFilter0) * mask + _ShapeLightInvertedFilter0 * (1 - mask); shapeLight0 *= dot(processedMask, _ShapeLightMaskFilter0); } half4 shapeLight0Modulate = shapeLight0 * _ShapeLightBlendFactors0.x; half4 shapeLight0Additive = shapeLight0 * _ShapeLightBlendFactors0.y; #else half4 shapeLight0Modulate = 0; half4 shapeLight0Additive = 0; #endif #if USE_SHAPE_LIGHT_TYPE_1 half4 shapeLight1 = SAMPLE_TEXTURE2D(_ShapeLightTexture1, sampler_ShapeLightTexture1, lightingUV); if (any(_ShapeLightMaskFilter1)) { half4 processedMask = (1 - _ShapeLightInvertedFilter1) * mask + _ShapeLightInvertedFilter1 * (1 - mask); shapeLight1 *= dot(processedMask, _ShapeLightMaskFilter1); } half4 shapeLight1Modulate = shapeLight1 * _ShapeLightBlendFactors1.x; half4 shapeLight1Additive = shapeLight1 * _ShapeLightBlendFactors1.y; #else half4 shapeLight1Modulate = 0; half4 shapeLight1Additive = 0; #endif #if USE_SHAPE_LIGHT_TYPE_2 half4 shapeLight2 = SAMPLE_TEXTURE2D(_ShapeLightTexture2, sampler_ShapeLightTexture2, lightingUV); if (any(_ShapeLightMaskFilter2)) { half4 processedMask = (1 - _ShapeLightInvertedFilter2) * mask + _ShapeLightInvertedFilter2 * (1 - mask); shapeLight2 *= dot(processedMask, _ShapeLightMaskFilter2); } half4 shapeLight2Modulate = shapeLight2 * _ShapeLightBlendFactors2.x; half4 shapeLight2Additive = shapeLight2 * _ShapeLightBlendFactors2.y; #else half4 shapeLight2Modulate = 0; half4 shapeLight2Additive = 0; #endif #if USE_SHAPE_LIGHT_TYPE_3 half4 shapeLight3 = SAMPLE_TEXTURE2D(_ShapeLightTexture3, sampler_ShapeLightTexture3, lightingUV); if (any(_ShapeLightMaskFilter3)) { half4 processedMask = (1 - _ShapeLightInvertedFilter3) * mask + _ShapeLightInvertedFilter3 * (1 - mask); shapeLight3 *= dot(processedMask, _ShapeLightMaskFilter3); } half4 shapeLight3Modulate = shapeLight3 * _ShapeLightBlendFactors3.x; half4 shapeLight3Additive = shapeLight3 * _ShapeLightBlendFactors3.y; #else half4 shapeLight3Modulate = 0; half4 shapeLight3Additive = 0; #endif half4 finalOutput; #if !USE_SHAPE_LIGHT_TYPE_0 && !USE_SHAPE_LIGHT_TYPE_1 && !USE_SHAPE_LIGHT_TYPE_2 && ! USE_SHAPE_LIGHT_TYPE_3 finalOutput = color; #else half4 finalModulate = shapeLight0Modulate + shapeLight1Modulate + shapeLight2Modulate + shapeLight3Modulate; half4 finalAdditve = shapeLight0Additive + shapeLight1Additive + shapeLight2Additive + shapeLight3Additive; finalOutput = _HDREmulationScale * (color * finalModulate + finalAdditve); #endif finalOutput.a = alpha; finalOutput = lerp(color, finalOutput, _UseSceneLighting); return max(0, finalOutput); } #endif