// 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