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