213 lines
7.6 KiB
HLSL
213 lines
7.6 KiB
HLSL
#if (SHADERPASS == SHADERPASS_SHADOWCASTER)
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// Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
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// For Directional lights, _LightDirection is used when applying shadow Normal Bias.
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// For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex.
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#ifndef HAVE_VFX_MODIFICATION
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float3 _LightDirection;
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#else
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//_LightDirection is already defined in com.unity.render-pipelines.universal\Runtime\VFXGraph\Shaders\VFXCommon.hlsl
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#endif
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float3 _LightPosition;
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#endif
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#if defined(FEATURES_GRAPH_VERTEX)
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#if defined(HAVE_VFX_MODIFICATION)
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VertexDescription BuildVertexDescription(Attributes input, AttributesElement element)
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{
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GraphProperties properties;
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ZERO_INITIALIZE(GraphProperties, properties);
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// Fetch the vertex graph properties for the particle instance.
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GetElementVertexProperties(element, properties);
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// Evaluate Vertex Graph
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VertexDescriptionInputs vertexDescriptionInputs = BuildVertexDescriptionInputs(input);
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VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
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return vertexDescription;
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}
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#else
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VertexDescription BuildVertexDescription(Attributes input)
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{
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// Evaluate Vertex Graph
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VertexDescriptionInputs vertexDescriptionInputs = BuildVertexDescriptionInputs(input);
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VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
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return vertexDescription;
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}
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#endif
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#endif
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Varyings BuildVaryings(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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#if defined(HAVE_VFX_MODIFICATION)
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AttributesElement element;
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ZERO_INITIALIZE(AttributesElement, element);
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if (!GetMeshAndElementIndex(input, element))
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return output; // Culled index.
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if (!GetInterpolatorAndElementData(output, element))
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return output; // Dead particle.
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SetupVFXMatrices(element, output);
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#endif
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if defined(FEATURES_GRAPH_VERTEX)
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#if defined(HAVE_VFX_MODIFICATION)
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VertexDescription vertexDescription = BuildVertexDescription(input, element);
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#else
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VertexDescription vertexDescription = BuildVertexDescription(input);
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#endif
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#if defined(CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC)
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CustomInterpolatorPassThroughFunc(output, vertexDescription);
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#endif
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// Assign modified vertex attributes
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input.positionOS = vertexDescription.Position;
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#if defined(VARYINGS_NEED_NORMAL_WS)
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input.normalOS = vertexDescription.Normal;
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#endif //FEATURES_GRAPH_NORMAL
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#if defined(VARYINGS_NEED_TANGENT_WS)
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input.tangentOS.xyz = vertexDescription.Tangent.xyz;
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#endif //FEATURES GRAPH TANGENT
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#endif //FEATURES_GRAPH_VERTEX
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// TODO: Avoid path via VertexPositionInputs (Universal)
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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// Returns the camera relative position (if enabled)
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float3 positionWS = TransformObjectToWorld(input.positionOS);
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#ifdef ATTRIBUTES_NEED_NORMAL
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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#else
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// Required to compile ApplyVertexModification that doesn't use normal.
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float3 normalWS = float3(0.0, 0.0, 0.0);
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#endif
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#ifdef ATTRIBUTES_NEED_TANGENT
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float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
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#endif
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// TODO: Change to inline ifdef
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// Do vertex modification in camera relative space (if enabled)
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#if defined(HAVE_VERTEX_MODIFICATION)
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ApplyVertexModification(input, normalWS, positionWS, _TimeParameters.xyz);
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#endif
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#ifdef VARYINGS_NEED_POSITION_WS
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output.positionWS = positionWS;
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#endif
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#ifdef VARYINGS_NEED_NORMAL_WS
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output.normalWS = normalWS; // normalized in TransformObjectToWorldNormal()
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#endif
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#ifdef VARYINGS_NEED_TANGENT_WS
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output.tangentWS = tangentWS; // normalized in TransformObjectToWorldDir()
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#endif
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#if (SHADERPASS == SHADERPASS_SHADOWCASTER)
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// Define shadow pass specific clip position for Universal
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#if _CASTING_PUNCTUAL_LIGHT_SHADOW
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float3 lightDirectionWS = normalize(_LightPosition - positionWS);
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#else
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float3 lightDirectionWS = _LightDirection;
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#endif
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output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
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#if UNITY_REVERSED_Z
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output.positionCS.z = min(output.positionCS.z, UNITY_NEAR_CLIP_VALUE);
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#else
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output.positionCS.z = max(output.positionCS.z, UNITY_NEAR_CLIP_VALUE);
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#endif
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#elif (SHADERPASS == SHADERPASS_META)
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output.positionCS = UnityMetaVertexPosition(input.positionOS, input.uv1, input.uv2, unity_LightmapST, unity_DynamicLightmapST);
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#else
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output.positionCS = TransformWorldToHClip(positionWS);
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)
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output.texCoord0 = input.uv0;
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#endif
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#ifdef EDITOR_VISUALIZATION
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float2 VizUV = 0;
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float4 LightCoord = 0;
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UnityEditorVizData(input.positionOS, input.uv0, input.uv1, input.uv2, VizUV, LightCoord);
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD1) || defined(VARYINGS_DS_NEED_TEXCOORD1)
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#ifdef EDITOR_VISUALIZATION
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output.texCoord1 = float4(VizUV, 0, 0);
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#else
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output.texCoord1 = input.uv1;
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#endif
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD2) || defined(VARYINGS_DS_NEED_TEXCOORD2)
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#ifdef EDITOR_VISUALIZATION
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output.texCoord2 = LightCoord;
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#else
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output.texCoord2 = input.uv2;
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#endif
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD3) || defined(VARYINGS_DS_NEED_TEXCOORD3)
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output.texCoord3 = input.uv3;
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#endif
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#if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR)
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output.color = input.color;
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#endif
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#ifdef VARYINGS_NEED_VIEWDIRECTION_WS
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// Need the unnormalized direction here as otherwise interpolation is incorrect.
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// It is normalized after interpolation in the fragment shader.
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output.viewDirectionWS = GetWorldSpaceViewDir(positionWS);
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#endif
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#ifdef VARYINGS_NEED_SCREENPOSITION
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output.screenPosition = vertexInput.positionNDC;
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#endif
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#if (SHADERPASS == SHADERPASS_FORWARD) || (SHADERPASS == SHADERPASS_GBUFFER)
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OUTPUT_LIGHTMAP_UV(input.uv1, unity_LightmapST, output.staticLightmapUV);
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#if defined(DYNAMICLIGHTMAP_ON)
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output.dynamicLightmapUV.xy = input.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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OUTPUT_SH(normalWS, output.sh);
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#endif
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#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
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half fogFactor = 0;
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#if !defined(_FOG_FRAGMENT)
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fogFactor = ComputeFogFactor(output.positionCS.z);
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#endif
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half3 vertexLight = VertexLighting(positionWS, normalWS);
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#endif
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#if defined(VARYINGS_NEED_SHADOW_COORD) && defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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return output;
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}
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SurfaceDescription BuildSurfaceDescription(Varyings varyings)
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{
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SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(varyings);
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#if defined(HAVE_VFX_MODIFICATION)
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GraphProperties properties;
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ZERO_INITIALIZE(GraphProperties, properties);
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GetElementPixelProperties(surfaceDescriptionInputs, properties);
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SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
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#else
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SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
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#endif
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return surfaceDescription;
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}
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