172 lines
5.9 KiB
HLSL
172 lines
5.9 KiB
HLSL
#ifndef UNIVERSAL_INPUT_INCLUDED
|
|
#define UNIVERSAL_INPUT_INCLUDED
|
|
|
|
#define MAX_VISIBLE_LIGHTS_UBO 32
|
|
#define MAX_VISIBLE_LIGHTS_SSBO 256
|
|
|
|
// Keep in sync with RenderingUtils.useStructuredBuffer
|
|
#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
|
|
|
|
#define RENDERING_LIGHT_LAYERS_MASK (255)
|
|
#define RENDERING_LIGHT_LAYERS_MASK_SHIFT (0)
|
|
#define DEFAULT_LIGHT_LAYERS (RENDERING_LIGHT_LAYERS_MASK >> RENDERING_LIGHT_LAYERS_MASK_SHIFT)
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl"
|
|
|
|
// Must match: UniversalRenderPipeline.maxVisibleAdditionalLights
|
|
#if defined(SHADER_API_MOBILE) && (defined(SHADER_API_GLES) || defined(SHADER_API_GLES30))
|
|
#define MAX_VISIBLE_LIGHTS 16
|
|
#elif defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround because SHADER_API_GLCORE is also defined when SHADER_API_SWITCH is
|
|
#define MAX_VISIBLE_LIGHTS 32
|
|
#else
|
|
#define MAX_VISIBLE_LIGHTS 256
|
|
#endif
|
|
|
|
// Match with values in UniversalRenderPipeline.cs
|
|
#define MAX_ZBIN_VEC4S 1024
|
|
#define MAX_TILE_VEC4S 4096
|
|
#if MAX_VISIBLE_LIGHTS < 32
|
|
#define LIGHTS_PER_TILE 32
|
|
#else
|
|
#define LIGHTS_PER_TILE MAX_VISIBLE_LIGHTS
|
|
#endif
|
|
|
|
struct InputData
|
|
{
|
|
float3 positionWS;
|
|
float4 positionCS;
|
|
float3 normalWS;
|
|
half3 viewDirectionWS;
|
|
float4 shadowCoord;
|
|
half fogCoord;
|
|
half3 vertexLighting;
|
|
half3 bakedGI;
|
|
float2 normalizedScreenSpaceUV;
|
|
half4 shadowMask;
|
|
half3x3 tangentToWorld;
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
half2 dynamicLightmapUV;
|
|
half2 staticLightmapUV;
|
|
float3 vertexSH;
|
|
|
|
half3 brdfDiffuse;
|
|
half3 brdfSpecular;
|
|
float2 uv;
|
|
uint mipCount;
|
|
|
|
// texelSize :
|
|
// x = 1 / width
|
|
// y = 1 / height
|
|
// z = width
|
|
// w = height
|
|
float4 texelSize;
|
|
|
|
// mipInfo :
|
|
// x = quality settings minStreamingMipLevel
|
|
// y = original mip count for texture
|
|
// z = desired on screen mip level
|
|
// w = loaded mip level
|
|
float4 mipInfo;
|
|
#endif
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Constant Buffers //
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
half4 _GlossyEnvironmentColor;
|
|
half4 _SubtractiveShadowColor;
|
|
|
|
half4 _GlossyEnvironmentCubeMap_HDR;
|
|
TEXTURECUBE(_GlossyEnvironmentCubeMap);
|
|
SAMPLER(sampler_GlossyEnvironmentCubeMap);
|
|
|
|
#define _InvCameraViewProj unity_MatrixInvVP
|
|
float4 _ScaledScreenParams;
|
|
|
|
float4 _MainLightPosition;
|
|
half4 _MainLightColor;
|
|
half4 _MainLightOcclusionProbes;
|
|
uint _MainLightLayerMask;
|
|
|
|
// xyz are currently unused
|
|
// w: directLightStrength
|
|
half4 _AmbientOcclusionParam;
|
|
|
|
half4 _AdditionalLightsCount;
|
|
|
|
#if USE_CLUSTERED_LIGHTING
|
|
// Directional lights would be in all clusters, so they don't go into the cluster structure.
|
|
// Instead, they are stored first in the light buffer.
|
|
uint _AdditionalLightsDirectionalCount;
|
|
// The number of Z-bins to skip based on near plane distance.
|
|
uint _AdditionalLightsZBinOffset;
|
|
// Scale from view-space Z to Z-bin.
|
|
float _AdditionalLightsZBinScale;
|
|
// Scale from screen-space UV [0, 1] to tile coordinates [0, tile resolution].
|
|
float2 _AdditionalLightsTileScale;
|
|
uint _AdditionalLightsTileCountX;
|
|
#endif
|
|
|
|
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
|
StructuredBuffer<LightData> _AdditionalLightsBuffer;
|
|
StructuredBuffer<int> _AdditionalLightsIndices;
|
|
#else
|
|
// GLES3 causes a performance regression in some devices when using CBUFFER.
|
|
#ifndef SHADER_API_GLES3
|
|
CBUFFER_START(AdditionalLights)
|
|
#endif
|
|
float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS];
|
|
half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS];
|
|
half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS];
|
|
half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS];
|
|
half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS];
|
|
float _AdditionalLightsLayerMasks[MAX_VISIBLE_LIGHTS]; // we want uint[] but Unity api does not support it.
|
|
#ifndef SHADER_API_GLES3
|
|
CBUFFER_END
|
|
#endif
|
|
#endif
|
|
|
|
#if USE_CLUSTERED_LIGHTING
|
|
CBUFFER_START(AdditionalLightsZBins)
|
|
float4 _AdditionalLightsZBins[MAX_ZBIN_VEC4S];
|
|
CBUFFER_END
|
|
CBUFFER_START(AdditionalLightsTiles)
|
|
float4 _AdditionalLightsTiles[MAX_TILE_VEC4S];
|
|
CBUFFER_END
|
|
#endif
|
|
|
|
#define UNITY_MATRIX_M unity_ObjectToWorld
|
|
#define UNITY_MATRIX_I_M unity_WorldToObject
|
|
#define UNITY_MATRIX_V unity_MatrixV
|
|
#define UNITY_MATRIX_I_V unity_MatrixInvV
|
|
#define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection)
|
|
#define UNITY_MATRIX_I_P unity_MatrixInvP
|
|
#define UNITY_MATRIX_VP unity_MatrixVP
|
|
#define UNITY_MATRIX_I_VP unity_MatrixInvVP
|
|
#define UNITY_MATRIX_MV mul(UNITY_MATRIX_V, UNITY_MATRIX_M)
|
|
#define UNITY_MATRIX_T_MV transpose(UNITY_MATRIX_MV)
|
|
#define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V))
|
|
#define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M)
|
|
#define UNITY_PREV_MATRIX_M unity_MatrixPreviousM
|
|
#define UNITY_PREV_MATRIX_I_M unity_MatrixPreviousMI
|
|
|
|
// Note: #include order is important here.
|
|
// UnityInput.hlsl must be included before UnityInstancing.hlsl, so constant buffer
|
|
// declarations don't fail because of instancing macros.
|
|
// UniversalDOTSInstancing.hlsl must be included after UnityInstancing.hlsl
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl"
|
|
|
|
// VFX may also redefine UNITY_MATRIX_M / UNITY_MATRIX_I_M as static per-particle global matrices.
|
|
#ifdef HAVE_VFX_MODIFICATION
|
|
#include "Packages/com.unity.visualeffectgraph/Shaders/VFXMatricesOverride.hlsl"
|
|
#endif
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"
|
|
|
|
#endif
|