Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/ShaderGraph/Includes/Varyings.hlsl
2024-05-06 11:45:45 -07:00

213 lines
7.6 KiB
HLSL

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