153 lines
5.0 KiB
HLSL
153 lines
5.0 KiB
HLSL
// Upgrade NOTE: replaced 'defined at' with 'defined (at)'
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#ifndef SHADERPASS
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#error SHADERPASS must be defined (at) this point
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#endif
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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float3 VFXGetPositionRWS(VFX_VARYING_PS_INPUTS i)
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{
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float3 posWS = (float3)0;
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#ifdef VFX_VARYING_POSWS
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posWS = i.VFX_VARYING_POSWS;
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#endif
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return VFXGetPositionRWS(posWS);
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}
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InputData VFXGetInputData(const VFX_VARYING_PS_INPUTS i, const PositionInputs posInputs, const SurfaceData surfaceData, float3 normalWS)
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{
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InputData inputData = (InputData)0;
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inputData.positionWS = posInputs.positionWS.xyz;
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inputData.normalWS = normalWS;
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inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
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//When there is only one cascaded, this shadowCoord can be computed at vertex stage
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//#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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// inputData.shadowCoord = inputData.shadowCoord;
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#if 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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//This ComputeFogFactor can be moved to vertex and use interpolator instead
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float fogFactor = ComputeFogFactor(i.VFX_VARYING_POSCS.z);
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inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), fogFactor);
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//SampleSH could partially be done on vertex using SampleSHVertex & SampleSHPixel
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//For now, use directly the simpler per pixel fallback
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inputData.bakedGI = SampleSH(normalWS);
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(i.VFX_VARYING_POSCS);
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//No static light map in VFX
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//inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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return inputData;
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}
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#ifndef VFX_SHADERGRAPH
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SurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, out float opacity)
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{
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SurfaceData surfaceData = (SurfaceData)0;
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float4 baseColorMapSample = (float4)1.0f;
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float4 color = float4(1,1,1,1);
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#if URP_USE_BASE_COLOR
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color *= VFXGetParticleColor(i);
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#elif URP_USE_ADDITIONAL_BASE_COLOR
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#if defined(VFX_VARYING_COLOR)
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color.xyz *= i.VFX_VARYING_COLOR;
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#endif
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#if defined(VFX_VARYING_ALPHA)
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color.a *= i.VFX_VARYING_ALPHA;
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#endif
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#endif
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#if URP_USE_BASE_COLOR_MAP
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baseColorMapSample = SampleTexture(VFX_SAMPLER(baseColorMap),uvData);
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#if URP_USE_BASE_COLOR_MAP_COLOR
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color.xyz *= baseColorMapSample.xyz;
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#endif
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#if URP_USE_BASE_COLOR_MAP_ALPHA
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color.a *= baseColorMapSample.a;
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#endif
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#endif
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color.a *= VFXGetSoftParticleFade(i);
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VFXClipFragmentColor(color.a,i);
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surfaceData.albedo = saturate(color.rgb);
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#if IS_OPAQUE_PARTICLE
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opacity = 1.0f;
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#else
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opacity = saturate(color.a);
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#endif
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surfaceData.alpha = opacity;
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float4 metallicMapSample = (float4)1.0f;
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float4 specularMapSample = (float4)1.0f;
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#if URP_MATERIAL_TYPE_METALLIC
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surfaceData.metallic = 1.0f;
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#ifdef VFX_VARYING_METALLIC
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surfaceData.metallic *= i.VFX_VARYING_METALLIC;
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#endif
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#if URP_USE_METALLIC_MAP
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metallicMapSample = SampleTexture(VFX_SAMPLER(metallicMap), uvData);
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surfaceData.metallic *= metallicMapSample.r;
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#endif
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#elif URP_MATERIAL_TYPE_SPECULAR
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surfaceData.specular = (float3)1.0f;
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#ifdef VFX_VARYING_SPECULAR
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surfaceData.specular *= saturate(i.VFX_VARYING_SPECULAR);
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#endif
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#if URP_USE_SPECULAR_MAP
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specularMapSample = SampleTexture(VFX_SAMPLER(specularMap), uvData);
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surfaceData.specular *= specularMapSample.rgb;
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#endif
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#endif
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surfaceData.normalTS = float3(1.0f, 0.0f, 0.0f); //NormalWS is directly modified in VFX
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surfaceData.smoothness = 1.0f;
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#ifdef VFX_VARYING_SMOOTHNESS
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surfaceData.smoothness *= i.VFX_VARYING_SMOOTHNESS;
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#endif
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#if URP_USE_SMOOTHNESS_IN_ALBEDO
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surfaceData.smoothness *= baseColorMapSample.a;
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#elif URP_USE_SMOOTHNESS_IN_METALLIC
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surfaceData.smoothness *= metallicMapSample.a;
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#elif URP_USE_SMOOTHNESS_IN_SPECULAR
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surfaceData.smoothness *= specularMapSample.a;
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#endif
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surfaceData.occlusion = 1.0f;
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#if URP_USE_OCCLUSION_MAP
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float4 mask = SampleTexture(VFX_SAMPLER(occlusionMap),uvData);
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surfaceData.occlusion *= mask.g;
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#endif
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#if URP_USE_EMISSIVE
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surfaceData.emission = float3(1, 1, 1);
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#if URP_USE_EMISSIVE_MAP
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float emissiveScale = 1.0f;
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#ifdef VFX_VARYING_EMISSIVESCALE
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emissiveScale = i.VFX_VARYING_EMISSIVESCALE;
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#endif
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surfaceData.emission *= SampleTexture(VFX_SAMPLER(emissiveMap), uvData).rgb * emissiveScale;
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#endif
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#if defined(VFX_VARYING_EMISSIVE) && (URP_USE_EMISSIVE_COLOR || URP_USE_ADDITIONAL_EMISSIVE_COLOR)
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surfaceData.emission *= i.VFX_VARYING_EMISSIVE;
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#endif
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#ifdef VFX_VARYING_EXPOSUREWEIGHT
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surfaceData.emission *= lerp(GetInverseCurrentExposureMultiplier(), 1.0f, i.VFX_VARYING_EXPOSUREWEIGHT);
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#endif
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#endif
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return surfaceData;
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}
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#endif
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