rabidus-test/Assets/Amazing Assets/Curved World/Shaders/Custom/Lit/SimpleLitForwardPass.hlsl

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HLSL
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2023-10-02 19:12:35 +03:00
#ifndef UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED
#define UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float3 posWS : TEXCOORD2; // xyz: posWS
#ifdef _NORMALMAP
float4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
float4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
float4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z
#else
float3 normal : TEXCOORD3;
float3 viewDir : TEXCOORD4;
#endif
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD7;
#endif
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
{
inputData.positionWS = input.posWS;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normal.w, input.tangent.w, input.bitangent.w);
inputData.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz));
#else
half3 viewDirWS = input.viewDir;
inputData.normalWS = input.normal;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
viewDirWS = SafeNormalize(viewDirWS);
inputData.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = input.fogFactorAndVertexLight.x;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Used in Standard (Simple Lighting) shader
Varyings LitPassVertexSimple(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(input.positionOS, input.normalOS, input.tangentOS)
#else
CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
#endif
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.posWS.xyz = vertexInput.positionWS;
output.positionCS = vertexInput.positionCS;
#ifdef _NORMALMAP
output.normal = half4(normalInput.normalWS, viewDirWS.x);
output.tangent = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normal = NormalizeNormalPerVertex(normalInput.normalWS);
output.viewDir = viewDirWS;
#endif
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(output.normal.xyz, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
return output;
}
// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimple(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.uv;
half4 diffuseAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
half3 diffuse = diffuseAlpha.rgb * _BaseColor.rgb;
half alpha = diffuseAlpha.a * _BaseColor.a;
AlphaDiscard(alpha, _Cutoff);
#ifdef _ALPHAPREMULTIPLY_ON
diffuse *= alpha;
#endif
half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
half3 emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
half4 specular = SampleSpecularSmoothness(uv, alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
half smoothness = specular.a;
InputData inputData;
InitializeInputData(input, normalTS, inputData);
half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specular, smoothness, emission, alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
color.a = OutputAlpha(color.a, _Surface);
return color;
};
#endif