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