#ifndef UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED #define UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" // keep this file in sync with LitForwardPass.hlsl //Advanced Dissolve #include "AdvancedDissolve_InitializeSimpleLitSurfaceData.hlsl" struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float2 staticLightmapUV : TEXCOORD1; float2 dynamicLightmapUV : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float2 uv : TEXCOORD0; float3 posWS : TEXCOORD1; // xyz: posWS #ifdef _NORMALMAP half4 normal : TEXCOORD2; // xyz: normal, w: viewDir.x half4 tangent : TEXCOORD3; // xyz: tangent, w: viewDir.y half4 bitangent : TEXCOORD4; // xyz: bitangent, w: viewDir.z #else half3 normal : TEXCOORD2; #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLighting : TEXCOORD5; // xyz: vertex light #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7); #ifdef DYNAMICLIGHTMAP_ON float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs #endif float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO //Advanced Dissolve ADVANCED_DISSOLVE_UV(9) }; void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.posWS; inputData.positionCS = input.positionCS; #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 = GetWorldSpaceNormalizeViewDir(inputData.positionWS); 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 #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.vertexLighting = input.vertexLighting.xyz; #else inputData.vertexLighting = half3(0, 0, 0); #endif inputData.fogCoord = 0; // we don't apply fog in the gbuffer pass #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); #endif inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.staticLightmapUV; #else inputData.vertexSH = input.vertexSH; #endif #endif } /////////////////////////////////////////////////////////////////////////////// // 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); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); output.posWS.xyz = vertexInput.positionWS; output.positionCS = vertexInput.positionCS; #ifdef _NORMALMAP half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); 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); #endif OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV); #ifdef DYNAMICLIGHTMAP_ON output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif OUTPUT_SH(output.normal.xyz, output.vertexSH); #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); output.vertexLighting = vertexLight; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif //Advanced Dissolve ADVANCED_DISSOLVE_INIT_UV(output, input.texcoord, output.positionCS) return output; } // Used for StandardSimpleLighting shader FragmentOutput LitPassFragmentSimple(Varyings input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); //Advanced Dissolve//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #if defined(_AD_STATE_ENABLED) float4 dissolveBase = 0; #if defined(_AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA) || defined(_AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR) dissolveBase = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv); dissolveBase.rgb *= _BaseColor.rgb; #endif ADVANCED_DISSOLVE_SETUP_CUTOUT_SOURCE_USING_WS(input, dissolveBase, input.posWS.xyz, input.normal.xyz) #if !defined(_ALPHATEST_ON) AdvancedDissolveClip(cutoutSource); #endif float3 dissolveAlbedo = 0; float3 dissolveEmission = 0; float dissolveBlend = AdvancedDissolveAlbedoEmission(cutoutSource, dissolveBase, dissolveAlbedo, dissolveEmission, input.uv); #endif //Advanced Dissolve///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SurfaceData surfaceData; #if defined(_AD_STATE_ENABLED) AdvancedDissolve_InitializeSimpleLitSurfaceData(input.uv, surfaceData, cutoutSource); #else InitializeSimpleLitSurfaceData(input.uv, surfaceData); #endif InputData inputData; InitializeInputData(input, surfaceData.normalTS, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap); //Advanced Dissolve///////////////////////////////////////// #if defined(_AD_STATE_ENABLED) surfaceData.albedo = lerp(surfaceData.albedo, dissolveAlbedo, dissolveBlend); surfaceData.emission = lerp(surfaceData.emission, dissolveEmission, dissolveBlend); #endif #ifdef _DBUFFER ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha); return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit); }; #endif