#ifndef URP_UNLIT_FORWARD_PASS_INCLUDED #define URP_UNLIT_FORWARD_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float2 uv : TEXCOORD0; float fogCoord : TEXCOORD1; float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD2; float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO //Advanced Dissolve ADVANCED_DISSOLVE_UV(5) }; void InitializeInputData(Varyings input, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.positionWS; inputData.normalWS = input.normalWS; inputData.viewDirectionWS = input.viewDirWS; inputData.shadowCoord = 0; inputData.fogCoord = 0; inputData.vertexLighting = half3(0, 0, 0); inputData.bakedGI = half3(0, 0, 0); inputData.normalizedScreenSpaceUV = 0; inputData.shadowMask = half4(1, 1, 1, 1); } Varyings UnlitPassVertex(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); output.positionCS = vertexInput.positionCS; output.uv = TRANSFORM_TEX(input.uv, _BaseMap); #if defined(_FOG_FRAGMENT) output.fogCoord = vertexInput.positionVS.z; #else output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z); #endif // normalWS and tangentWS already normalize. // this is required to avoid skewing the direction during interpolation // also required for per-vertex lighting and SH evaluation VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS); // already normalized from normal transform to WS. output.positionWS = vertexInput.positionWS; output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; //Advanced Dissolve ADVANCED_DISSOLVE_INIT_UV(output, input.uv, output.positionCS) return output; } half4 UnlitPassFragment(Varyings input) : SV_Target { 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.positionWS.xyz, input.normalWS.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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// half2 uv = input.uv; half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv); half3 color = texColor.rgb * _BaseColor.rgb; half alpha = texColor.a * _BaseColor.a; half cutout = _Cutoff; //Advanced Dissolve///////////////////////////////////////// #if defined(_AD_STATE_ENABLED) AdvancedDissolveCalculateAlphaAndClip(cutoutSource, alpha, cutout); #endif AlphaDiscard(alpha, cutout); //Advanced Dissolve///////////////////////////////////////// #if defined(_AD_STATE_ENABLED) color.rgb = lerp(color.rgb, dissolveAlbedo, dissolveBlend); color.rgb += dissolveEmission * dissolveBlend; #endif #if defined(_ALPHAPREMULTIPLY_ON) color *= alpha; #endif InputData inputData; InitializeInputData(input, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap); #ifdef _DBUFFER ApplyDecalToBaseColor(input.positionCS, color); #endif #if defined(_FOG_FRAGMENT) #if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) float viewZ = -input.fogCoord; float nearToFarZ = max(viewZ - _ProjectionParams.y, 0); half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ); #else half fogFactor = 0; #endif #else half fogFactor = input.fogCoord; #endif half4 finalColor = UniversalFragmentUnlit(inputData, color, alpha); #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT) float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV); finalColor.rgb *= aoFactor.directAmbientOcclusion; #endif finalColor.rgb = MixFog(finalColor.rgb, fogFactor); return finalColor; } #endif