#ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED #define UNIVERSAL_FORWARD_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); #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) float3 positionWS : TEXCOORD2; #endif float3 normalWS : TEXCOORD3; #ifdef _NORMALMAP float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign #endif float3 viewDirWS : TEXCOORD5; 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 = (InputData)0; #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) inputData.positionWS = input.positionWS; #endif half3 viewDirWS = SafeNormalize(input.viewDirWS); #ifdef _NORMALMAP float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); #else inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); 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 (Physically Based) shader Varyings LitPassVertex(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); // 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); float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); // already normalized from normal transform to WS. output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; #ifdef _NORMALMAP real sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); OUTPUT_SH(output.normalWS.xyz, output.vertexSH); output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) output.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif output.positionCS = vertexInput.positionCS; return output; } // Used in Standard (Physically Based) shader half4 LitPassFragment(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); SurfaceData surfaceData; InitializeStandardLitSurfaceData(input.uv, surfaceData); InputData inputData; InitializeInputData(input, surfaceData.normalTS, inputData); half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, _Surface); return color; } #endif