94 lines
2.9 KiB
HLSL
94 lines
2.9 KiB
HLSL
#ifndef UNIVERSAL_BAKEDLIT_META_PASS_INCLUDED
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#define UNIVERSAL_BAKEDLIT_META_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.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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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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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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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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#ifdef EDITOR_VISUALIZATION
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float2 VizUV : TEXCOORD1;
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float4 LightCoord : TEXCOORD2;
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#endif
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//Advanced Dissolve
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float3 positionOS : TEXCOORD3;
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float3 normalOS : TEXCOORD4;
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ADVANCED_DISSOLVE_UV(5)
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};
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Varyings UniversalVertexMeta(Attributes input)
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{
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Varyings output = (Varyings)0;
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output.positionCS = UnityMetaVertexPosition(input.positionOS.xyz, input.uv1, input.uv2);
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output.uv = TRANSFORM_TEX(input.uv0, _BaseMap);
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#ifdef EDITOR_VISUALIZATION
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UnityEditorVizData(input.positionOS.xyz, input.uv0, input.uv1, input.uv2, output.VizUV, output.LightCoord);
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#endif
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//Advanced Dissolve
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output.positionOS = input.positionOS.xyz;
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output.normalOS = input.normalOS;
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ADVANCED_DISSOLVE_INIT_UV(output, input.uv0, output.positionCS)
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return output;
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}
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half4 UniversalFragmentMeta(Varyings fragIn, MetaInput metaInput)
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{
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#ifdef EDITOR_VISUALIZATION
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metaInput.VizUV = fragIn.VizUV;
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metaInput.LightCoord = fragIn.LightCoord;
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#endif
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return UnityMetaFragment(metaInput);
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}
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half4 UniversalFragmentMetaUnlit(Varyings input) : SV_Target
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{
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//Advanced Dissolve////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#if defined(_AD_STATE_ENABLED)
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float4 dissolveBase = 0;
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#if defined(_AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA) || defined(_AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR)
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dissolveBase = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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dissolveBase.rgb *= _BaseColor.rgb;
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#endif
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ADVANCED_DISSOLVE_SETUP_CUTOUT_SOURCE_USING_OS(input, dissolveBase, input.positionOS, input.normalOS)
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float3 dissolveAlbedo = 0;
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float3 dissolveEmission = 0;
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float dissolveBlend = AdvancedDissolveAlbedoEmission(cutoutSource, dissolveBase, dissolveAlbedo, dissolveEmission, input.uv);
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#endif
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//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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MetaInput metaInput = (MetaInput)0;
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metaInput.Albedo = _BaseColor.rgb * SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).rgb;
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//Advanced Dissolve/////////////////////////////////////////
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#if defined(_AD_STATE_ENABLED)
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metaInput.Albedo = lerp(metaInput.Albedo, dissolveAlbedo, dissolveBlend);
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metaInput.Emission = lerp(metaInput.Emission, dissolveEmission, dissolveBlend);
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#endif
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return UniversalFragmentMeta(input, metaInput);
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}
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#endif
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