rabidus-test/Assets/Amazing Assets/Advanced Dissolve/Shaders/Universal/AdvancedDissolveSimpleLitFo...

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HLSL

#ifndef UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED
#define UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
//Advnaced 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 positionWS : TEXCOORD1; // xyz: posWS
#ifdef _NORMALMAP
half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
#else
half3 normalWS : TEXCOORD2;
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
#else
half fogFactor : TEXCOORD5;
#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.positionWS;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
#else
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
inputData.normalWS = input.normalWS;
#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.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#else
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor);
inputData.vertexLighting = half3(0, 0, 0);
#endif
#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.xy;
#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);
#if defined(_FOG_FRAGMENT)
half fogFactor = 0;
#else
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
#endif
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.positionWS.xyz = vertexInput.positionWS;
output.positionCS = vertexInput.positionCS;
#ifdef _NORMALMAP
half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = 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.normalWS.xyz, output.vertexSH);
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#else
output.fogFactor = fogFactor;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
ADVANCED_DISSOLVE_INIT_UV(output, input.texcoord, output.positionCS)
return output;
}
// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimple(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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SurfaceData surfaceData;
//Advanced Dissolve
#if defined(_AD_STATE_ENABLED) && defined(_ALPHATEST_ON)
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
half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
color.a = OutputAlpha(color.a, _Surface);
return color;
}
#endif