rabidus-test/Assets/PolyFew/BatchFewShader/Includes/BatchFewStandardCoreForward...

375 lines
12 KiB
HLSL

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// This code in no way belongs to BrainFailProductions. I have just made a small change to make
// it work with texture arrays
#ifndef UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED
#define UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED
#include "Includes/BatchFewStandardCore.cginc"
// Does not support: _PARALLAXMAP, DIRLIGHTMAP_COMBINED
#define GLOSSMAP (defined(_SPECGLOSSMAP) || defined(_METALLICGLOSSMAP))
#ifndef SPECULAR_HIGHLIGHTS
#define SPECULAR_HIGHLIGHTS (!defined(_SPECULAR_HIGHLIGHTS_OFF))
#endif
struct VertexOutputBaseSimple
{
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
half4 eyeVec : TEXCOORD1; // w: grazingTerm
half4 ambientOrLightmapUV : TEXCOORD2; // SH or Lightmap UV
SHADOW_COORDS(3)
UNITY_FOG_COORDS_PACKED(4, half4) // x: fogCoord, yzw: reflectVec
half4 normalWorld : TEXCOORD5; // w: fresnelTerm
#ifdef _NORMALMAP
half3 tangentSpaceLightDir : TEXCOORD6;
#if SPECULAR_HIGHLIGHTS
half3 tangentSpaceEyeVec : TEXCOORD7;
#endif
#endif
#if UNITY_REQUIRE_FRAG_WORLDPOS
float3 posWorld : TEXCOORD8;
#endif
float4 attribs : TEXCOORD9;
UNITY_VERTEX_OUTPUT_STEREO
};
// UNIFORM_REFLECTIVITY(): workaround to get (uniform) reflecivity based on UNITY_SETUP_BRDF_INPUT
half MetallicSetup_Reflectivity()
{
return 1.0h - OneMinusReflectivityFromMetallic(0); // _Metallic
}
half SpecularSetup_Reflectivity()
{
return SpecularStrength(_SpecColor.rgb);
}
#define JOIN2(a, b) a##b
#define JOIN(a, b) JOIN2(a,b)
#define UNIFORM_REFLECTIVITY JOIN(UNITY_SETUP_BRDF_INPUT, _Reflectivity)
#ifdef _NORMALMAP
half3 TransformToTangentSpace(half3 tangent, half3 binormal, half3 normal, half3 v)
{
// Mali400 shader compiler prefers explicit dot product over using a half3x3 matrix
return half3(dot(tangent, v), dot(binormal, v), dot(normal, v));
}
void TangentSpaceLightingInput(half3 normalWorld, half4 vTangent, half3 lightDirWorld, half3 eyeVecWorld, out half3 tangentSpaceLightDir, out half3 tangentSpaceEyeVec)
{
half3 tangentWorld = UnityObjectToWorldDir(vTangent.xyz);
half sign = half(vTangent.w) * half(unity_WorldTransformParams.w);
half3 binormalWorld = cross(normalWorld, tangentWorld) * sign;
tangentSpaceLightDir = TransformToTangentSpace(tangentWorld, binormalWorld, normalWorld, lightDirWorld);
#if SPECULAR_HIGHLIGHTS
tangentSpaceEyeVec = normalize(TransformToTangentSpace(tangentWorld, binormalWorld, normalWorld, eyeVecWorld));
#else
tangentSpaceEyeVec = 0;
#endif
}
#endif // _NORMALMAP
VertexOutputBaseSimple vertForwardBaseSimple (VertexInput v)
{
UNITY_SETUP_INSTANCE_ID(v);
VertexOutputBaseSimple o;
UNITY_INITIALIZE_OUTPUT(VertexOutputBaseSimple, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.tex = TexCoords(v);
o.attribs = SampleAttrImg(1, o.tex.w);
o.attribs.g *= 2;
half3 eyeVec = normalize(posWorld.xyz - _WorldSpaceCameraPos);
half3 normalWorld = UnityObjectToWorldNormal(v.normal);
o.normalWorld.xyz = normalWorld;
o.eyeVec.xyz = eyeVec;
#ifdef _NORMALMAP
half3 tangentSpaceEyeVec;
TangentSpaceLightingInput(normalWorld, v.tangent, _WorldSpaceLightPos0.xyz, eyeVec, o.tangentSpaceLightDir, tangentSpaceEyeVec);
#if SPECULAR_HIGHLIGHTS
o.tangentSpaceEyeVec = tangentSpaceEyeVec;
#endif
#endif
//We need this for shadow receiving
TRANSFER_SHADOW(o);
o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
o.fogCoord.yzw = reflect(eyeVec, normalWorld);
o.normalWorld.w = Pow4(1 - saturate(dot(normalWorld, -eyeVec))); // fresnel term
#if !GLOSSMAP
o.eyeVec.w = saturate(SampleAttrImg(1, o.tex.w).b + UNIFORM_REFLECTIVITY()); // grazing term
#endif
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
FragmentCommonData FragmentSetupSimple(VertexOutputBaseSimple i)
{
half alpha = Alpha(i.tex);
#if defined(_ALPHATEST_ON)
clip (alpha - _Cutoff);
#endif
FragmentCommonData s = UNITY_SETUP_BRDF_INPUT (i.tex, i.attribs);
// NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
s.diffColor = PreMultiplyAlpha (s.diffColor, alpha, s.oneMinusReflectivity, /*out*/ s.alpha);
s.normalWorld = i.normalWorld.xyz;
s.eyeVec = i.eyeVec.xyz;
s.posWorld = IN_WORLDPOS(i);
s.reflUVW = i.fogCoord.yzw;
#ifdef _NORMALMAP
s.tangentSpaceNormal = NormalInTangentSpace(i.tex, i.attribs.x);
#else
s.tangentSpaceNormal = 0;
#endif
return s;
}
UnityLight MainLightSimple(VertexOutputBaseSimple i, FragmentCommonData s)
{
UnityLight mainLight = MainLight();
return mainLight;
}
half PerVertexGrazingTerm(VertexOutputBaseSimple i, FragmentCommonData s)
{
#if GLOSSMAP
return saturate(s.smoothness + (1-s.oneMinusReflectivity));
#else
return i.eyeVec.w;
#endif
}
half PerVertexFresnelTerm(VertexOutputBaseSimple i)
{
return i.normalWorld.w;
}
#if !SPECULAR_HIGHLIGHTS
# define REFLECTVEC_FOR_SPECULAR(i, s) half3(0, 0, 0)
#elif defined(_NORMALMAP)
# define REFLECTVEC_FOR_SPECULAR(i, s) reflect(i.tangentSpaceEyeVec, s.tangentSpaceNormal)
#else
# define REFLECTVEC_FOR_SPECULAR(i, s) s.reflUVW
#endif
half3 LightDirForSpecular(VertexOutputBaseSimple i, UnityLight mainLight)
{
#if SPECULAR_HIGHLIGHTS && defined(_NORMALMAP)
return i.tangentSpaceLightDir;
#else
return mainLight.dir;
#endif
}
half3 BRDF3DirectSimple(half3 diffColor, half3 specColor, half smoothness, half rl)
{
#if SPECULAR_HIGHLIGHTS
return BRDF3_Direct(diffColor, specColor, Pow4(rl), smoothness);
#else
return diffColor;
#endif
}
half4 fragForwardBaseSimpleInternal (VertexOutputBaseSimple i)
{
FragmentCommonData s = FragmentSetupSimple(i);
UnityLight mainLight = MainLightSimple(i, s);
#if !defined(LIGHTMAP_ON) && defined(_NORMALMAP)
half ndotl = saturate(dot(s.tangentSpaceNormal, i.tangentSpaceLightDir));
#else
half ndotl = saturate(dot(s.normalWorld, mainLight.dir));
#endif
//we can't have worldpos here (not enough interpolator on SM 2.0) so no shadow fade in that case.
half shadowMaskAttenuation = UnitySampleBakedOcclusion(i.ambientOrLightmapUV, 0);
half realtimeShadowAttenuation = SHADOW_ATTENUATION(i);
half atten = UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, 0);
half occlusion = Occlusion(i.tex, i.attribs);
half rl = dot(REFLECTVEC_FOR_SPECULAR(i, s), LightDirForSpecular(i, mainLight));
UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight);
half3 attenuatedLightColor = gi.light.color * ndotl;
half3 c = BRDF3_Indirect(s.diffColor, s.specColor, gi.indirect, PerVertexGrazingTerm(i, s), PerVertexFresnelTerm(i));
c += BRDF3DirectSimple(s.diffColor, s.specColor, s.smoothness, rl) * attenuatedLightColor;
c += Emission(i.tex);
UNITY_APPLY_FOG(i.fogCoord, c);
return OutputForward (half4(c, 1), s.alpha);
}
half4 fragForwardBaseSimple (VertexOutputBaseSimple i) : SV_Target // backward compatibility (this used to be the fragment entry function)
{
return fragForwardBaseSimpleInternal(i);
}
struct VertexOutputForwardAddSimple
{
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
float3 posWorld : TEXCOORD1;
UNITY_SHADOW_COORDS(2)
#if !defined(_NORMALMAP) && SPECULAR_HIGHLIGHTS
UNITY_FOG_COORDS_PACKED(3, half4) // x: fogCoord, yzw: reflectVec
#else
UNITY_FOG_COORDS_PACKED(3, half1)
#endif
half3 lightDir : TEXCOORD4;
#if defined(_NORMALMAP)
#if SPECULAR_HIGHLIGHTS
half3 tangentSpaceEyeVec : TEXCOORD5;
#endif
#else
half3 normalWorld : TEXCOORD5;
#endif
half4 attribs : TEXCOORD6;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutputForwardAddSimple vertForwardAddSimple (VertexInput v)
{
VertexOutputForwardAddSimple o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAddSimple, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.tex = TexCoords(v);
o.attribs = SampleAttrImg(1, o.tex.w);
o.posWorld = posWorld.xyz;
//We need this for shadow receiving
UNITY_TRANSFER_SHADOW(o, v.uv1);
half3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w;
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = NormalizePerVertexNormal(lightDir);
#endif
#if SPECULAR_HIGHLIGHTS
half3 eyeVec = normalize(posWorld.xyz - _WorldSpaceCameraPos);
#endif
half3 normalWorld = UnityObjectToWorldNormal(v.normal);
#ifdef _NORMALMAP
#if SPECULAR_HIGHLIGHTS
TangentSpaceLightingInput(normalWorld, v.tangent, lightDir, eyeVec, o.lightDir, o.tangentSpaceEyeVec);
#else
half3 ignore;
TangentSpaceLightingInput(normalWorld, v.tangent, lightDir, 0, o.lightDir, ignore);
#endif
#else
o.lightDir = lightDir;
o.normalWorld = normalWorld;
#if SPECULAR_HIGHLIGHTS
o.fogCoord.yzw = reflect(eyeVec, normalWorld);
#endif
#endif
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
FragmentCommonData FragmentSetupSimpleAdd(VertexOutputForwardAddSimple i)
{
half alpha = Alpha(i.tex);
#if defined(_ALPHATEST_ON)
clip (alpha - _Cutoff);
#endif
FragmentCommonData s = UNITY_SETUP_BRDF_INPUT (i.tex, i.attribs);
// NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
s.diffColor = PreMultiplyAlpha (s.diffColor, alpha, s.oneMinusReflectivity, /*out*/ s.alpha);
s.eyeVec = 0;
s.posWorld = i.posWorld;
#ifdef _NORMALMAP
s.tangentSpaceNormal = NormalInTangentSpace(i.tex, i.attribs.x);
s.normalWorld = 0;
#else
s.tangentSpaceNormal = 0;
s.normalWorld = i.normalWorld;
#endif
#if SPECULAR_HIGHLIGHTS && !defined(_NORMALMAP)
s.reflUVW = i.fogCoord.yzw;
#else
s.reflUVW = 0;
#endif
return s;
}
half3 LightSpaceNormal(VertexOutputForwardAddSimple i, FragmentCommonData s)
{
#ifdef _NORMALMAP
return s.tangentSpaceNormal;
#else
return i.normalWorld;
#endif
}
half4 fragForwardAddSimpleInternal (VertexOutputForwardAddSimple i)
{
FragmentCommonData s = FragmentSetupSimpleAdd(i);
half3 c = BRDF3DirectSimple(s.diffColor, s.specColor, s.smoothness, dot(REFLECTVEC_FOR_SPECULAR(i, s), i.lightDir));
#if SPECULAR_HIGHLIGHTS // else diffColor has premultiplied light color
c *= _LightColor0.rgb;
#endif
UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld)
c *= atten * saturate(dot(LightSpaceNormal(i, s), i.lightDir));
UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass
return OutputForward (half4(c, 1), s.alpha);
}
half4 fragForwardAddSimple (VertexOutputForwardAddSimple i) : SV_Target // backward compatibility (this used to be the fragment entry function)
{
return fragForwardAddSimpleInternal(i);
}
#endif // UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED