rabidus-test/Assets/Amazing Assets/Advanced Dissolve/Shaders/Universal/Particles/AdvancedDissolveParticlesLi...

188 lines
7.0 KiB
HLSL

#ifndef UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = input.positionWS.xyz;
inputData.positionCS = input.clipPos;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
inputData.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
half3 viewDirWS = input.viewDirWS;
inputData.normalWS = input.normalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
#if SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
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 = 0.0; // not used for deferred shading
inputData.vertexLighting = half3(0.0h, 0.0h, 0.0h);
inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS);
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
inputData.shadowMask = half4(1, 1, 1, 1);
#if defined(DEBUG_DISPLAY) && !defined(PARTICLES_EDITOR_META_PASS)
inputData.vertexSH = input.vertexSH;
#endif
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
VaryingsParticle ParticlesGBufferVertex(AttributesParticle input)
{
VaryingsParticle output = (VaryingsParticle)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);
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
half3 vertexLight = VertexLighting(vertexInput.positionWS, half3(normalInput.normalWS));
#ifdef _NORMALMAP
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = half3(normalInput.normalWS);
output.viewDirWS = viewDirWS;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.positionWS.xyz = vertexInput.positionWS;
output.clipPos = vertexInput.positionCS;
output.color = input.color;
#if defined(_FLIPBOOKBLENDING_ON)
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
#else
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
#endif
#else
GetParticleTexcoords(output.texcoord, input.texcoords.xy);
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
//Advanced Dissolve
ADVANCED_DISSOLVE_INIT_UV(output, input.texcoords.xy, vertexInput.positionCS)
return output;
}
FragmentOutput ParticlesGBufferFragment(VaryingsParticle input)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
//Advanced Dissolve////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float4 AD_CutoutSource = 0;
#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.texcoord.xy);
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.texcoord.xy);
AD_CutoutSource = cutoutSource;
#endif
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float3 blendUv = float3(0, 0, 0);
#if defined(_FLIPBOOKBLENDING_ON)
blendUv = input.texcoord2AndBlend;
#endif
float4 projectedPosition = float4(0,0,0,0);
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
projectedPosition = input.projectedPosition;
#endif
SurfaceData surfaceData;
InitializeParticleLitSurfaceData(input.texcoord, blendUv, input.color, projectedPosition, surfaceData, AD_CutoutSource);
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, input.texcoord, _BaseMap);
// Stripped down version of UniversalFragmentPBR().
// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
//Advanced Dissolve/////////////////////////////////////////
#if defined(_AD_STATE_ENABLED)
surfaceData.albedo = lerp(surfaceData.albedo, dissolveAlbedo, dissolveBlend);
surfaceData.emission = lerp(surfaceData.emission, dissolveEmission, dissolveBlend);
#endif
return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion);
}
#endif // UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED