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114 lines
4.6 KiB
114 lines
4.6 KiB
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void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData) |
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{ |
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inputData = (InputData)0; |
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inputData.positionWS = input.positionWS; |
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inputData.positionCS = input.positionCS; |
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#ifdef _NORMALMAP |
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// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped. |
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float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); |
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float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz); |
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inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz); |
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#if _NORMAL_DROPOFF_TS |
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inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld); |
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#elif _NORMAL_DROPOFF_OS |
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inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS); |
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#elif _NORMAL_DROPOFF_WS |
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inputData.normalWS = surfaceDescription.NormalWS; |
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#endif |
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#else |
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inputData.normalWS = input.normalWS; |
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#endif |
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); |
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inputData.viewDirectionWS = SafeNormalize(input.viewDirectionWS); |
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#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) |
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); |
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#else |
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inputData.shadowCoord = float4(0, 0, 0, 0); |
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#endif |
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x); |
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; |
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#if defined(DYNAMICLIGHTMAP_ON) |
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS); |
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#else |
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS); |
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#endif |
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); |
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); |
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#if defined(DEBUG_DISPLAY) |
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#if defined(DYNAMICLIGHTMAP_ON) |
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inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; |
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#endif |
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#if defined(LIGHTMAP_ON) |
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inputData.staticLightmapUV = input.staticLightmapUV; |
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#else |
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inputData.vertexSH = input.sh; |
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#endif |
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#endif |
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} |
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PackedVaryings vert(Attributes input) |
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{ |
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Varyings output = (Varyings)0; |
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output = BuildVaryings(input); |
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PackedVaryings packedOutput = (PackedVaryings)0; |
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packedOutput = PackVaryings(output); |
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return packedOutput; |
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} |
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FragmentOutput frag(PackedVaryings packedInput) |
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{ |
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Varyings unpacked = UnpackVaryings(packedInput); |
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UNITY_SETUP_INSTANCE_ID(unpacked); |
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); |
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SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked); |
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#if _ALPHATEST_ON |
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half alpha = surfaceDescription.Alpha; |
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clip(alpha - surfaceDescription.AlphaClipThreshold); |
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#elif _SURFACE_TYPE_TRANSPARENT |
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half alpha = surfaceDescription.Alpha; |
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#else |
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half alpha = 1; |
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#endif |
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InputData inputData; |
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InitializeInputData(unpacked, surfaceDescription, inputData); |
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// TODO: Mip debug modes would require this, open question how to do this on ShaderGraph. |
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//SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.uv, _MainTex); |
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#ifdef _SPECULAR_SETUP |
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float3 specular = surfaceDescription.Specular; |
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float metallic = 1; |
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#else |
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float3 specular = 0; |
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float metallic = surfaceDescription.Metallic; |
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#endif |
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#ifdef _DBUFFER |
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ApplyDecal(unpacked.positionCS, |
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surfaceDescription.BaseColor, |
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specular, |
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inputData.normalWS, |
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metallic, |
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surfaceDescription.Occlusion, |
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surfaceDescription.Smoothness); |
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#endif |
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// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR |
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// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer |
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BRDFData brdfData; |
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InitializeBRDFData(surfaceDescription.BaseColor, metallic, specular, surfaceDescription.Smoothness, alpha, brdfData); |
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Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); |
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MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); |
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half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceDescription.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); |
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return BRDFDataToGbuffer(brdfData, inputData, surfaceDescription.Smoothness, surfaceDescription.Emission + color, surfaceDescription.Occlusion); |
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}
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