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139 lines
4.4 KiB
139 lines
4.4 KiB
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
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struct Attributes |
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{ |
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float4 positionOS : POSITION; |
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float2 uv : TEXCOORD0; |
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float2 staticLightmapUV : TEXCOORD1; |
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float3 normalOS : NORMAL; |
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float4 tangentOS : TANGENT; |
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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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float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord |
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1); |
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half3 normalWS : TEXCOORD2; |
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#if defined(_NORMALMAP) |
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half4 tangentWS : TEXCOORD3; |
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#endif |
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#if defined(DEBUG_DISPLAY) |
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float3 positionWS : TEXCOORD4; |
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float3 viewDirWS : TEXCOORD5; |
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#endif |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) |
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{ |
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inputData = (InputData)0; |
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#if defined(DEBUG_DISPLAY) |
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inputData.positionWS = input.positionWS; |
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inputData.viewDirectionWS = input.viewDirWS; |
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#else |
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inputData.positionWS = float3(0, 0, 0); |
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inputData.viewDirectionWS = half3(0, 0, 1); |
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#endif |
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#if defined(_NORMALMAP) |
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float sgn = input.tangentWS.w; // should be either +1 or -1 |
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float3 bitangent = sgn * 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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inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld); |
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#else |
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inputData.normalWS = input.normalWS; |
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#endif |
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inputData.shadowCoord = float4(0, 0, 0, 0); |
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inputData.fogCoord = input.uv0AndFogCoord.z; |
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inputData.vertexLighting = half3(0, 0, 0); |
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); |
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); |
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inputData.shadowMask = half4(1, 1, 1, 1); |
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#if defined(DEBUG_DISPLAY) |
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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.vertexSH; |
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#endif |
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#endif |
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} |
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Varyings BakedLitForwardPassVertex(Attributes input) |
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{ |
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Varyings output; |
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UNITY_SETUP_INSTANCE_ID(input); |
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UNITY_TRANSFER_INSTANCE_ID(input, output); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); |
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output.positionCS = vertexInput.positionCS; |
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output.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap); |
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#if defined(_FOG_FRAGMENT) |
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output.uv0AndFogCoord.z = vertexInput.positionVS.z; |
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#else |
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output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z); |
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#endif |
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// normalWS and tangentWS already normalize. |
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// this is required to avoid skewing the direction during interpolation |
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// also required for per-vertex SH evaluation |
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); |
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output.normalWS = normalInput.normalWS; |
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#if defined(_NORMALMAP) |
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real sign = input.tangentOS.w * GetOddNegativeScale(); |
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output.tangentWS = half4(normalInput.tangentWS.xyz, sign); |
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#endif |
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OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV); |
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OUTPUT_SH(output.normalWS, output.vertexSH); |
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#if defined(DEBUG_DISPLAY) |
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output.positionWS = vertexInput.positionWS; |
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output.viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS); |
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#endif |
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return output; |
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} |
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half4 BakedLitForwardPassFragment(Varyings input) : SV_Target |
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{ |
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UNITY_SETUP_INSTANCE_ID(input); |
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); |
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half2 uv = input.uv0AndFogCoord.xy; |
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#if defined(_NORMALMAP) |
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half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz; |
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#else |
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half3 normalTS = half3(0, 0, 1); |
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#endif |
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InputData inputData; |
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InitializeInputData(input, normalTS, inputData); |
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv0AndFogCoord.xy, _BaseMap); |
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv); |
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half3 color = texColor.rgb * _BaseColor.rgb; |
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half alpha = texColor.a * _BaseColor.a; |
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AlphaDiscard(alpha, _Cutoff); |
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#ifdef _DBUFFER |
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ApplyDecalToBaseColorAndNormal(input.positionCS, color, inputData.normalWS); |
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#endif |
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half4 finalColor = UniversalFragmentBakedLit(inputData, color, alpha, normalTS); |
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finalColor.a = OutputAlpha(finalColor.a, _Surface); |
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return finalColor; |
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}
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