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230 lines
7.7 KiB
230 lines
7.7 KiB
#ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED |
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#define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
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// GLES2 has limited amount of interpolators |
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#if defined(_PARALLAXMAP) && !defined(SHADER_API_GLES) |
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#define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR |
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#endif |
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#if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL) |
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#define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR |
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#endif |
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// keep this file in sync with LitGBufferPass.hlsl |
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struct Attributes |
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{ |
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float4 positionOS : POSITION; |
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float3 normalOS : NORMAL; |
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float4 tangentOS : TANGENT; |
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float2 texcoord : TEXCOORD0; |
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float2 staticLightmapUV : TEXCOORD1; |
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float2 dynamicLightmapUV : TEXCOORD2; |
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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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float2 uv : TEXCOORD0; |
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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) |
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float3 positionWS : TEXCOORD1; |
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#endif |
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float3 normalWS : TEXCOORD2; |
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) |
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half4 tangentWS : TEXCOORD3; // xyz: tangent, w: sign |
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#endif |
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float3 viewDirWS : TEXCOORD4; |
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#ifdef _ADDITIONAL_LIGHTS_VERTEX |
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half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light |
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#else |
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half fogFactor : TEXCOORD5; |
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#endif |
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) |
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float4 shadowCoord : TEXCOORD6; |
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#endif |
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) |
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half3 viewDirTS : TEXCOORD7; |
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#endif |
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 8); |
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#ifdef DYNAMICLIGHTMAP_ON |
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float2 dynamicLightmapUV : TEXCOORD9; // Dynamic lightmap UVs |
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#endif |
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float4 positionCS : SV_POSITION; |
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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(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) |
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inputData.positionWS = input.positionWS; |
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#endif |
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS); |
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#if defined(_NORMALMAP) || defined(_DETAIL) |
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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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half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz); |
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#if defined(_NORMALMAP) |
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inputData.tangentToWorld = tangentToWorld; |
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#endif |
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inputData.normalWS = TransformTangentToWorld(normalTS, tangentToWorld); |
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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 = viewDirWS; |
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) |
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inputData.shadowCoord = input.shadowCoord; |
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#elif 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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#ifdef _ADDITIONAL_LIGHTS_VERTEX |
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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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#else |
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor); |
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#endif |
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#if defined(DYNAMICLIGHTMAP_ON) |
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS); |
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#else |
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, 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; |
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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.vertexSH; |
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#endif |
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#endif |
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} |
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/////////////////////////////////////////////////////////////////////////////// |
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// Vertex and Fragment functions // |
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/////////////////////////////////////////////////////////////////////////////// |
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// Used in Standard (Physically Based) shader |
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Varyings LitPassVertex(Attributes input) |
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{ |
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Varyings output = (Varyings)0; |
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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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// 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 lighting and SH evaluation |
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); |
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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); |
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half fogFactor = 0; |
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#if !defined(_FOG_FRAGMENT) |
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fogFactor = ComputeFogFactor(vertexInput.positionCS.z); |
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#endif |
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); |
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// already normalized from normal transform to WS. |
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output.normalWS = normalInput.normalWS; |
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) |
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real sign = input.tangentOS.w * GetOddNegativeScale(); |
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half4 tangentWS = half4(normalInput.tangentWS.xyz, sign); |
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#endif |
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) |
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output.tangentWS = tangentWS; |
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#endif |
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) |
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); |
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half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS); |
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output.viewDirTS = viewDirTS; |
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#endif |
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OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV); |
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#ifdef DYNAMICLIGHTMAP_ON |
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output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; |
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#endif |
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH); |
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#ifdef _ADDITIONAL_LIGHTS_VERTEX |
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); |
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#else |
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output.fogFactor = fogFactor; |
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#endif |
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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) |
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output.positionWS = vertexInput.positionWS; |
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#endif |
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) |
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output.shadowCoord = GetShadowCoord(vertexInput); |
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#endif |
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output.positionCS = vertexInput.positionCS; |
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return output; |
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} |
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// Used in Standard (Physically Based) shader |
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half4 LitPassFragment(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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#if defined(_PARALLAXMAP) |
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) |
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half3 viewDirTS = input.viewDirTS; |
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#else |
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS); |
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half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, viewDirWS); |
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#endif |
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ApplyPerPixelDisplacement(viewDirTS, input.uv); |
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#endif |
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SurfaceData surfaceData; |
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InitializeStandardLitSurfaceData(input.uv, surfaceData); |
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InputData inputData; |
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InitializeInputData(input, surfaceData.normalTS, inputData); |
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap); |
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#ifdef _DBUFFER |
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ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); |
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#endif |
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half4 color = UniversalFragmentPBR(inputData, surfaceData); |
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color.rgb = MixFog(color.rgb, inputData.fogCoord); |
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color.a = OutputAlpha(color.a, _Surface); |
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return color; |
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} |
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#endif
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