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217 lines
8.1 KiB
217 lines
8.1 KiB
#ifndef UNIVERSAL_LIT_GBUFFER_PASS_INCLUDED |
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#define UNIVERSAL_LIT_GBUFFER_PASS_INCLUDED |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" |
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// TODO: Currently we support viewDirTS caclulated in vertex shader and in fragments shader. |
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// As both solutions have their advantages and disadvantages (etc. shader target 2.0 has only 8 interpolators). |
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// We need to find out if we can stick to one solution, which we needs testing. |
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// So keeping this until I get manaul QA pass. |
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#if defined(_PARALLAXMAP) && (SHADER_TARGET >= 30) |
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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 LitForwardPass.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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half3 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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#ifdef _ADDITIONAL_LIGHTS_VERTEX |
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half3 vertexLighting : TEXCOORD4; // xyz: vertex lighting |
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#endif |
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) |
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float4 shadowCoord : TEXCOORD5; |
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#endif |
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) |
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half3 viewDirTS : TEXCOORD6; |
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#endif |
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7); |
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#ifdef DYNAMICLIGHTMAP_ON |
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float2 dynamicLightmapUV : TEXCOORD8; // 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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inputData.positionCS = input.positionCS; |
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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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inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); |
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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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inputData.fogCoord = 0.0; // we don't apply fog in the guffer pass |
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#ifdef _ADDITIONAL_LIGHTS_VERTEX |
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inputData.vertexLighting = input.vertexLighting.xyz; |
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#else |
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inputData.vertexLighting = half3(0, 0, 0); |
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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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} |
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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 LitGBufferPassVertex(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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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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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); |
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output.vertexLighting = vertexLight; |
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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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FragmentOutput LitGBufferPassFragment(Varyings input) |
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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 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.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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// Stripped down version of UniversalFragmentPBR(). |
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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(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.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, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); |
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return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); |
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} |
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#endif
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