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136 lines
5.3 KiB
136 lines
5.3 KiB
#ifndef UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED |
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#define UNIVERSAL_PARTICLES_GBUFFER_LIT_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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void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData) |
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{ |
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inputData = (InputData)0; |
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inputData.positionWS = input.positionWS.xyz; |
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inputData.positionCS = input.clipPos; |
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#ifdef _NORMALMAP |
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half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w); |
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inputData.normalWS = TransformTangentToWorld(normalTS, |
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half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); |
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#else |
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half3 viewDirWS = input.viewDirWS; |
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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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#if SHADER_HINT_NICE_QUALITY |
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viewDirWS = SafeNormalize(viewDirWS); |
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#endif |
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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; // not used for deferred shading |
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inputData.vertexLighting = half3(0.0h, 0.0h, 0.0h); |
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inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS); |
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos); |
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inputData.shadowMask = half4(1, 1, 1, 1); |
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#if defined(DEBUG_DISPLAY) && !defined(PARTICLES_EDITOR_META_PASS) |
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inputData.vertexSH = input.vertexSH; |
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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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VaryingsParticle ParticlesGBufferVertex(AttributesParticle input) |
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{ |
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VaryingsParticle output = (VaryingsParticle)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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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); |
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); |
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half3 vertexLight = VertexLighting(vertexInput.positionWS, half3(normalInput.normalWS)); |
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#ifdef _NORMALMAP |
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output.normalWS = half4(normalInput.normalWS, viewDirWS.x); |
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output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); |
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output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); |
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#else |
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output.normalWS = half3(normalInput.normalWS); |
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output.viewDirWS = viewDirWS; |
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#endif |
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH); |
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output.positionWS.xyz = vertexInput.positionWS; |
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output.clipPos = vertexInput.positionCS; |
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output.color = input.color; |
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#if defined(_FLIPBOOKBLENDING_ON) |
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#if defined(UNITY_PARTICLE_INSTANCING_ENABLED) |
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GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0); |
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#else |
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GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend); |
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#endif |
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#else |
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GetParticleTexcoords(output.texcoord, input.texcoords.xy); |
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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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return output; |
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} |
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FragmentOutput ParticlesGBufferFragment(VaryingsParticle 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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float3 blendUv = float3(0, 0, 0); |
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#if defined(_FLIPBOOKBLENDING_ON) |
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blendUv = input.texcoord2AndBlend; |
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#endif |
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float4 projectedPosition = float4(0,0,0,0); |
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#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) |
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projectedPosition = input.projectedPosition; |
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#endif |
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SurfaceData surfaceData; |
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InitializeParticleLitSurfaceData(input.texcoord, blendUv, input.color, projectedPosition, 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.texcoord, _BaseMap); |
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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 // UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED
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