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151 lines
5.7 KiB
151 lines
5.7 KiB
#ifndef UNIVERSAL_PARTICLES_GBUFFER_SIMPLE_LIT_PASS_INCLUDED |
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#define UNIVERSAL_PARTICLES_GBUFFER_SIMPLE_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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.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; // 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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inline void InitializeParticleSimpleLitSurfaceData(VaryingsParticle input, out SurfaceData outSurfaceData) |
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{ |
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outSurfaceData = (SurfaceData)0; |
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ParticleParams particleParams; |
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InitParticleParams(input, particleParams); |
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outSurfaceData.normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); |
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half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams); |
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outSurfaceData.albedo = AlphaModulate(albedo.rgb, albedo.a); |
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outSurfaceData.alpha = albedo.a; |
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#if defined(_EMISSION) |
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outSurfaceData.emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv) * _EmissionColor.rgb; |
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#else |
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outSurfaceData.emission = half3(0, 0, 0); |
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#endif |
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half4 specularGloss = SampleSpecularSmoothness(particleParams.uv, particleParams.blendUv, albedo.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); |
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outSurfaceData.specular = specularGloss.rgb; |
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outSurfaceData.smoothness = specularGloss.a; |
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#if defined(_DISTORTION_ON) |
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outSurfaceData.albedo = Distortion(half4(outSurfaceData.albedo, outSurfaceData.alpha), outSurfaceData.normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition); |
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#endif |
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outSurfaceData.metallic = 0.0; // unused |
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outSurfaceData.occlusion = 1.0; |
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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 ParticlesLitGBufferVertex(AttributesParticle input) |
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{ |
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VaryingsParticle 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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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); |
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); |
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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.xyz; |
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output.positionWS.w = 0; |
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output.clipPos = vertexInput.positionCS; |
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output.color = GetParticleColor(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(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) |
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output.projectedPosition = vertexInput.positionNDC; |
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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 ParticlesLitGBufferFragment(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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SurfaceData surfaceData; |
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InitializeParticleSimpleLitSurfaceData(input, 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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half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha); |
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return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit); |
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} |
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#endif // UNIVERSAL_PARTICLES_GBUFFER_SIMPLE_LIT_PASS_INCLUDED
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