You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
182 lines
6.3 KiB
182 lines
6.3 KiB
#ifndef UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED |
|
#define UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" |
|
|
|
// keep this file in sync with LitForwardPass.hlsl |
|
|
|
struct Attributes |
|
{ |
|
float4 positionOS : POSITION; |
|
float3 normalOS : NORMAL; |
|
float4 tangentOS : TANGENT; |
|
float2 texcoord : TEXCOORD0; |
|
float2 staticLightmapUV : TEXCOORD1; |
|
float2 dynamicLightmapUV : TEXCOORD2; |
|
UNITY_VERTEX_INPUT_INSTANCE_ID |
|
}; |
|
|
|
struct Varyings |
|
{ |
|
float2 uv : TEXCOORD0; |
|
|
|
float3 posWS : TEXCOORD1; // xyz: posWS |
|
|
|
#ifdef _NORMALMAP |
|
half4 normal : TEXCOORD2; // xyz: normal, w: viewDir.x |
|
half4 tangent : TEXCOORD3; // xyz: tangent, w: viewDir.y |
|
half4 bitangent : TEXCOORD4; // xyz: bitangent, w: viewDir.z |
|
#else |
|
half3 normal : TEXCOORD2; |
|
#endif |
|
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX |
|
half3 vertexLighting : TEXCOORD5; // xyz: vertex light |
|
#endif |
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) |
|
float4 shadowCoord : TEXCOORD6; |
|
#endif |
|
|
|
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7); |
|
#ifdef DYNAMICLIGHTMAP_ON |
|
float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs |
|
#endif |
|
|
|
float4 positionCS : SV_POSITION; |
|
UNITY_VERTEX_INPUT_INSTANCE_ID |
|
UNITY_VERTEX_OUTPUT_STEREO |
|
}; |
|
|
|
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) |
|
{ |
|
inputData = (InputData)0; |
|
|
|
inputData.positionWS = input.posWS; |
|
inputData.positionCS = input.positionCS; |
|
|
|
#ifdef _NORMALMAP |
|
half3 viewDirWS = half3(input.normal.w, input.tangent.w, input.bitangent.w); |
|
inputData.normalWS = TransformTangentToWorld(normalTS,half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz)); |
|
#else |
|
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS); |
|
inputData.normalWS = input.normal; |
|
#endif |
|
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); |
|
viewDirWS = SafeNormalize(viewDirWS); |
|
|
|
inputData.viewDirectionWS = viewDirWS; |
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) |
|
inputData.shadowCoord = input.shadowCoord; |
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) |
|
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); |
|
#else |
|
inputData.shadowCoord = float4(0, 0, 0, 0); |
|
#endif |
|
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX |
|
inputData.vertexLighting = input.vertexLighting.xyz; |
|
#else |
|
inputData.vertexLighting = half3(0, 0, 0); |
|
#endif |
|
|
|
inputData.fogCoord = 0; // we don't apply fog in the gbuffer pass |
|
|
|
#if defined(DYNAMICLIGHTMAP_ON) |
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS); |
|
#else |
|
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); |
|
#endif |
|
|
|
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); |
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); |
|
|
|
#if defined(DEBUG_DISPLAY) |
|
#if defined(DYNAMICLIGHTMAP_ON) |
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV; |
|
#endif |
|
#if defined(LIGHTMAP_ON) |
|
inputData.staticLightmapUV = input.staticLightmapUV; |
|
#else |
|
inputData.vertexSH = input.vertexSH; |
|
#endif |
|
#endif |
|
} |
|
|
|
/////////////////////////////////////////////////////////////////////////////// |
|
// Vertex and Fragment functions // |
|
/////////////////////////////////////////////////////////////////////////////// |
|
|
|
// Used in Standard (Simple Lighting) shader |
|
Varyings LitPassVertexSimple(Attributes input) |
|
{ |
|
Varyings output = (Varyings)0; |
|
|
|
UNITY_SETUP_INSTANCE_ID(input); |
|
UNITY_TRANSFER_INSTANCE_ID(input, output); |
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); |
|
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); |
|
|
|
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); |
|
output.posWS.xyz = vertexInput.positionWS; |
|
output.positionCS = vertexInput.positionCS; |
|
|
|
#ifdef _NORMALMAP |
|
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); |
|
output.normal = half4(normalInput.normalWS, viewDirWS.x); |
|
output.tangent = half4(normalInput.tangentWS, viewDirWS.y); |
|
output.bitangent = half4(normalInput.bitangentWS, viewDirWS.z); |
|
#else |
|
output.normal = NormalizeNormalPerVertex(normalInput.normalWS); |
|
#endif |
|
|
|
OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV); |
|
#ifdef DYNAMICLIGHTMAP_ON |
|
output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; |
|
#endif |
|
OUTPUT_SH(output.normal.xyz, output.vertexSH); |
|
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX |
|
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); |
|
output.vertexLighting = vertexLight; |
|
#endif |
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) |
|
output.shadowCoord = GetShadowCoord(vertexInput); |
|
#endif |
|
|
|
return output; |
|
} |
|
|
|
|
|
|
|
// Used for StandardSimpleLighting shader |
|
FragmentOutput LitPassFragmentSimple(Varyings input) |
|
{ |
|
UNITY_SETUP_INSTANCE_ID(input); |
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); |
|
|
|
SurfaceData surfaceData; |
|
InitializeSimpleLitSurfaceData(input.uv, surfaceData); |
|
|
|
InputData inputData; |
|
InitializeInputData(input, surfaceData.normalTS, inputData); |
|
SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap); |
|
|
|
#ifdef _DBUFFER |
|
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); |
|
#endif |
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); |
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); |
|
half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha); |
|
|
|
return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit); |
|
}; |
|
|
|
#endif
|
|
|