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140 lines
4.0 KiB
140 lines
4.0 KiB
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#ifndef URP_UNLIT_FORWARD_PASS_INCLUDED |
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#define URP_UNLIT_FORWARD_PASS_INCLUDED |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
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struct Attributes |
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{ |
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float4 positionOS : POSITION; |
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float2 uv : TEXCOORD0; |
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#if defined(DEBUG_DISPLAY) |
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float3 normalOS : NORMAL; |
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float4 tangentOS : TANGENT; |
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#endif |
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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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float fogCoord : TEXCOORD1; |
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float4 positionCS : SV_POSITION; |
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#if defined(DEBUG_DISPLAY) |
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float3 positionWS : TEXCOORD2; |
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float3 normalWS : TEXCOORD3; |
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float3 viewDirWS : TEXCOORD4; |
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#endif |
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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, out InputData inputData) |
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{ |
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inputData = (InputData)0; |
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#if defined(DEBUG_DISPLAY) |
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inputData.positionWS = input.positionWS; |
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inputData.normalWS = input.normalWS; |
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inputData.viewDirectionWS = input.viewDirWS; |
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#else |
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inputData.positionWS = float3(0, 0, 0); |
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inputData.normalWS = half3(0, 0, 1); |
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inputData.viewDirectionWS = half3(0, 0, 1); |
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#endif |
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inputData.shadowCoord = 0; |
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inputData.fogCoord = 0; |
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inputData.vertexLighting = half3(0, 0, 0); |
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inputData.bakedGI = half3(0, 0, 0); |
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inputData.normalizedScreenSpaceUV = 0; |
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inputData.shadowMask = half4(1, 1, 1, 1); |
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} |
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Varyings UnlitPassVertex(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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output.positionCS = vertexInput.positionCS; |
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap); |
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#if defined(_FOG_FRAGMENT) |
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output.fogCoord = vertexInput.positionVS.z; |
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#else |
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output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z); |
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#endif |
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#if defined(DEBUG_DISPLAY) |
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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 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS); |
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// already normalized from normal transform to WS. |
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output.positionWS = vertexInput.positionWS; |
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output.normalWS = normalInput.normalWS; |
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output.viewDirWS = viewDirWS; |
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#endif |
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return output; |
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} |
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half4 UnlitPassFragment(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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half2 uv = input.uv; |
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv); |
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half3 color = texColor.rgb * _BaseColor.rgb; |
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half alpha = texColor.a * _BaseColor.a; |
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AlphaDiscard(alpha, _Cutoff); |
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#if defined(_ALPHAPREMULTIPLY_ON) |
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color *= alpha; |
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#endif |
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InputData inputData; |
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InitializeInputData(input, inputData); |
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap); |
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#ifdef _DBUFFER |
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ApplyDecalToBaseColor(input.positionCS, color); |
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#endif |
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#if defined(_FOG_FRAGMENT) |
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#if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) |
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float viewZ = -input.fogCoord; |
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float nearToFarZ = max(viewZ - _ProjectionParams.y, 0); |
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half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ); |
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#else |
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half fogFactor = 0; |
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#endif |
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#else |
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half fogFactor = input.fogCoord; |
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#endif |
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half4 finalColor = UniversalFragmentUnlit(inputData, color, alpha); |
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#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT) |
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float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); |
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AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV); |
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finalColor.rgb *= aoFactor.directAmbientOcclusion; |
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#endif |
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finalColor.rgb = MixFog(finalColor.rgb, fogFactor); |
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return finalColor; |
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} |
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#endif
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