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- #ifndef UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED
- #define UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
-
- 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 positionWS : TEXCOORD1; // xyz: posWS
-
- #ifdef _NORMALMAP
- half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
- half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
- half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
- #else
- half3 normalWS : TEXCOORD2;
- #endif
-
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
- #else
- half fogFactor : TEXCOORD5;
- #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
-
- #ifdef USE_APV_PROBE_OCCLUSION
- float4 probeOcclusion : TEXCOORD9;
- #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.positionWS;
- #if defined(DEBUG_DISPLAY)
- inputData.positionCS = input.positionCS;
- #endif
-
- #ifdef _NORMALMAP
- half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
- inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
- inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
- #else
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
- inputData.normalWS = input.normalWS;
- #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.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #else
- inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor);
- inputData.vertexLighting = half3(0, 0, 0);
- #endif
-
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
- #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
- inputData.bakedGI = SAMPLE_GI(input.vertexSH,
- GetAbsolutePositionWS(inputData.positionWS),
- inputData.normalWS,
- inputData.viewDirectionWS,
- input.positionCS.xy,
- input.probeOcclusion,
- inputData.shadowMask);
- #else
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
- #endif
-
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
-
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
- #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);
-
- #if defined(_FOG_FRAGMENT)
- half fogFactor = 0;
- #else
- half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- #endif
-
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- output.positionWS.xyz = vertexInput.positionWS;
- output.positionCS = vertexInput.positionCS;
-
- #ifdef _NORMALMAP
- half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
- output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
- output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
- output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
- #else
- output.normalWS = 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_SH4(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion);
-
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- #else
- output.fogFactor = fogFactor;
- #endif
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
-
- return output;
- }
-
- // Used for StandardSimpleLighting shader
- void LitPassFragmentSimple(
- Varyings input
- , out half4 outColor : SV_Target0
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- SurfaceData surfaceData;
- InitializeSimpleLitSurfaceData(input.uv, surfaceData);
-
- #ifdef LOD_FADE_CROSSFADE
- LODFadeCrossFade(input.positionCS);
- #endif
-
- InputData inputData;
- InitializeInputData(input, surfaceData.normalTS, inputData);
- SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv, _BaseMap));
-
- #ifdef _DBUFFER
- ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
- #endif
-
- half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData);
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface));
-
- outColor = color;
-
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
- #endif
- }
-
- #endif
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