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-
- void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData)
- {
- inputData = (InputData)0;
-
- inputData.positionWS = input.positionWS;
-
- #ifdef _NORMALMAP
- // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
- float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
- float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
-
- inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
- #if _NORMAL_DROPOFF_TS
- inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld);
- #elif _NORMAL_DROPOFF_OS
- inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
- #elif _NORMAL_DROPOFF_WS
- inputData.normalWS = surfaceDescription.NormalWS;
- #endif
- #else
- inputData.normalWS = input.normalWS;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
-
- #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
-
- inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, 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.sh,
- GetAbsolutePositionWS(inputData.positionWS),
- inputData.normalWS,
- inputData.viewDirectionWS,
- input.positionCS.xy,
- input.probeOcclusion,
- inputData.shadowMask);
- #else
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, 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.sh;
- #endif
-
- inputData.positionCS = input.positionCS;
- #endif
- }
-
- PackedVaryings vert(Attributes input)
- {
- Varyings output = (Varyings)0;
- output = BuildVaryings(input);
- PackedVaryings packedOutput = (PackedVaryings)0;
- packedOutput = PackVaryings(output);
- return packedOutput;
- }
-
- void frag(
- PackedVaryings packedInput
- , out half4 outColor : SV_Target0
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
- {
- Varyings unpacked = UnpackVaryings(packedInput);
- UNITY_SETUP_INSTANCE_ID(unpacked);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
- SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
-
- #if defined(_SURFACE_TYPE_TRANSPARENT)
- bool isTransparent = true;
- #else
- bool isTransparent = false;
- #endif
-
- #if defined(_ALPHATEST_ON)
- half alpha = AlphaDiscard(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
- #elif defined(_SURFACE_TYPE_TRANSPARENT)
- half alpha = surfaceDescription.Alpha;
- #else
- half alpha = half(1.0);
- #endif
-
- #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
- LODFadeCrossFade(unpacked.positionCS);
- #endif
-
- InputData inputData;
- InitializeInputData(unpacked, surfaceDescription, inputData);
- #ifdef VARYINGS_NEED_TEXCOORD0
- SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.texCoord0);
- #else
- SETUP_DEBUG_TEXTURE_DATA_NO_UV(inputData);
- #endif
-
- #ifdef _SPECULAR_SETUP
- float3 specular = surfaceDescription.Specular;
- float metallic = 1;
- #else
- float3 specular = 0;
- float metallic = surfaceDescription.Metallic;
- #endif
-
- half3 normalTS = half3(0, 0, 0);
- #if defined(_NORMALMAP) && defined(_NORMAL_DROPOFF_TS)
- normalTS = surfaceDescription.NormalTS;
- #endif
-
- SurfaceData surface;
- surface.albedo = surfaceDescription.BaseColor;
- surface.metallic = saturate(metallic);
- surface.specular = specular;
- surface.smoothness = saturate(surfaceDescription.Smoothness),
- surface.occlusion = surfaceDescription.Occlusion,
- surface.emission = surfaceDescription.Emission,
- surface.alpha = saturate(alpha);
- surface.normalTS = normalTS;
- surface.clearCoatMask = 0;
- surface.clearCoatSmoothness = 1;
-
- #ifdef _CLEARCOAT
- surface.clearCoatMask = saturate(surfaceDescription.CoatMask);
- surface.clearCoatSmoothness = saturate(surfaceDescription.CoatSmoothness);
- #endif
-
- surface.albedo = AlphaModulate(surface.albedo, surface.alpha);
-
- #ifdef _DBUFFER
- ApplyDecalToSurfaceData(unpacked.positionCS, surface, inputData);
- #endif
-
- half4 color = UniversalFragmentPBR(inputData, surface);
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
-
- color.a = OutputAlpha(color.a, isTransparent);
-
- outColor = color;
-
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
- #endif
- }
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