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ParticlesSimpleLitGBufferPass.hlsl 6.2KB

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  1. #ifndef UNIVERSAL_PARTICLES_GBUFFER_SIMPLE_LIT_PASS_INCLUDED
  2. #define UNIVERSAL_PARTICLES_GBUFFER_SIMPLE_LIT_PASS_INCLUDED
  3. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  4. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
  5. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
  6. void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData)
  7. {
  8. inputData = (InputData)0;
  9. inputData.positionWS = input.positionWS.xyz;
  10. inputData.positionCS = input.clipPos;
  11. #ifdef _NORMALMAP
  12. half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
  13. inputData.normalWS = TransformTangentToWorld(normalTS,
  14. half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
  15. #else
  16. half3 viewDirWS = input.viewDirWS;
  17. inputData.normalWS = input.normalWS;
  18. #endif
  19. inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
  20. viewDirWS = SafeNormalize(viewDirWS);
  21. inputData.viewDirectionWS = viewDirWS;
  22. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  23. inputData.shadowCoord = input.shadowCoord;
  24. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  25. inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
  26. #else
  27. inputData.shadowCoord = float4(0, 0, 0, 0);
  28. #endif
  29. inputData.fogCoord = 0; // not used for deferred shading
  30. inputData.vertexLighting = half3(0.0h, 0.0h, 0.0h);
  31. #if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
  32. inputData.bakedGI = SAMPLE_GI(input.vertexSH,
  33. GetAbsolutePositionWS(inputData.positionWS),
  34. inputData.normalWS,
  35. inputData.viewDirectionWS,
  36. input.clipPos.xy,
  37. input.probeOcclusion,
  38. inputData.shadowMask);
  39. #else
  40. inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS);
  41. #endif
  42. inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
  43. inputData.shadowMask = half4(1, 1, 1, 1);
  44. #if defined(DEBUG_DISPLAY) && !defined(PARTICLES_EDITOR_META_PASS)
  45. inputData.vertexSH = input.vertexSH;
  46. #endif
  47. }
  48. inline void InitializeParticleSimpleLitSurfaceData(VaryingsParticle input, out SurfaceData outSurfaceData)
  49. {
  50. outSurfaceData = (SurfaceData)0;
  51. ParticleParams particleParams;
  52. InitParticleParams(input, particleParams);
  53. outSurfaceData.normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
  54. half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams);
  55. outSurfaceData.albedo = AlphaModulate(albedo.rgb, albedo.a);
  56. outSurfaceData.alpha = albedo.a;
  57. #if defined(_EMISSION)
  58. outSurfaceData.emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv).rgb * _EmissionColor.rgb;
  59. #else
  60. outSurfaceData.emission = half3(0, 0, 0);
  61. #endif
  62. half4 specularGloss = SampleSpecularSmoothness(particleParams.uv, particleParams.blendUv, albedo.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
  63. outSurfaceData.specular = specularGloss.rgb;
  64. outSurfaceData.smoothness = specularGloss.a;
  65. #if defined(_DISTORTION_ON)
  66. outSurfaceData.albedo = Distortion(half4(outSurfaceData.albedo, outSurfaceData.alpha), outSurfaceData.normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition);
  67. #endif
  68. outSurfaceData.metallic = 0.0; // unused
  69. outSurfaceData.occlusion = 1.0;
  70. }
  71. ///////////////////////////////////////////////////////////////////////////////
  72. // Vertex and Fragment functions //
  73. ///////////////////////////////////////////////////////////////////////////////
  74. VaryingsParticle ParticlesLitGBufferVertex(AttributesParticle input)
  75. {
  76. VaryingsParticle output;
  77. UNITY_SETUP_INSTANCE_ID(input);
  78. UNITY_TRANSFER_INSTANCE_ID(input, output);
  79. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  80. VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  81. VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  82. half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
  83. #ifdef _NORMALMAP
  84. output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
  85. output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
  86. output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
  87. #else
  88. output.normalWS = half3(normalInput.normalWS);
  89. output.viewDirWS = viewDirWS;
  90. #endif
  91. OUTPUT_SH4(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion);
  92. output.positionWS.xyz = vertexInput.positionWS.xyz;
  93. output.positionWS.w = 0;
  94. output.clipPos = vertexInput.positionCS;
  95. output.color = GetParticleColor(input.color);
  96. #if defined(_FLIPBOOKBLENDING_ON)
  97. #if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
  98. GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
  99. #else
  100. GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
  101. #endif
  102. #else
  103. GetParticleTexcoords(output.texcoord, input.texcoords.xy);
  104. #endif
  105. #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
  106. output.projectedPosition = vertexInput.positionNDC;
  107. #endif
  108. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  109. output.shadowCoord = GetShadowCoord(vertexInput);
  110. #endif
  111. return output;
  112. }
  113. FragmentOutput ParticlesLitGBufferFragment(VaryingsParticle input)
  114. {
  115. UNITY_SETUP_INSTANCE_ID(input);
  116. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  117. SurfaceData surfaceData;
  118. InitializeParticleSimpleLitSurfaceData(input, surfaceData);
  119. InputData inputData;
  120. InitializeInputData(input, surfaceData.normalTS, inputData);
  121. SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, input.texcoord, _BaseMap);
  122. half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha);
  123. return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit);
  124. }
  125. #endif // UNIVERSAL_PARTICLES_GBUFFER_SIMPLE_LIT_PASS_INCLUDED