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TerrainDetailLitPasses.hlsl 6.9KB

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  1. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  2. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  3. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
  4. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  5. struct Attributes
  6. {
  7. float4 PositionOS : POSITION;
  8. float2 UV0 : TEXCOORD0;
  9. float2 UV1 : TEXCOORD1;
  10. float3 NormalOS : NORMAL;
  11. half4 Color : COLOR;
  12. UNITY_VERTEX_INPUT_INSTANCE_ID
  13. };
  14. struct Varyings
  15. {
  16. float2 UV01 : TEXCOORD0; // UV0
  17. DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
  18. half4 Color : TEXCOORD2; // Vertex Color
  19. half4 LightingFog : TEXCOORD3; // Vertex Lighting, Fog Factor
  20. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  21. float4 ShadowCoords : TEXCOORD4; // Shadow UVs
  22. #endif
  23. half4 NormalWS : TEXCOORD5;
  24. float3 PositionWS : TEXCOORD6;
  25. #ifdef USE_APV_PROBE_OCCLUSION
  26. float4 probeOcclusion : TEXCOORD7;
  27. #endif
  28. float4 PositionCS : SV_POSITION; // Clip Position
  29. UNITY_VERTEX_INPUT_INSTANCE_ID
  30. UNITY_VERTEX_OUTPUT_STEREO
  31. };
  32. void InitializeInputData(Varyings input, out InputData inputData)
  33. {
  34. inputData = (InputData)0;
  35. inputData.positionCS = input.PositionCS;
  36. inputData.normalWS = half3(0, 1, 0);
  37. inputData.viewDirectionWS = half3(0, 0, 1);
  38. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  39. inputData.shadowCoord = input.ShadowCoords;
  40. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  41. inputData.shadowCoord = TransformWorldToShadowCoord(input.PositionWS);
  42. #else
  43. inputData.shadowCoord = float4(0, 0, 0, 0);
  44. #endif
  45. inputData.fogCoord = input.LightingFog.a;
  46. inputData.vertexLighting = input.LightingFog.rgb;
  47. inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.PositionCS);
  48. inputData.positionWS = input.PositionWS;
  49. #if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
  50. inputData.bakedGI = SAMPLE_GI(input.vertexSH,
  51. GetAbsolutePositionWS(inputData.positionWS),
  52. input.NormalWS.xyz,
  53. GetWorldSpaceNormalizeViewDir(inputData.positionWS),
  54. inputData.positionCS.xy,
  55. input.probeOcclusion,
  56. inputData.shadowMask);
  57. #else
  58. inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, input.NormalWS.xyz);
  59. inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
  60. #endif
  61. #if defined(DEBUG_DISPLAY)
  62. inputData.uv = input.UV01;
  63. #endif
  64. }
  65. void InitializeSurfaceData(half3 albedo, half alpha, out SurfaceData surfaceData)
  66. {
  67. surfaceData = (SurfaceData)0;
  68. surfaceData.albedo = albedo;
  69. surfaceData.alpha = alpha;
  70. surfaceData.emission = half3(0, 0, 0);
  71. surfaceData.metallic = 0;
  72. surfaceData.occlusion = 0;
  73. surfaceData.smoothness = 1;
  74. surfaceData.specular = half3(0, 0, 0);
  75. surfaceData.clearCoatMask = 0;
  76. surfaceData.clearCoatSmoothness = 1;
  77. surfaceData.normalTS = half3(0, 0, 1);
  78. }
  79. half4 UniversalTerrainLit(InputData inputData, SurfaceData surfaceData)
  80. {
  81. #if defined(DEBUG_DISPLAY)
  82. half4 debugColor;
  83. if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
  84. {
  85. return debugColor;
  86. }
  87. #endif
  88. #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  89. half3 lighting = inputData.vertexLighting * MainLightRealtimeShadow(inputData.shadowCoord);
  90. #else
  91. half3 lighting = inputData.vertexLighting;
  92. #endif
  93. half4 color = half4(surfaceData.albedo, surfaceData.alpha);
  94. if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_GLOBAL_ILLUMINATION))
  95. {
  96. lighting += inputData.bakedGI;
  97. }
  98. color.rgb *= lighting;
  99. return color;
  100. }
  101. half4 UniversalTerrainLit(InputData inputData, half3 albedo, half alpha)
  102. {
  103. SurfaceData surfaceData;
  104. InitializeSurfaceData(albedo, alpha, surfaceData);
  105. return UniversalTerrainLit(inputData, surfaceData);
  106. }
  107. Varyings TerrainLitVertex(Attributes input)
  108. {
  109. Varyings output = (Varyings)0;
  110. UNITY_SETUP_INSTANCE_ID(input);
  111. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  112. // Vertex attributes
  113. output.UV01 = TRANSFORM_TEX(input.UV0, _MainTex);
  114. OUTPUT_LIGHTMAP_UV(input.UV1, unity_LightmapST, output.staticLightmapUV);
  115. VertexPositionInputs vertexInput = GetVertexPositionInputs(input.PositionOS.xyz);
  116. output.Color = input.Color;
  117. output.PositionCS = vertexInput.positionCS;
  118. // Shadow Coords
  119. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  120. output.ShadowCoords = GetShadowCoord(vertexInput);
  121. #endif
  122. // Vertex Lighting
  123. half3 NormalWS = input.NormalOS;
  124. OUTPUT_SH4(vertexInput.positionWS, NormalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion);
  125. Light mainLight = GetMainLight();
  126. half3 attenuatedLightColor = mainLight.color * mainLight.distanceAttenuation;
  127. half3 diffuseColor = half3(0, 0, 0);
  128. if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_MAIN_LIGHT))
  129. {
  130. diffuseColor += LightingLambert(attenuatedLightColor, mainLight.direction, NormalWS);
  131. }
  132. #if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
  133. if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS))
  134. {
  135. int pixelLightCount = GetAdditionalLightsCount();
  136. for (int i = 0; i < pixelLightCount; ++i)
  137. {
  138. Light light = GetAdditionalLight(i, vertexInput.positionWS);
  139. half3 attenuatedLightColor = light.color * light.distanceAttenuation;
  140. diffuseColor += LightingLambert(attenuatedLightColor, light.direction, NormalWS);
  141. }
  142. }
  143. #endif
  144. output.LightingFog.xyz = diffuseColor;
  145. // Fog factor
  146. output.LightingFog.w = ComputeFogFactor(output.PositionCS.z);
  147. output.NormalWS.xyz = NormalWS;
  148. output.PositionWS = vertexInput.positionWS;
  149. return output;
  150. }
  151. half4 TerrainLitForwardFragment(Varyings input) : SV_Target
  152. {
  153. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  154. InputData inputData;
  155. InitializeInputData(input, inputData);
  156. SETUP_DEBUG_TEXTURE_DATA_FOR_TERRAIN(inputData);
  157. half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01);
  158. half4 color = UniversalTerrainLit(inputData, tex.rgb, tex.a);
  159. color.rgb = MixFog(color.rgb, inputData.fogCoord);
  160. return color;
  161. }
  162. FragmentOutput TerrainLitGBufferFragment(Varyings input)
  163. {
  164. UNITY_SETUP_INSTANCE_ID(input);
  165. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  166. half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01);
  167. InputData inputData;
  168. InitializeInputData(input, inputData);
  169. SETUP_DEBUG_TEXTURE_DATA_FOR_TERRAIN(inputData);
  170. SurfaceData surfaceData;
  171. InitializeSurfaceData(tex.rgb, tex.a, surfaceData);
  172. half4 color = UniversalTerrainLit(inputData, tex.rgb, tex.a);
  173. return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingInvalid);
  174. }