#ifndef HAIR_CORE_INCLUDED #define HAIR_CORE_INCLUDED //-------------------------------------- // Vertex shader VertexOutput LitPassVertex(VertexInput input) { VertexOutput output = (VertexOutput)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); float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); output.uv.xy = input.texcoord; // Hair lighting always needs tangent output.viewDirWS = viewDirWS; output.normalWS = normalInput.normalWS; float sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = float4(normalInput.tangentWS.xyz, sign); OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); OUTPUT_SH(output.normalWS.xyz, output.vertexSH); output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) output.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif output.positionCS = vertexInput.positionCS; output.color = input.color; // output.screenPos = ComputeScreenPos(output.positionCS); return output; } //-------------------------------------- // Fragment shader and functions float Dither32(float2 Pos, float frameIndexMod4) { uint3 k0 = uint3(13, 5, 15); float Ret = dot(float3(Pos.xy, frameIndexMod4 + 0.5f), k0 / 32.0f); return frac(Ret); } inline void InitializeHairLitSurfaceData(float2 uv, half4 vertexColor, out SurfaceDescription outSurfaceData) { half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff); // a2c sharpened // (col.a - _Cutoff) / max(fwidth(col.a), 0.0001) + 0.5; // float2 ditherUV = screenPos.xy / screenPos.w; // ditherUV *= _ScreenParams.xy * _Dither_TexelSize.xy; // half BlueNoise = SAMPLE_TEXTURE2D(_Dither, sampler_Dither, ditherUV).a; // clip(albedoAlpha.a - clamp(BlueNoise, 0.1, _Cutoff)); // outSurfaceData.alpha = 1; //clip( albedoAlpha.a - Dither32( screenPos.xy / screenPos.w * _ScreenParams.xy, _FrameIndexMod4 )); outSurfaceData.albedo = albedoAlpha.rgb; // * _BaseColor.rgb; // * vertexColor.rgb; outSurfaceData.metallic = 0; outSurfaceData.specular = _SpecColor.rgb; // Normal Map #if defined (_NORMALMAP) outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); #else outSurfaceData.normalTS = half3(0,0,1); #endif //outSurfaceData.occlusion = lerp(1.0h, SSSAOSample.a, _OcclusionStrength); #if defined(_MASKMAP) half4 MaskMapSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, uv); outSurfaceData.occlusion = MaskMapSample.g; //lerp(1.0h, SSSAOSample.a, _OcclusionStrength); outSurfaceData.shift = MaskMapSample.b; #else outSurfaceData.occlusion = 1; outSurfaceData.shift = 1; #endif outSurfaceData.smoothness = _Smoothness; outSurfaceData.emission = 0; } void InitializeInputData(VertexOutput input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) inputData.positionWS = input.positionWS; #endif half3 viewDirWS = SafeNormalize(input.viewDirWS); float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz)); inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); 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 inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); //inputData.normalizedScreenSpaceUV = input.positionCS.xy; inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); } half4 LitPassFragment(VertexOutput input #if defined(_ENABLEVFACE) , half facing : VFACE #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // Get the surface description SurfaceDescription surfaceData; InitializeHairLitSurfaceData(input.uv.xy, input.color, surfaceData); // Handle VFACE #if defined(_ENABLEVFACE) surfaceData.normalTS.z *= facing; #endif // Prepare surface data (like bring normal into world space and get missing inputs like gi InputData inputData; InitializeInputData(input, surfaceData.normalTS, inputData); #if defined(_RIMLIGHTING) half rim = saturate(1.0h - saturate( dot(inputData.normalWS, inputData.viewDirectionWS) ) ); half power = _RimPower; UNITY_BRANCH if(_RimFrequency > 0 ) { half perPosition = lerp(0.0h, 1.0h, dot(1.0h, frac(UNITY_MATRIX_M._m03_m13_m23) * 2.0h - 1.0h ) * _RimPerPositionFrequency ) * 3.1416h; power = lerp(power, _RimMinPower, (1.0h + sin(_Time.y * _RimFrequency + perPosition) ) * 0.5h ); } surfaceData.emission += pow(rim, power) * _RimColor.rgb * _RimColor.a; #endif // Apply lighting half4 color = LuxURPHairFragment( inputData, input.tangentWS.xyz, surfaceData.albedo * lerp(_SecondaryColor.rgb, _BaseColor.rgb, input.color.a), surfaceData.specular, surfaceData.occlusion, surfaceData.emission, surfaceData.albedo, // noise _SpecularShift * surfaceData.shift, _SpecularTint.rgb, _SpecularExponent * surfaceData.smoothness, _SecondarySpecularShift * surfaceData.shift, _SecondarySpecularTint.rgb, _SecondarySpecularExponent * surfaceData.smoothness, _RimTransmissionIntensity, _AmbientReflection ); color.a = surfaceData.alpha; // Add fog color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; } #endif