#if !defined(SHADERGRAPH_PREVIEW) || defined(LIGHTWEIGHT_LIGHTING_INCLUDED) // As we do not have access to the vertex lights we will make the shader always sample add lights per pixel #if defined(_ADDITIONAL_LIGHTS_VERTEX) #undef _ADDITIONAL_LIGHTS_VERTEX #define _ADDITIONAL_LIGHTS #endif #endif void Lighting_half( // Base inputs float3 positionWS, half3 viewDirectionWS, // Normal inputs half3 normalWS, half3 tangentWS, half3 bitangentWS, bool enableNormalMapping, half3 normalTS, // Surface description half3 albedo, half metallic, half3 specular, half smoothness, half occlusion, half alpha, // Lightmapping float2 lightMapUV, // Final lit color out half3 MetaAlbedo, out half3 FinalLighting, out half3 MetaSpecular ) { //#ifdef SHADERGRAPH_PREVIEW #if defined(SHADERGRAPH_PREVIEW) || ( !defined(LIGHTWEIGHT_LIGHTING_INCLUDED) && !defined(UNIVERSAL_LIGHTING_INCLUDED) ) FinalLighting = albedo; MetaAlbedo = half3(0,0,0); MetaSpecular = half3(0,0,0); #else // This fixes the fog issue #if defined (_ALPHAPREMULTIPLY_ON) unity_FogColor *= alpha; // Two Materials Setup: We would have to tweak alpha according to fog intensity? which we do not have. #endif // Real Lighting ---------- if (enableNormalMapping) { normalWS = TransformTangentToWorld(normalTS, half3x3(tangentWS.xyz, bitangentWS.xyz, normalWS.xyz)); } normalWS = NormalizeNormalPerPixel(normalWS); viewDirectionWS = SafeNormalize(viewDirectionWS); // GI Lighting half3 bakedGI; #ifdef LIGHTMAP_ON lightMapUV = lightMapUV * unity_LightmapST.xy + unity_LightmapST.zw; bakedGI = SAMPLE_GI(lightMapUV, half3(0,0,0), normalWS); #else bakedGI = SampleSH(normalWS); #endif BRDFData brdfData; InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData); float4 clipPos = TransformWorldToHClip(positionWS); // Get Shadow Sampling Coords / Unfortunately per pixel... #if SHADOWS_SCREEN float4 shadowCoord = ComputeScreenPos(clipPos); #else float4 shadowCoord = TransformWorldToShadowCoord(positionWS); #endif // Shadow mask #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) half4 shadowMask = SAMPLE_SHADOWMASK(lightMapUV); #elif !defined (LIGHTMAP_ON) half4 shadowMask = unity_ProbesOcclusion; #else half4 shadowMask = half4(1, 1, 1, 1); #endif //Light mainLight = GetMainLight(shadowCoord); Light mainLight = GetMainLight(shadowCoord, positionWS, shadowMask); // SSAO - no ssao here as it does not write into the depth/depthnormal buffer FinalLighting = GlobalIllumination(brdfData, bakedGI, occlusion, normalWS, viewDirectionWS); MixRealtimeAndBakedGI(mainLight, normalWS, bakedGI, half4(0, 0, 0, 0)); // GetMainLight will return screen space shadows. #if defined(_MAIN_LIGHT_SHADOWS) float4 shadowCoordWS = TransformWorldToShadowCoord(positionWS); ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); half shadowStrength = GetMainLightShadowStrength(); mainLight.shadowAttenuation = SampleShadowmap(shadowCoordWS, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false); #endif // Main Light FinalLighting += LightingPhysicallyBased(brdfData, mainLight, normalWS, viewDirectionWS); // Handle additional lights #ifdef _ADDITIONAL_LIGHTS uint pixelLightCount = GetAdditionalLightsCount(); for (uint i = 0u; i < pixelLightCount; ++i) { // Light light = GetAdditionalPerObjectLight(index, positionWS); // here; shadowAttenuation = 1.0; // URP 10: We have to use the new GetAdditionalLight function Light light = GetAdditionalLight(i, positionWS, shadowMask); FinalLighting += LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS); } #endif // Set Albedo for meta pass #if defined(LIGHTWEIGHT_META_PASS_INCLUDED) || defined(UNIVERSAL_META_PASS_INCLUDED) FinalLighting = half3(0,0,0); MetaAlbedo = albedo; MetaSpecular = specular; #else MetaAlbedo = half3(0,0,0); MetaSpecular = half3(0,0,0); #endif // End Real Lighting ---------- #endif } // Unity 2019.1. needs a float version void Lighting_float( // Base inputs float3 positionWS, half3 viewDirectionWS, // Normal inputs half3 normalWS, half3 tangentWS, half3 bitangentWS, bool enableNormalMapping, half3 normalTS, // Surface description half3 albedo, half metallic, half3 specular, half smoothness, half occlusion, half alpha, // Lightmapping float2 lightMapUV, // Final lit color out half3 MetaAlbedo, out half3 FinalLighting, out half3 MetaSpecular ) { Lighting_half( positionWS, viewDirectionWS, normalWS, tangentWS, bitangentWS, enableNormalMapping, normalTS, albedo, metallic, specular, smoothness, occlusion, alpha, lightMapUV, MetaAlbedo, FinalLighting, MetaSpecular); }