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- #ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
- #define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float2 texcoord : TEXCOORD0;
- float2 lightmapUV : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
- #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
- float3 positionWS : TEXCOORD2;
- #endif
- #if defined (_NORMALMAP) || defined(_PARALLAX) || defined (_BENTNORMAL)
- float3 normalWS : TEXCOORD3;
- float3 viewDirWS : TEXCOORD4;
- float4 tangentWS : TEXCOORD5;
- #else
- float3 normalWS : TEXCOORD3;
- float3 viewDirWS : TEXCOORD4;
- #endif
- half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD7;
- #endif
- /* not needed as we use positionCS
- #if SHADOWS_SCREEN
- #if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF)
- #if defined(_FADING_ON)
- float4 screenCoord : TEXCOORD8;
- #endif
- #endif
- #else
- #if defined(_FADING_ON)
- float4 screenCoord : TEXCOORD8;
- #endif
- #endif
- */
- float4 positionCS : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeInputData(Varyings input, float3 bitangentWS, half3 viewDirWS, half3 normalTS, out InputData inputData)
- {
- inputData = (InputData)0;
- #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
- inputData.positionWS = input.positionWS;
- #endif
- #if defined(_NORMALMAP) || defined(_SAMPLENORMAL)
- inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangentWS.xyz, input.normalWS.xyz));
- #else
- inputData.normalWS = input.normalWS.xyz;
- #endif
- 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);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
- }
- ///////////////////////////////////////////////////////////////////////////////
- // Vertex and Fragment functions //
- ///////////////////////////////////////////////////////////////////////////////
- // Used in Standard (Physically Based) shader
- Varyings LitPassVertexUber(Attributes input)
- {
- Varyings output = (Varyings)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 = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #if defined (_NORMALMAP) || defined(_PARALLAX) || defined (_BENTNORMAL)
- output.normalWS = normalInput.normalWS;
- float sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = float4(normalInput.tangentWS, sign);
- #else
- output.normalWS = normalInput.normalWS; //NormalizeNormalPerVertex(normalInput.normalWS);
- #endif
- output.viewDirWS = viewDirWS;
- 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;
- return output;
- }
- #endif
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