123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581 |
- #ifndef LUXLWRP_SIMPLE_LIT_PASS_INCLUDED
- #define LUXLWRP_SIMPLE_LIT_PASS_INCLUDED
- #if !defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
- #define ADDITIONAL_LIGHT_CALCULATE_SHADOWS
- #endif
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- // Not needed here - and errors on M1?
- //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
- struct AttributesParticleLux
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- half4 color : COLOR;
- #if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
- float4 texcoords : TEXCOORD0;
- #if defined (_PERVERTEX_SAMPLEOFFSET)
- float4 texcoordBlend : TEXCOORD1;
- #else
- float texcoordBlend : TEXCOORD1;
- #endif
- #else
- #if defined (_PERVERTEX_SAMPLEOFFSET)
- float4 texcoords : TEXCOORD0;
- float texcoordBlend : TEXCOORD1;
- #else
- float2 texcoords : TEXCOORD0;
- #endif
- #endif
- #if defined(_NORMALMAP)
- float4 tangentOS : TANGENT;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VaryingsParticleLux
- {
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 positionWS : TEXCOORD1;
- float3 normalWS : TEXCOORD2;
- #ifdef _NORMALMAP
- float4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
- #endif
- float3 viewDirWS : TEXCOORD4;
- #if defined(_FLIPBOOKBLENDING_ON)
- float3 texcoord2AndBlend : TEXCOORD5;
- #endif
- #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
- float4 projectedPosition : TEXCOORD6;
- #endif
- // Passing shadowCoord from vertex to fragment produced too many artifacts
- //#if (defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)) || defined(_PERVERTEX_SHADOWS)
- // float4 shadowCoord : TEXCOORD7;
- //#endif
- // So we split the work between vertex and fragment and only calculate the cascade in the vertex shader
- // Ok on metal but still not perfect on dx11
- // uint cascade : TEXCOORD7;
- float3 vertexSH : TEXCOORD7; // SH Lighting
- half4 lighting : TEXCOORD8; // Per vertex sampled shadows
- #if defined _ADDITIONAL_LIGHTS_VERTEX
- half3 vertexLighting : TEXCOORD9;
- #endif
- float4 clipPos : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeInputData(VaryingsParticleLux input, half3 normalTS, out InputData output) {
- output = (InputData)0;
- output.positionWS = input.positionWS.xyz;
- half3 viewDirWS = SafeNormalize(input.viewDirWS);
- #ifdef _NORMALMAP
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- output.normalWS = TransformTangentToWorld(normalTS,
- half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
- #else
- output.normalWS = input.normalWS;
- #endif
-
- output.normalWS = NormalizeNormalPerPixel(output.normalWS);
- output.viewDirectionWS = viewDirWS;
- //#if (defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)) || defined(_PERVERTEX_SHADOWS)
- //output.shadowCoord = input.shadowCoord;
- // #else
- output.shadowCoord = float4(1, 1, 1, 1);
- // #endif
- output.fogCoord = (half)input.positionWS.w;
- #if defined _ADDITIONAL_LIGHTS_VERTEX
- output.vertexLighting = input.vertexLighting;
- #else
- output.vertexLighting = half3(0.0h, 0.0h, 0.0h);
- #endif
- output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS);
- }
- ///////////////////////////////////////////////////////////////////////////////
- // Vertex and Fragment functions //
- ///////////////////////////////////////////////////////////////////////////////
- // Because of: ADDITIONAL_LIGHT_CALCULATE_SHADOWS we have to include our own here (copy paste from shadows)
- real LuxSampleShadowmap(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData, half4 shadowParams, bool isPerspectiveProjection = true)
- {
- // Compiler will optimize this branch away as long as isPerspectiveProjection is known at compile time
- if (isPerspectiveProjection)
- shadowCoord.xyz /= shadowCoord.w;
- real attenuation;
- real shadowStrength = shadowParams.x;
- // 1-tap hardware comparison
- attenuation = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz);
- attenuation = LerpWhiteTo(attenuation, shadowStrength);
- // Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
- // TODO: We could use branch here to save some perf on some platforms.
- return BEYOND_SHADOW_FAR(shadowCoord) ? 1.0 : attenuation;
- }
- half LuxAdditionalLightRealtimeShadow(int lightIndex, float3 positionWS, ShadowSamplingData shadowSamplingData)
- {
- #if !defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
- return 1.0h;
- #endif
- //ShadowSamplingData shadowSamplingData = GetAdditionalLightShadowSamplingData();
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- lightIndex = _AdditionalShadowsIndices[lightIndex];
- // We have to branch here as otherwise we would sample buffer with lightIndex == -1.
- // However this should be ok for platforms that store light in SSBO.
- UNITY_BRANCH
- if (lightIndex < 0)
- return 1.0;
- float4 shadowCoord = mul(_AdditionalShadowsBuffer[lightIndex].worldToShadowMatrix, float4(positionWS, 1.0));
- #else
- float4 shadowCoord = mul(_AdditionalLightsWorldToShadow[lightIndex], float4(positionWS, 1.0));
- #endif
- half4 shadowParams = GetAdditionalLightShadowParams(lightIndex);
- return LuxSampleShadowmap(TEXTURE2D_ARGS(_AdditionalLightsShadowmapTexture, sampler_AdditionalLightsShadowmapTexture), shadowCoord, shadowSamplingData, shadowParams, true);
- }
- VaryingsParticleLux ParticlesLitVertex(AttributesParticleLux input)
- {
- VaryingsParticleLux output;
-
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
- // In order to get rid of the tangent we have to add and #if here.
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal,
- #if defined(_NORMALMAP)
- input.tangentOS
- #else
- float4 (0,0,0,0)
- #endif
- );
- half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
- output.normalWS = normalInput.normalWS;
- output.viewDirWS = viewDirWS;
- #ifdef _NORMALMAP
- real sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
- #endif
- OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
- output.positionWS.xyz = vertexInput.positionWS.xyz;
- // NOTE: output.positionWS.w contains fog!
- output.positionWS.w = ComputeFogFactor(vertexInput.positionCS.z);
-
- output.clipPos = vertexInput.positionCS;
- output.color = input.color;
-
- output.texcoord = input.texcoords.xy;
- #ifdef _FLIPBOOKBLENDING_ON
- output.texcoord2AndBlend.xy = input.texcoords.zw;
- output.texcoord2AndBlend.z = input.texcoordBlend.x;
- #endif
- #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
- output.projectedPosition = ComputeScreenPos(vertexInput.positionCS);
- #endif
- #if defined _ADDITIONAL_LIGHTS_VERTEX
- output.vertexLighting = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- #endif
- output.lighting = half4(1,1,1,1);
- #if defined(_PERVERTEX_SHADOWS)
- // Main Light shadows - we do not sample the screen space shadowmap but the cascaded map
- #ifdef _MAIN_LIGHT_SHADOWS_CASCADE
- half cascade = ComputeCascadeIndex(output.positionWS.xyz);
- #else
- half cascade = 0;
- #endif
- float4 shadowCoord = mul(_MainLightWorldToShadow[cascade], float4(output.positionWS.xyz, 1.0));
- shadowCoord.w = cascade;
- ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
- half shadowStrength = GetMainLightShadowStrength();
- output.lighting.a = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
- // Multi sample and blend directional shadows. Offset is derived from velocity.
- #if defined(_PERVERTEX_SAMPLEOFFSET)
- #ifdef _FLIPBOOKBLENDING_ON
- float3 vel = normalize(input.texcoordBlend.yzw) * _SampleOffset;
- #else
- float3 vel = normalize( float3(input.texcoords.zw, input.texcoordBlend.x)) * _SampleOffset;
- #endif
- float4 sc = TransformWorldToShadowCoord(output.positionWS.xyz + vel);
- output.lighting.a += SampleShadowmap(sc, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
- sc = TransformWorldToShadowCoord(output.positionWS.xyz - vel);
- output.lighting.a += SampleShadowmap(sc, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
- output.lighting.a /= 3;
- #endif
- #if defined (_ADDITIONALLIGHT_SHADOWS)
- uint pixelLightCount = GetAdditionalLightsCount();
- // Limit pixelLightCount to 3 as we only have 4 entries ( last one used by the directional light)
- pixelLightCount = min(3, pixelLightCount);
- float shadow[3] = {(1), (1), (1)};
- ShadowSamplingData shadowSamplingDataAdd = GetAdditionalLightShadowSamplingData();
-
- for (uint i = 0u; i < pixelLightCount; ++i) {
- int PerObjectLightIndex = GetPerObjectLightIndex(i);
- // DX11 does not like this
- //output.lighting[i] = AdditionalLightRealtimeShadow(PerObjectLightIndex, output.positionWS.xyz);
- // URP 10: we have to call custom fuction
- shadow[i] = LuxAdditionalLightRealtimeShadow(PerObjectLightIndex, output.positionWS.xyz, shadowSamplingDataAdd);
- #if defined(_PERVERTEX_SAMPLEOFFSET)
- shadow[i] += LuxAdditionalLightRealtimeShadow(PerObjectLightIndex, output.positionWS.xyz + vel, shadowSamplingDataAdd);
- shadow[i] += LuxAdditionalLightRealtimeShadow(PerObjectLightIndex, output.positionWS.xyz - vel, shadowSamplingDataAdd);
- shadow[i] /= 3;
- #endif
- }
- output.lighting.xyz = half3(shadow[0], shadow[1], shadow[2]);
- #endif
- #endif
- return output;
- }
- // Lighting
- half3 LuxLightingLambertTransmission(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half strength)
- {
- half NdotL = saturate(dot(normal, lightDir));
- #if defined(_TRANSMISSION)
- return lightColor * saturate(NdotL) + lightColor * saturate(dot(-viewDir, lightDir + normal * _TransmissionDistortion)) * strength;
- #else
- return lightColor * NdotL;
- #endif
- }
- half4 LuxBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, float4 inputLighting, half transmission, uint cascade)
- {
-
- #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
- half4 shadowMask = inputData.shadowMask;
- #elif !defined (LIGHTMAP_ON)
- half4 shadowMask = unity_ProbesOcclusion;
- #else
- half4 shadowMask = half4(1, 1, 1, 1);
- #endif
- shadowMask = half4(1, 1, 1, 1);
- Light mainLight = GetMainLight(inputData.shadowCoord);
- MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
- //transmission *= 1.0h - alpha;
- #if defined(_PERVERTEX_SHADOWS)
- // Here shadowAttenuation never gets used so it should be stripped by the compiler...
- half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation);
- attenuatedLightColor *= inputLighting.w;
- #else
- half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation); // * mainLight.shadowAttenuation);
- // Main Light shadows - We do not sample the screen space shadowmap but the cascaded map
- ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
- // Vertex to fragment interpolation procudes too many errors?
- // inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS.xyz); // - inputData.normalWS*0.5);
- // Using uint cascade actually looks fine on Metal but not dx11, so we actually do all the calculation per pixel
- /* #ifdef _MAIN_LIGHT_SHADOWS_CASCADE
- float4 shadowCoord = mul(_MainLightWorldToShadow[cascade], float4(inputData.positionWS, 1.0));
- #else
- float4 shadowCoord = mul(_MainLightWorldToShadow[0], float4(inputData.positionWS, 1.0));
- #endif
- */
- float4 shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
- half shadowStrength = GetMainLightShadowStrength();
- attenuatedLightColor *= SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
- #endif
- half3 diffuseColor = inputData.bakedGI + LuxLightingLambertTransmission(attenuatedLightColor, mainLight.direction, inputData.normalWS, inputData.viewDirectionWS, transmission);
- half3 specularColor = LightingSpecular(attenuatedLightColor, mainLight.direction, inputData.normalWS, inputData.viewDirectionWS, specularGloss, smoothness);
- #ifdef _ADDITIONAL_LIGHTS
- uint pixelLightCount = GetAdditionalLightsCount();
- #if defined(_PERVERTEX_SHADOWS) && defined(_ADDITIONALLIGHT_SHADOWS)
- // Metal does not like to access the components using indices?! So we chose another way.
- half shadow[4] = {(inputLighting.x), (inputLighting.y), (inputLighting.z), (inputLighting.w)};
- #endif
- for (uint i = 0u; i < pixelLightCount; ++i) {
- // URP 10: shadowMask needed!
- Light light = GetAdditionalLight(i, inputData.positionWS, shadowMask);
- #if defined(_PERVERTEX_SHADOWS)
- // Here shadowAttenuation never gets used so it should be stripped by the compiler...
- half3 attenuatedLightColor = light.color * light.distanceAttenuation;
- #if defined(_ADDITIONALLIGHT_SHADOWS)
- // make sure we use the same LightIndex and do not sample more than we have.
- attenuatedLightColor *= (i < 3u) ? shadow[i] : 1.0h;
- #endif
- #else
- half3 attenuatedLightColor = light.color * (light.distanceAttenuation
- #if defined(_ADDITIONALLIGHT_SHADOWS)
- * light.shadowAttenuation
- #endif
- );
- #endif
- diffuseColor += LuxLightingLambertTransmission(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, transmission);
- specularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, specularGloss, smoothness);
- }
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- diffuseColor += inputData.vertexLighting;
- #endif
- half3 finalColor = diffuseColor * diffuse + emission;
- #if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
- #if !defined(_SPECULARHIGHLIGHTS_OFF)
- finalColor += specularColor;
- #endif
- #endif
- #ifdef _ADDITIONAL_LIGHTS
- #if defined(_PERVERTEX_SHADOWS) && defined(_ADDITIONALLIGHT_SHADOWS)
- //finalColor = half3(shadow[0], shadow[1], shadow[2]);
- #endif
- #endif
- return half4(finalColor, alpha);
- }
- half4 ParticlesLitFragment(VaryingsParticleLux input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 uv = input.texcoord;
- float3 blendUv = float3(0, 0, 0);
- #if defined(_FLIPBOOKBLENDING_ON)
- blendUv = input.texcoord2AndBlend;
- #endif
- float4 projectedPosition = float4(0,0,0,0);
- #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
- projectedPosition = input.projectedPosition;
- #endif
- // Fix screenUV for Single Pass Stereo Rendering
- #if defined(UNITY_SINGLE_PASS_STEREO)
- projectedPosition.xy /= projectedPosition.w;
- projectedPosition.w = 1.0f; // Reset
- //projectedPosition.x = projectedPosition.x * 0.5f + (float)unity_StereoEyeIndex * 0.5f;
- projectedPosition.xy = UnityStereoTransformScreenSpaceTex(projectedPosition.xy);
- #endif
-
- half4 albedo = Lux_SampleAlbedo(uv, blendUv, _BaseColor, input.color, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
- // Early out
- clip(albedo.a - 0.001h);
-
- half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
- // We do not use the macro here
- half3 diffuse = albedo.rgb; //AlphaModulate(albedo.rgb, albedo.a);
- half alpha = albedo.a;
- #if defined(_EMISSION)
- half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), uv, blendUv).rgb * _EmissionColor.rgb;
- #else
- half3 emission = half3(0, 0, 0);
- #endif
- //_SpecColor.a *= _Smoothness;
- half4 specularGloss = SampleSpecularSmoothness(uv, blendUv, albedo.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
- half shininess = specularGloss.a;
-
- #if defined(_DISTORTION_ON)
- diffuse = Distortion(half4(diffuse, alpha), normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition);
- #endif
- InputData inputData;
- InitializeInputData(input, normalTS, inputData);
- half4 color = LuxBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha, input.lighting, _Transmission, 0 /*input.cascade*/);
- #if defined(_ADDITIVE)
- // Add fog
- color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
- #else
- // Add fog
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- #endif
- #if defined(_ALPHAPREMULTIPLY_ON)
- color.rgb = color.rgb * color.a;
- #endif
- return color;
- }
- ///////////////////////////////////////////////////////////////////////////////
- // Tesellation functions //
- ///////////////////////////////////////////////////////////////////////////////
- #if defined(_USESTESSELLATION)
- real3 GetDistanceBasedTessFactor(real3 p0, real3 p1, real3 p2, real3 cameraPosWS, real tessMinDist, real tessMaxDist)
- {
- real3 edgePosition0 = 0.5 * (p1 + p2);
- real3 edgePosition1 = 0.5 * (p0 + p2);
- real3 edgePosition2 = 0.5 * (p0 + p1);
- // In case camera-relative rendering is enabled, 'cameraPosWS' is statically known to be 0,
- // so the compiler will be able to optimize distance() to length().
- real dist0 = distance(edgePosition0, cameraPosWS);
- real dist1 = distance(edgePosition1, cameraPosWS);
- real dist2 = distance(edgePosition2, cameraPosWS);
- // The saturate will handle the produced NaN in case min == max
- real fadeDist = tessMaxDist - tessMinDist;
- real3 tessFactor;
- tessFactor.x = saturate(1.0 - (dist0 - tessMinDist) / fadeDist);
- tessFactor.y = saturate(1.0 - (dist1 - tessMinDist) / fadeDist);
- tessFactor.z = saturate(1.0 - (dist2 - tessMinDist) / fadeDist);
- return tessFactor;
- }
- // More or less the same as AttributesParticleLux
- struct TessVertex {
- float4 vertex : INTERNALTESSPOS;
- float3 normal : NORMAL;
- half4 color : COLOR;
- #if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
- float4 texcoords : TEXCOORD0;
- #if defined (_PERVERTEX_SAMPLEOFFSET)
- float4 texcoordBlend : TEXCOORD1;
- #else
- float texcoordBlend : TEXCOORD1;
- #endif
- #else
- #if defined (_PERVERTEX_SAMPLEOFFSET)
- float4 texcoords : TEXCOORD0;
- #else
- float2 texcoords : TEXCOORD0;
- #endif
- #endif
- #if defined(_NORMALMAP)
- float4 tangentOS : TANGENT;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct OutputPatchConstant {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- // The Vertex Shader - simply copies the inputs
- TessVertex ParticlesLitTessVertex (AttributesParticleLux input) {
- TessVertex o;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, o); // Fine, now the vertex shader outputs the id
- o.vertex = input.vertex;
- o.normal = input.normal;
- o.color = input.color;
- #if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
- o.texcoords = input.texcoords;
- o.texcoordBlend = input.texcoordBlend;
- #else
- o.texcoords = input.texcoords;
- #endif
- #if defined(_NORMALMAP)
- o.tangentOS = input.tangentOS;
- #endif
- return o;
- }
- float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2) {
- real4 tess;
- tess.xyz = _Tess * clamp(GetDistanceBasedTessFactor (v.vertex.xyz, v1.vertex.xyz, v2.vertex.xyz, _WorldSpaceCameraPos, _TessRange.x, _TessRange.y ), 0.01, 1 );
- tess.w = (tess.x + tess.y + tess.z) / 3.0;
- return tess;
- }
- OutputPatchConstant hullconst (InputPatch<TessVertex,3> v) {
- OutputPatchConstant o;
- float4 ts = Tessellation( v[0], v[1], v[2]);
- o.edge[0] = ts.x;
- o.edge[1] = ts.y;
- o.edge[2] = ts.z;
- o.inside = ts.w;
- return o;
- }
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("hullconst")]
- [outputcontrolpoints(3)]
- TessVertex ParticlesLitHull (InputPatch<TessVertex,3> v, uint id : SV_OutputControlPointID) {
- return v[id];
- }
- [domain("tri")]
- VaryingsParticleLux ParticlesLitDomain (OutputPatchConstant tessFactors, const OutputPatch<TessVertex,3> vi, float3 bary : SV_DomainLocation) {
- AttributesParticleLux v = (AttributesParticleLux)0;
- v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z;
- v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z;
- v.color = vi[0].color*bary.x + vi[1].color*bary.y + vi[2].color*bary.z;
- #if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
- v.texcoords = vi[0].texcoords*bary.x + vi[1].texcoords*bary.y + vi[2].texcoords*bary.z;
- v.texcoordBlend = vi[0].texcoordBlend*bary.x + vi[1].texcoordBlend*bary.y + vi[2].texcoordBlend*bary.z;
- #else
- v.texcoords = vi[0].texcoords*bary.x + vi[1].texcoords*bary.y + vi[2].texcoords*bary.z;
- #endif
- #if defined(_NORMALMAP)
- v.tangentOS = vi[0].tangentOS*bary.x + vi[1].tangentOS*bary.y + vi[2].tangentOS*bary.z;
- #endif
- // UNITY_SETUP_INSTANCE_ID(vi[0]);
- // This is all we need?
- UNITY_TRANSFER_INSTANCE_ID(vi[0], v);
- // Now call the regular vertex function
- VaryingsParticleLux o = ParticlesLitVertex(v);
- return o;
- }
- #endif
- // ---------------------------
- #endif // LUXLWRP_SIMPLE_LIT_PASS_INCLUDED
|