#ifndef UNIVERSAL_META_PASS_INCLUDED #define UNIVERSAL_META_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END float unity_OneOverOutputBoost; float unity_MaxOutputValue; float unity_UseLinearSpace; struct MetaInput { half3 Albedo; half3 Emission; half3 SpecularColor; }; float4 MetaVertexPosition(float4 positionOS, float2 uv1, float2 uv2, float4 uv1ST, float4 uv2ST) { if (unity_MetaVertexControl.x) { positionOS.xy = uv1 * uv1ST.xy + uv1ST.zw; // OpenGL right now needs to actually use incoming vertex position, // so use it in a very dummy way positionOS.z = positionOS.z > 0 ? REAL_MIN : 0.0f; } if (unity_MetaVertexControl.y) { positionOS.xy = uv2 * uv2ST.xy + uv2ST.zw; // OpenGL right now needs to actually use incoming vertex position, // so use it in a very dummy way positionOS.z = positionOS.z > 0 ? REAL_MIN : 0.0f; } return TransformWorldToHClip(positionOS.xyz); } half4 MetaFragment(MetaInput input) { half4 res = 0; if (unity_MetaFragmentControl.x) { res = half4(input.Albedo, 1.0); // Apply Albedo Boost from LightmapSettings. res.rgb = clamp(PositivePow(res.rgb, saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue); } if (unity_MetaFragmentControl.y) { half3 emission; if (unity_UseLinearSpace) emission = input.Emission; else emission = LinearToSRGB(input.Emission); res = half4(emission, 1.0); } return res; } #endif