#ifndef UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED #define UNIVERSAL_SIMPLE_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); float3 posWS : TEXCOORD2; // xyz: posWS #ifdef _NORMALMAP float4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x float4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y float4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z #else float3 normal : TEXCOORD3; float3 viewDir : TEXCOORD4; #endif half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD7; #endif float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) { inputData.positionWS = input.posWS; #ifdef _NORMALMAP half3 viewDirWS = half3(input.normal.w, input.tangent.w, input.bitangent.w); inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz)); #else half3 viewDirWS = input.viewDir; inputData.normalWS = input.normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); viewDirWS = SafeNormalize(viewDirWS); 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 = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Used in Standard (Simple Lighting) shader Varyings LitPassVertexSimple(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); half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS); half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); output.posWS.xyz = vertexInput.positionWS; output.positionCS = vertexInput.positionCS; #ifdef _NORMALMAP output.normal = half4(normalInput.normalWS, viewDirWS.x); output.tangent = half4(normalInput.tangentWS, viewDirWS.y); output.bitangent = half4(normalInput.bitangentWS, viewDirWS.z); #else output.normal = NormalizeNormalPerVertex(normalInput.normalWS); output.viewDir = viewDirWS; #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); OUTPUT_SH(output.normal.xyz, output.vertexSH); output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif return output; } // Used for StandardSimpleLighting shader half4 LitPassFragmentSimple(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.uv; half4 diffuseAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); half3 diffuse = diffuseAlpha.rgb * _BaseColor.rgb; half alpha = diffuseAlpha.a * _BaseColor.a; AlphaDiscard(alpha, _Cutoff); #ifdef _ALPHAPREMULTIPLY_ON diffuse *= alpha; #endif half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); half3 emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); half4 specular = SampleSpecularSmoothness(uv, alpha, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); half smoothness = specular.a; InputData inputData; InitializeInputData(input, normalTS, inputData); half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specular, smoothness, emission, alpha); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, _Surface); return color; } #endif