#ifndef UNITY_GRAPHFUNCTIONS_LW_INCLUDED #define UNITY_GRAPHFUNCTIONS_LW_INCLUDED #define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_LWSampleSceneDepth(uv) #define SHADERGRAPH_SAMPLE_SCENE_COLOR(uv) shadergraph_LWSampleSceneColor(uv) #define SHADERGRAPH_BAKED_GI(positionWS, normalWS, uvStaticLightmap, uvDynamicLightmap, applyScaling) shadergraph_LWBakedGI(positionWS, normalWS, uvStaticLightmap, uvDynamicLightmap, applyScaling) #define SHADERGRAPH_REFLECTION_PROBE(viewDir, normalOS, lod) shadergraph_LWReflectionProbe(viewDir, normalOS, lod) #define SHADERGRAPH_FOG(position, color, density) shadergraph_LWFog(position, color, density) #define SHADERGRAPH_AMBIENT_SKY unity_AmbientSky #define SHADERGRAPH_AMBIENT_EQUATOR unity_AmbientEquator #define SHADERGRAPH_AMBIENT_GROUND unity_AmbientGround #if defined(REQUIRE_DEPTH_TEXTURE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" #endif #if defined(REQUIRE_OPAQUE_TEXTURE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" #endif float shadergraph_LWSampleSceneDepth(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) return SampleSceneDepth(uv); #else return 0; #endif } float3 shadergraph_LWSampleSceneColor(float2 uv) { #if defined(REQUIRE_OPAQUE_TEXTURE) return SampleSceneColor(uv); #else return 0; #endif } float3 shadergraph_LWBakedGI(float3 positionWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool applyScaling) { #ifdef LIGHTMAP_ON if (applyScaling) uvStaticLightmap = uvStaticLightmap * unity_LightmapST.xy + unity_LightmapST.zw; return SampleLightmap(uvStaticLightmap, normalWS); #else return SampleSH(normalWS); #endif } float3 shadergraph_LWReflectionProbe(float3 viewDir, float3 normalOS, float lod) { float3 reflectVec = reflect(-viewDir, normalOS); return DecodeHDREnvironment(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVec, lod), unity_SpecCube0_HDR); } void shadergraph_LWFog(float3 position, out float4 color, out float density) { color = unity_FogColor; density = ComputeFogFactor(TransformObjectToHClip(position).z); } // This function assumes the bitangent flip is encoded in tangentWS.w float3x3 BuildTangentToWorld(float4 tangentWS, float3 normalWS) { // tangentWS must not be normalized (mikkts requirement) // Normalize normalWS vector but keep the renormFactor to apply it to bitangent and tangent float3 unnormalizedNormalWS = normalWS; float renormFactor = 1.0 / length(unnormalizedNormalWS); // bitangent on the fly option in xnormal to reduce vertex shader outputs. // this is the mikktspace transformation (must use unnormalized attributes) float3x3 tangentToWorld = CreateTangentToWorld(unnormalizedNormalWS, tangentWS.xyz, tangentWS.w > 0.0 ? 1.0 : -1.0); // surface gradient based formulation requires a unit length initial normal. We can maintain compliance with mikkts // by uniformly scaling all 3 vectors since normalization of the perturbed normal will cancel it. tangentToWorld[0] = tangentToWorld[0] * renormFactor; tangentToWorld[1] = tangentToWorld[1] * renormFactor; tangentToWorld[2] = tangentToWorld[2] * renormFactor; // normalizes the interpolated vertex normal return tangentToWorld; } // Always include Shader Graph version // Always include last to avoid double macros #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" #endif // UNITY_GRAPHFUNCTIONS_LW_INCLUDED