#ifndef UNIVERSAL_LIT_GBUFFER_PASS_INCLUDED #define UNIVERSAL_LIT_GBUFFER_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" // TODO: Currently we support viewDirTS caclulated in vertex shader and in fragments shader. // As both solutions have their advantages and disadvantages (etc. shader target 2.0 has only 8 interpolators). // We need to find out if we can stick to one solution, which we needs testing. // So keeping this until I get manaul QA pass. #if defined(_PARALLAXMAP) && (SHADER_TARGET >= 30) #define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR #endif #if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL) #define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR #endif // keep this file in sync with LitForwardPass.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 float3 normalWS : TEXCOORD3; #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign #endif float3 viewDirWS : TEXCOORD5; half3 vertexLighting : TEXCOORD6; // xyz: vertex lighting #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD7; #endif #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) float3 viewDirTS : TEXCOORD8; #endif float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) inputData.positionWS = input.positionWS; #endif half3 viewDirWS = SafeNormalize(input.viewDirWS); #if defined(_NORMALMAP) || defined(_DETAIL) float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); #else inputData.normalWS = input.normalWS; #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 = 0.0; // we don't apply fog in the guffer pass inputData.vertexLighting = input.vertexLighting.xyz; 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 (Physically Based) shader Varyings LitGBufferPassVertex(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); // normalWS and tangentWS already normalize. // this is required to avoid skewing the direction during interpolation // also required for per-vertex lighting and SH evaluation VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS); half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); // already normalized from normal transform to WS. output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) real sign = input.tangentOS.w * GetOddNegativeScale(); half4 tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) output.tangentWS = tangentWS; #endif #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS); output.viewDirTS = viewDirTS; #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); OUTPUT_SH(output.normalWS.xyz, output.vertexSH); output.vertexLighting = 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; } // Used in Standard (Physically Based) shader FragmentOutput LitGBufferPassFragment(Varyings input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(_PARALLAXMAP) #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) half3 viewDirTS = input.viewDirTS; #else half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS); #endif ApplyPerPixelDisplacement(viewDirTS, input.uv); #endif SurfaceData surfaceData; InitializeStandardLitSurfaceData(input.uv, surfaceData); InputData inputData; InitializeInputData(input, surfaceData.normalTS, inputData); // Stripped down version of UniversalFragmentPBR(). #ifdef _SPECULARHIGHLIGHTS_OFF bool specularHighlightsOff = true; #else bool specularHighlightsOff = false; #endif // in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR // in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer BRDFData brdfData; InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.normalWS, inputData.viewDirectionWS); return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color); } #endif