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- #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
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