void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.positionWS; #ifdef _NORMALMAP // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped. float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz); #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS); #elif _NORMAL_DROPOFF_WS inputData.normalWS = surfaceDescription.NormalWS; #endif #else inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = SafeNormalize(input.viewDirectionWS); #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 = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x); inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS); #endif inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.staticLightmapUV; #else inputData.vertexSH = input.sh; #endif #endif } PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; output = BuildVaryings(input); PackedVaryings packedOutput = (PackedVaryings)0; packedOutput = PackVaryings(output); return packedOutput; } half4 frag(PackedVaryings packedInput) : SV_TARGET { Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked); #if _ALPHATEST_ON half alpha = surfaceDescription.Alpha; clip(alpha - surfaceDescription.AlphaClipThreshold); #elif _SURFACE_TYPE_TRANSPARENT half alpha = surfaceDescription.Alpha; #else half alpha = 1; #endif InputData inputData; InitializeInputData(unpacked, surfaceDescription, inputData); // TODO: Mip debug modes would require this, open question how to do this on ShaderGraph. //SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.texCoord1.xy, _MainTex); #ifdef _SPECULAR_SETUP float3 specular = surfaceDescription.Specular; float metallic = 1; #else float3 specular = 0; float metallic = surfaceDescription.Metallic; #endif half3 normalTS = half3(0, 0, 0); #if defined(_NORMALMAP) && defined(_NORMAL_DROPOFF_TS) normalTS = surfaceDescription.NormalTS; #endif SurfaceData surface; surface.albedo = surfaceDescription.BaseColor; surface.metallic = saturate(metallic); surface.specular = specular; surface.smoothness = saturate(surfaceDescription.Smoothness), surface.occlusion = surfaceDescription.Occlusion, surface.emission = surfaceDescription.Emission, surface.alpha = saturate(alpha); surface.normalTS = normalTS; surface.clearCoatMask = 0; surface.clearCoatSmoothness = 1; #ifdef _CLEARCOAT surface.clearCoatMask = saturate(surfaceDescription.CoatMask); surface.clearCoatSmoothness = saturate(surfaceDescription.CoatSmoothness); #endif #ifdef _DBUFFER ApplyDecalToSurfaceData(unpacked.positionCS, surface, inputData); #endif half4 color = UniversalFragmentPBR(inputData, surface); color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; }