void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.positionWS; inputData.positionCS = input.positionCS; #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(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; } FragmentOutput frag(PackedVaryings packedInput) { 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.uv, _MainTex); #ifdef _SPECULAR_SETUP float3 specular = surfaceDescription.Specular; float metallic = 1; #else float3 specular = 0; float metallic = surfaceDescription.Metallic; #endif #ifdef _DBUFFER ApplyDecal(unpacked.positionCS, surfaceDescription.BaseColor, specular, inputData.normalWS, metallic, surfaceDescription.Occlusion, surfaceDescription.Smoothness); #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(surfaceDescription.BaseColor, metallic, specular, surfaceDescription.Smoothness, alpha, brdfData); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceDescription.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); return BRDFDataToGbuffer(brdfData, inputData, surfaceDescription.Smoothness, surfaceDescription.Emission + color, surfaceDescription.Occlusion); }