#ifndef UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED #define UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.positionWS.xyz; inputData.positionCS = input.clipPos; #ifdef _NORMALMAP half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w); inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); #else half3 viewDirWS = input.viewDirWS; inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #if SHADER_HINT_NICE_QUALITY viewDirWS = SafeNormalize(viewDirWS); #endif 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; // not used for deferred shading inputData.vertexLighting = half3(0.0h, 0.0h, 0.0h); inputData.bakedGI = SampleSHPixel(input.vertexSH, inputData.normalWS); inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos); inputData.shadowMask = half4(1, 1, 1, 1); #if defined(DEBUG_DISPLAY) && !defined(PARTICLES_EDITOR_META_PASS) inputData.vertexSH = input.vertexSH; #endif } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// VaryingsParticle ParticlesGBufferVertex(AttributesParticle input) { VaryingsParticle output = (VaryingsParticle)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 = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); half3 vertexLight = VertexLighting(vertexInput.positionWS, half3(normalInput.normalWS)); #ifdef _NORMALMAP output.normalWS = half4(normalInput.normalWS, viewDirWS.x); output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); #else output.normalWS = half3(normalInput.normalWS); output.viewDirWS = viewDirWS; #endif OUTPUT_SH(output.normalWS.xyz, output.vertexSH); output.positionWS.xyz = vertexInput.positionWS; output.clipPos = vertexInput.positionCS; output.color = input.color; #if defined(_FLIPBOOKBLENDING_ON) #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0); #else GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend); #endif #else GetParticleTexcoords(output.texcoord, input.texcoords.xy); #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif return output; } FragmentOutput ParticlesGBufferFragment(VaryingsParticle input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float3 blendUv = float3(0, 0, 0); #if defined(_FLIPBOOKBLENDING_ON) blendUv = input.texcoord2AndBlend; #endif float4 projectedPosition = float4(0,0,0,0); #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) projectedPosition = input.projectedPosition; #endif SurfaceData surfaceData; InitializeParticleLitSurfaceData(input.texcoord, blendUv, input.color, projectedPosition, surfaceData); InputData inputData; InitializeInputData(input, surfaceData.normalTS, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, input.texcoord, _BaseMap); // Stripped down version of UniversalFragmentPBR(). // 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); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); } #endif // UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED