123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125 |
- 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;
- }
|