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- 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);
- }
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