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- #if (SHADERPASS == SHADERPASS_SHADOWCASTER)
- // Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
- // For Directional lights, _LightDirection is used when applying shadow Normal Bias.
- // For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex.
- #ifndef HAVE_VFX_MODIFICATION
- float3 _LightDirection;
- #else
- //_LightDirection is already defined in com.unity.render-pipelines.universal\Runtime\VFXGraph\Shaders\VFXCommon.hlsl
- #endif
- float3 _LightPosition;
- #endif
- #ifdef VARYINGS_NEED_PREVIOUS_POSITION_CS
- bool IsSmoothRotation(float3 prevAxis1, float3 prevAxis2, float3 currAxis1, float3 currAxis2)
- {
- float angleThreshold = 0.984f; // cos(10 degrees)
- float2 angleDot = float2(dot(normalize(prevAxis1), normalize(currAxis1)), dot(normalize(prevAxis2), normalize(currAxis2)));
- return all(angleDot > angleThreshold);
- }
- #endif
- #if defined(FEATURES_GRAPH_VERTEX)
- #if defined(HAVE_VFX_MODIFICATION)
- VertexDescription BuildVertexDescription(Attributes input, AttributesElement element)
- {
- GraphProperties properties;
- ZERO_INITIALIZE(GraphProperties, properties);
- // Fetch the vertex graph properties for the particle instance.
- GetElementVertexProperties(element, properties);
- // Evaluate Vertex Graph
- VertexDescriptionInputs vertexDescriptionInputs = BuildVertexDescriptionInputs(input);
- VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
- return vertexDescription;
- }
- #else
- VertexDescription BuildVertexDescription(Attributes input)
- {
- // Evaluate Vertex Graph
- VertexDescriptionInputs vertexDescriptionInputs = BuildVertexDescriptionInputs(input);
- VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
- return vertexDescription;
- }
- #endif
- #endif
- Varyings BuildVaryings(Attributes input)
- {
- Varyings output = (Varyings)0;
- #if defined(HAVE_VFX_MODIFICATION)
- AttributesElement element;
- ZERO_INITIALIZE(AttributesElement, element);
- if (!GetMeshAndElementIndex(input, element))
- return output; // Culled index.
- if (!GetInterpolatorAndElementData(output, element))
- return output; // Dead particle.
- SetupVFXMatrices(element, output);
- #endif
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- #if defined(FEATURES_GRAPH_VERTEX)
- #if defined(HAVE_VFX_MODIFICATION)
- VertexDescription vertexDescription = BuildVertexDescription(input, element);
- #else
- VertexDescription vertexDescription = BuildVertexDescription(input);
- #endif
- #if defined(CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC)
- CustomInterpolatorPassThroughFunc(output, vertexDescription);
- #endif
- // Assign modified vertex attributes
- input.positionOS = vertexDescription.Position;
- #if defined(VARYINGS_NEED_NORMAL_WS)
- input.normalOS = vertexDescription.Normal;
- #endif //FEATURES_GRAPH_NORMAL
- #if defined(VARYINGS_NEED_TANGENT_WS)
- input.tangentOS.xyz = vertexDescription.Tangent.xyz;
- #endif //FEATURES GRAPH TANGENT
- #endif //FEATURES_GRAPH_VERTEX
- // TODO: Avoid path via VertexPositionInputs (Universal)
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- // Returns the camera relative position (if enabled)
- float3 positionWS = TransformObjectToWorld(input.positionOS);
- #ifdef ATTRIBUTES_NEED_NORMAL
- float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
- #else
- // Required to compile ApplyVertexModification that doesn't use normal.
- float3 normalWS = float3(0.0, 0.0, 0.0);
- #endif
- #ifdef ATTRIBUTES_NEED_TANGENT
- float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
- #endif
- // TODO: Change to inline ifdef
- // Do vertex modification in camera relative space (if enabled)
- #if defined(HAVE_VERTEX_MODIFICATION)
- ApplyVertexModification(input, normalWS, positionWS, _TimeParameters.xyz);
- #endif
- #ifdef VARYINGS_NEED_POSITION_WS
- output.positionWS = positionWS;
- #endif
- #ifdef VARYINGS_NEED_NORMAL_WS
- output.normalWS = normalWS; // normalized in TransformObjectToWorldNormal()
- #endif
- #ifdef VARYINGS_NEED_TANGENT_WS
- output.tangentWS = tangentWS; // normalized in TransformObjectToWorldDir()
- #endif
- #if (SHADERPASS == SHADERPASS_SHADOWCASTER)
- // Define shadow pass specific clip position for Universal
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - positionWS);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
- output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
- #if UNITY_REVERSED_Z
- output.positionCS.z = min(output.positionCS.z, UNITY_NEAR_CLIP_VALUE);
- #else
- output.positionCS.z = max(output.positionCS.z, UNITY_NEAR_CLIP_VALUE);
- #endif
- #elif (SHADERPASS == SHADERPASS_META)
- output.positionCS = UnityMetaVertexPosition(input.positionOS, input.uv1, input.uv2, unity_LightmapST, unity_DynamicLightmapST);
- #else
- output.positionCS = TransformWorldToHClip(positionWS);
- #endif
- #if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)
- output.texCoord0 = input.uv0;
- #endif
- #ifdef EDITOR_VISUALIZATION
- float2 VizUV = 0;
- float4 LightCoord = 0;
- UnityEditorVizData(input.positionOS, input.uv0, input.uv1, input.uv2, VizUV, LightCoord);
- #endif
- #if defined(VARYINGS_NEED_TEXCOORD1) || defined(VARYINGS_DS_NEED_TEXCOORD1)
- #ifdef EDITOR_VISUALIZATION
- output.texCoord1 = float4(VizUV, 0, 0);
- #else
- output.texCoord1 = input.uv1;
- #endif
- #endif
- #if defined(VARYINGS_NEED_TEXCOORD2) || defined(VARYINGS_DS_NEED_TEXCOORD2)
- #ifdef EDITOR_VISUALIZATION
- output.texCoord2 = LightCoord;
- #else
- output.texCoord2 = input.uv2;
- #endif
- #endif
- #if defined(VARYINGS_NEED_TEXCOORD3) || defined(VARYINGS_DS_NEED_TEXCOORD3)
- output.texCoord3 = input.uv3;
- #endif
- #if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR)
- output.color = input.color;
- #endif
- #ifdef VARYINGS_NEED_VIEWDIRECTION_WS
- // Need the unnormalized direction here as otherwise interpolation is incorrect.
- // It is normalized after interpolation in the fragment shader.
- output.viewDirectionWS = GetWorldSpaceViewDir(positionWS);
- #endif
- #ifdef VARYINGS_NEED_SCREENPOSITION
- output.screenPosition = vertexInput.positionNDC;
- #endif
- #if (SHADERPASS == SHADERPASS_FORWARD) || (SHADERPASS == SHADERPASS_GBUFFER)
- OUTPUT_LIGHTMAP_UV(input.uv1, unity_LightmapST, output.staticLightmapUV);
- #if defined(DYNAMICLIGHTMAP_ON)
- output.dynamicLightmapUV.xy = input.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- OUTPUT_SH(normalWS, output.sh);
- #endif
- #ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
- half fogFactor = 0;
- #if !defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(output.positionCS.z);
- #endif
- half3 vertexLight = VertexLighting(positionWS, normalWS);
- output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- #endif
- #ifdef VARYINGS_NEED_CURRENT_POSITION_CS
- float3 curWS = TransformObjectToWorld(input.positionOS.xyz);
- output.curPositionCS = TransformWorldToHClip(curWS);
- #endif
- #ifdef VARYINGS_NEED_PREVIOUS_POSITION_CS
- if (unity_MotionVectorsParams.y == 0.0)
- {
- output.prevPositionCS = float4(0.0, 0.0, 0.0, 1.0);
- }
- else
- {
- bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
- float3 effectivePositionOS = (hasDeformation ? input.uv4.xyz : input.positionOS.xyz);
- float3 previousWS = TransformPreviousObjectToWorld(effectivePositionOS);
- float4x4 previousOTW = GetPrevObjectToWorldMatrix();
- float4x4 currentOTW = GetObjectToWorldMatrix();
- if (!IsSmoothRotation(previousOTW._11_21_31, previousOTW._12_22_32, currentOTW._11_21_31, currentOTW._12_22_32))
- {
- output.prevPositionCS = output.curPositionCS;
- }
- else
- {
- output.prevPositionCS = TransformWorldToPrevHClip(previousWS);
- }
- }
- #endif
- #if defined(VARYINGS_NEED_SHADOW_COORD) && defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- return output;
- }
- SurfaceDescription BuildSurfaceDescription(Varyings varyings)
- {
- SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(varyings);
- #if defined(HAVE_VFX_MODIFICATION)
- GraphProperties properties;
- ZERO_INITIALIZE(GraphProperties, properties);
- GetElementPixelProperties(surfaceDescriptionInputs, properties);
- SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
- #else
- SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
- #endif
- return surfaceDescription;
- }
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