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- #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
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