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- #ifndef URP_UNLIT_FORWARD_PASS_INCLUDED
- #define URP_UNLIT_FORWARD_PASS_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- #if defined(DEBUG_DISPLAY)
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- float fogCoord : TEXCOORD1;
- float4 positionCS : SV_POSITION;
- #if defined(DEBUG_DISPLAY)
- float3 positionWS : TEXCOORD2;
- float3 normalWS : TEXCOORD3;
- float3 viewDirWS : TEXCOORD4;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeInputData(Varyings input, out InputData inputData)
- {
- inputData = (InputData)0;
- #if defined(DEBUG_DISPLAY)
- inputData.positionWS = input.positionWS;
- inputData.normalWS = input.normalWS;
- inputData.viewDirectionWS = input.viewDirWS;
- #else
- inputData.positionWS = float3(0, 0, 0);
- inputData.normalWS = half3(0, 0, 1);
- inputData.viewDirectionWS = half3(0, 0, 1);
- #endif
- inputData.shadowCoord = 0;
- inputData.fogCoord = 0;
- inputData.vertexLighting = half3(0, 0, 0);
- inputData.bakedGI = half3(0, 0, 0);
- inputData.normalizedScreenSpaceUV = 0;
- inputData.shadowMask = half4(1, 1, 1, 1);
- }
- Varyings UnlitPassVertex(Attributes input)
- {
- Varyings output = (Varyings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- output.positionCS = vertexInput.positionCS;
- output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
- #if defined(_FOG_FRAGMENT)
- output.fogCoord = vertexInput.positionVS.z;
- #else
- output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
- #endif
- #if defined(DEBUG_DISPLAY)
- // normalWS and tangentWS already normalize.
- // this is required to avoid skewing the direction during interpolation
- // also required for per-vertex lighting and SH evaluation
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
- // already normalized from normal transform to WS.
- output.positionWS = vertexInput.positionWS;
- output.normalWS = normalInput.normalWS;
- output.viewDirWS = viewDirWS;
- #endif
- return output;
- }
- half4 UnlitPassFragment(Varyings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- half2 uv = input.uv;
- half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
- half3 color = texColor.rgb * _BaseColor.rgb;
- half alpha = texColor.a * _BaseColor.a;
- AlphaDiscard(alpha, _Cutoff);
- #if defined(_ALPHAPREMULTIPLY_ON)
- color *= alpha;
- #endif
- InputData inputData;
- InitializeInputData(input, inputData);
- SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
- #ifdef _DBUFFER
- ApplyDecalToBaseColor(input.positionCS, color);
- #endif
- #if defined(_FOG_FRAGMENT)
- #if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
- float viewZ = -input.fogCoord;
- float nearToFarZ = max(viewZ - _ProjectionParams.y, 0);
- half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ);
- #else
- half fogFactor = 0;
- #endif
- #else
- half fogFactor = input.fogCoord;
- #endif
- half4 finalColor = UniversalFragmentUnlit(inputData, color, alpha);
- #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
- float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
- finalColor.rgb *= aoFactor.directAmbientOcclusion;
- #endif
- finalColor.rgb = MixFog(finalColor.rgb, fogFactor);
- return finalColor;
- }
- #endif
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