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- #ifndef UNIVERSAL_INPUT_INCLUDED
- #define UNIVERSAL_INPUT_INCLUDED
- #define MAX_VISIBLE_LIGHTS_UBO 32
- #define MAX_VISIBLE_LIGHTS_SSBO 256
- // Keep in sync with RenderingUtils.useStructuredBuffer
- #define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
- #define RENDERING_LIGHT_LAYERS_MASK (255)
- #define RENDERING_LIGHT_LAYERS_MASK_SHIFT (0)
- #define DEFAULT_LIGHT_LAYERS (RENDERING_LIGHT_LAYERS_MASK >> RENDERING_LIGHT_LAYERS_MASK_SHIFT)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl"
- // Must match: UniversalRenderPipeline.maxVisibleAdditionalLights
- #if defined(SHADER_API_MOBILE) && (defined(SHADER_API_GLES) || defined(SHADER_API_GLES30))
- #define MAX_VISIBLE_LIGHTS 16
- #elif defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround because SHADER_API_GLCORE is also defined when SHADER_API_SWITCH is
- #define MAX_VISIBLE_LIGHTS 32
- #else
- #define MAX_VISIBLE_LIGHTS 256
- #endif
- // Match with values in UniversalRenderPipeline.cs
- #define MAX_ZBIN_VEC4S 1024
- #define MAX_TILE_VEC4S 4096
- #if MAX_VISIBLE_LIGHTS < 32
- #define LIGHTS_PER_TILE 32
- #else
- #define LIGHTS_PER_TILE MAX_VISIBLE_LIGHTS
- #endif
- struct InputData
- {
- float3 positionWS;
- float4 positionCS;
- half3 normalWS;
- half3 viewDirectionWS;
- float4 shadowCoord;
- half fogCoord;
- half3 vertexLighting;
- half3 bakedGI;
- float2 normalizedScreenSpaceUV;
- half4 shadowMask;
- half3x3 tangentToWorld;
- #if defined(DEBUG_DISPLAY)
- half2 dynamicLightmapUV;
- half2 staticLightmapUV;
- float3 vertexSH;
- half3 brdfDiffuse;
- half3 brdfSpecular;
- float2 uv;
- uint mipCount;
- // texelSize :
- // x = 1 / width
- // y = 1 / height
- // z = width
- // w = height
- float4 texelSize;
- // mipInfo :
- // x = quality settings minStreamingMipLevel
- // y = original mip count for texture
- // z = desired on screen mip level
- // w = loaded mip level
- float4 mipInfo;
- #endif
- };
- ///////////////////////////////////////////////////////////////////////////////
- // Constant Buffers //
- ///////////////////////////////////////////////////////////////////////////////
- half4 _GlossyEnvironmentColor;
- half4 _SubtractiveShadowColor;
- half4 _GlossyEnvironmentCubeMap_HDR;
- TEXTURECUBE(_GlossyEnvironmentCubeMap);
- SAMPLER(sampler_GlossyEnvironmentCubeMap);
- #define _InvCameraViewProj unity_MatrixInvVP
- float4 _ScaledScreenParams;
- float4 _MainLightPosition;
- half4 _MainLightColor;
- half4 _MainLightOcclusionProbes;
- uint _MainLightLayerMask;
- // xyz are currently unused
- // w: directLightStrength
- half4 _AmbientOcclusionParam;
- half4 _AdditionalLightsCount;
- #if USE_CLUSTERED_LIGHTING
- // Directional lights would be in all clusters, so they don't go into the cluster structure.
- // Instead, they are stored first in the light buffer.
- uint _AdditionalLightsDirectionalCount;
- // The number of Z-bins to skip based on near plane distance.
- uint _AdditionalLightsZBinOffset;
- // Scale from view-space Z to Z-bin.
- float _AdditionalLightsZBinScale;
- // Scale from screen-space UV [0, 1] to tile coordinates [0, tile resolution].
- float2 _AdditionalLightsTileScale;
- uint _AdditionalLightsTileCountX;
- #endif
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- StructuredBuffer<LightData> _AdditionalLightsBuffer;
- StructuredBuffer<int> _AdditionalLightsIndices;
- #else
- // GLES3 causes a performance regression in some devices when using CBUFFER.
- #ifndef SHADER_API_GLES3
- CBUFFER_START(AdditionalLights)
- #endif
- float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS];
- half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS];
- half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS];
- half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS];
- half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS];
- float _AdditionalLightsLayerMasks[MAX_VISIBLE_LIGHTS]; // we want uint[] but Unity api does not support it.
- #ifndef SHADER_API_GLES3
- CBUFFER_END
- #endif
- #endif
- #if USE_CLUSTERED_LIGHTING
- CBUFFER_START(AdditionalLightsZBins)
- float4 _AdditionalLightsZBins[MAX_ZBIN_VEC4S];
- CBUFFER_END
- CBUFFER_START(AdditionalLightsTiles)
- float4 _AdditionalLightsTiles[MAX_TILE_VEC4S];
- CBUFFER_END
- #endif
- #define UNITY_MATRIX_M unity_ObjectToWorld
- #define UNITY_MATRIX_I_M unity_WorldToObject
- #define UNITY_MATRIX_V unity_MatrixV
- #define UNITY_MATRIX_I_V unity_MatrixInvV
- #define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection)
- #define UNITY_MATRIX_I_P unity_MatrixInvP
- #define UNITY_MATRIX_VP unity_MatrixVP
- #define UNITY_MATRIX_PREV_VP unity_MatrixPrevVP
- #define UNITY_MATRIX_I_VP unity_MatrixInvVP
- #define UNITY_MATRIX_MV mul(UNITY_MATRIX_V, UNITY_MATRIX_M)
- #define UNITY_MATRIX_T_MV transpose(UNITY_MATRIX_MV)
- #define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V))
- #define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M)
- #define UNITY_PREV_MATRIX_M unity_MatrixPreviousM
- #define UNITY_PREV_MATRIX_I_M unity_MatrixPreviousMI
- // Note: #include order is important here.
- // UnityInput.hlsl must be included before UnityInstancing.hlsl, so constant buffer
- // declarations don't fail because of instancing macros.
- // UniversalDOTSInstancing.hlsl must be included after UnityInstancing.hlsl
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl"
- // VFX may also redefine UNITY_MATRIX_M / UNITY_MATRIX_I_M as static per-particle global matrices.
- #ifdef HAVE_VFX_MODIFICATION
- #include "Packages/com.unity.visualeffectgraph/Shaders/VFXMatricesOverride.hlsl"
- #endif
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"
- #endif
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