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- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- float2 staticLightmapUV : TEXCOORD1;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord
- DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
- half3 normalWS : TEXCOORD2;
- #if defined(_NORMALMAP)
- half4 tangentWS : TEXCOORD3;
- #endif
- #if defined(DEBUG_DISPLAY)
- float3 positionWS : TEXCOORD4;
- float3 viewDirWS : TEXCOORD5;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
- {
- inputData = (InputData)0;
- #if defined(DEBUG_DISPLAY)
- inputData.positionWS = input.positionWS;
- inputData.viewDirectionWS = input.viewDirWS;
- #else
- inputData.positionWS = float3(0, 0, 0);
- inputData.viewDirectionWS = half3(0, 0, 1);
- #endif
- #if defined(_NORMALMAP)
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
- inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
- #else
- inputData.normalWS = input.normalWS;
- #endif
- inputData.shadowCoord = float4(0, 0, 0, 0);
- inputData.fogCoord = input.uv0AndFogCoord.z;
- inputData.vertexLighting = half3(0, 0, 0);
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- inputData.shadowMask = half4(1, 1, 1, 1);
- #if defined(DEBUG_DISPLAY)
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.staticLightmapUV;
- #else
- inputData.vertexSH = input.vertexSH;
- #endif
- #endif
- }
- Varyings BakedLitForwardPassVertex(Attributes input)
- {
- Varyings output;
- 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.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap);
- #if defined(_FOG_FRAGMENT)
- output.uv0AndFogCoord.z = vertexInput.positionVS.z;
- #else
- output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z);
- #endif
- // normalWS and tangentWS already normalize.
- // this is required to avoid skewing the direction during interpolation
- // also required for per-vertex SH evaluation
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- output.normalWS = normalInput.normalWS;
- #if defined(_NORMALMAP)
- real sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
- #endif
- OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
- OUTPUT_SH(output.normalWS, output.vertexSH);
- #if defined(DEBUG_DISPLAY)
- output.positionWS = vertexInput.positionWS;
- output.viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
- #endif
- return output;
- }
- half4 BakedLitForwardPassFragment(Varyings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- half2 uv = input.uv0AndFogCoord.xy;
- #if defined(_NORMALMAP)
- half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz;
- #else
- half3 normalTS = half3(0, 0, 1);
- #endif
- InputData inputData;
- InitializeInputData(input, normalTS, inputData);
- SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv0AndFogCoord.xy, _BaseMap);
- half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
- half3 color = texColor.rgb * _BaseColor.rgb;
- half alpha = texColor.a * _BaseColor.a;
- AlphaDiscard(alpha, _Cutoff);
- #ifdef _DBUFFER
- ApplyDecalToBaseColorAndNormal(input.positionCS, color, inputData.normalWS);
- #endif
- half4 finalColor = UniversalFragmentBakedLit(inputData, color, alpha, normalTS);
- finalColor.a = OutputAlpha(finalColor.a, _Surface);
- return finalColor;
- }
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