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- #ifndef UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED
- #define UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
- // keep this file in sync with LitForwardPass.hlsl
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float2 texcoord : TEXCOORD0;
- float2 staticLightmapUV : TEXCOORD1;
- float2 dynamicLightmapUV : TEXCOORD2;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- float3 posWS : TEXCOORD1; // xyz: posWS
- #ifdef _NORMALMAP
- half4 normal : TEXCOORD2; // xyz: normal, w: viewDir.x
- half4 tangent : TEXCOORD3; // xyz: tangent, w: viewDir.y
- half4 bitangent : TEXCOORD4; // xyz: bitangent, w: viewDir.z
- #else
- half3 normal : TEXCOORD2;
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half3 vertexLighting : TEXCOORD5; // xyz: vertex light
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD6;
- #endif
- DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7);
- #ifdef DYNAMICLIGHTMAP_ON
- float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs
- #endif
- float4 positionCS : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionWS = input.posWS;
- inputData.positionCS = input.positionCS;
- #ifdef _NORMALMAP
- half3 viewDirWS = half3(input.normal.w, input.tangent.w, input.bitangent.w);
- inputData.normalWS = TransformTangentToWorld(normalTS,half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz));
- #else
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
- inputData.normalWS = input.normal;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- viewDirWS = SafeNormalize(viewDirWS);
- 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
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- inputData.vertexLighting = input.vertexLighting.xyz;
- #else
- inputData.vertexLighting = half3(0, 0, 0);
- #endif
- inputData.fogCoord = 0; // we don't apply fog in the gbuffer pass
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
- #else
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
- #endif
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.dynamicLightmapUV;
- #endif
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.staticLightmapUV;
- #else
- inputData.vertexSH = input.vertexSH;
- #endif
- #endif
- }
- ///////////////////////////////////////////////////////////////////////////////
- // Vertex and Fragment functions //
- ///////////////////////////////////////////////////////////////////////////////
- // Used in Standard (Simple Lighting) shader
- Varyings LitPassVertexSimple(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);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- output.posWS.xyz = vertexInput.positionWS;
- output.positionCS = vertexInput.positionCS;
- #ifdef _NORMALMAP
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
- output.normal = half4(normalInput.normalWS, viewDirWS.x);
- output.tangent = half4(normalInput.tangentWS, viewDirWS.y);
- output.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
- #else
- output.normal = NormalizeNormalPerVertex(normalInput.normalWS);
- #endif
- OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
- #ifdef DYNAMICLIGHTMAP_ON
- output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- OUTPUT_SH(output.normal.xyz, output.vertexSH);
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- output.vertexLighting = vertexLight;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- return output;
- }
- // Used for StandardSimpleLighting shader
- FragmentOutput LitPassFragmentSimple(Varyings input)
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- SurfaceData surfaceData;
- InitializeSimpleLitSurfaceData(input.uv, surfaceData);
- InputData inputData;
- InitializeInputData(input, surfaceData.normalTS, inputData);
- SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
- #ifdef _DBUFFER
- ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
- #endif
- Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
- MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
- half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha);
- return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit);
- };
- #endif
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