123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194 |
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
- struct Attributes
- {
- float4 PositionOS : POSITION;
- float2 UV0 : TEXCOORD0;
- float2 UV1 : TEXCOORD1;
- float3 NormalOS : NORMAL;
- half4 Color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float2 UV01 : TEXCOORD0; // UV0
- DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
- half4 Color : TEXCOORD2; // Vertex Color
- half4 LightingFog : TEXCOORD3; // Vertex Lighting, Fog Factor
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 ShadowCoords : TEXCOORD4; // Shadow UVs
- #endif
- half4 NormalWS : TEXCOORD5;
- float3 PositionWS : TEXCOORD6;
- float4 PositionCS : SV_POSITION; // Clip Position
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeInputData(Varyings input, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionCS = input.PositionCS;
- inputData.normalWS = half3(0, 1, 0);
- inputData.viewDirectionWS = half3(0, 0, 1);
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = input.ShadowCoords;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- inputData.shadowCoord = TransformWorldToShadowCoord(input.PositionWS);
- #else
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #endif
- inputData.fogCoord = input.LightingFog.a;
- inputData.vertexLighting = input.LightingFog.rgb;
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, input.NormalWS.xyz);
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.PositionCS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
- inputData.positionWS = input.PositionWS;
- #if defined(DEBUG_DISPLAY)
- inputData.uv = input.UV01;
- #endif
- }
- void InitializeSurfaceData(half3 albedo, half alpha, out SurfaceData surfaceData)
- {
- surfaceData = (SurfaceData)0;
- surfaceData.albedo = albedo;
- surfaceData.alpha = alpha;
- surfaceData.emission = half3(0, 0, 0);
- surfaceData.metallic = 0;
- surfaceData.occlusion = 0;
- surfaceData.smoothness = 1;
- surfaceData.specular = half3(0, 0, 0);
- surfaceData.clearCoatMask = 0;
- surfaceData.clearCoatSmoothness = 1;
- surfaceData.normalTS = half3(0, 0, 1);
- }
- half4 UniversalTerrainLit(InputData inputData, SurfaceData surfaceData)
- {
- #if defined(DEBUG_DISPLAY)
- half4 debugColor;
- if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
- {
- return debugColor;
- }
- #endif
- #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- half3 lighting = inputData.vertexLighting * MainLightRealtimeShadow(inputData.shadowCoord);
- #else
- half3 lighting = inputData.vertexLighting;
- #endif
- half4 color = half4(surfaceData.albedo, surfaceData.alpha);
- if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_GLOBAL_ILLUMINATION))
- {
- lighting += inputData.bakedGI;
- }
- color.rgb *= lighting;
- return color;
- }
- half4 UniversalTerrainLit(InputData inputData, half3 albedo, half alpha)
- {
- SurfaceData surfaceData;
- InitializeSurfaceData(albedo, alpha, surfaceData);
- return UniversalTerrainLit(inputData, surfaceData);
- }
- Varyings TerrainLitVertex(Attributes input)
- {
- Varyings output = (Varyings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- // Vertex attributes
- output.UV01 = TRANSFORM_TEX(input.UV0, _MainTex);
- OUTPUT_LIGHTMAP_UV(input.UV1, unity_LightmapST, output.staticLightmapUV);
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.PositionOS.xyz);
- output.Color = input.Color;
- output.PositionCS = vertexInput.positionCS;
- // Shadow Coords
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.ShadowCoords = GetShadowCoord(vertexInput);
- #endif
- // Vertex Lighting
- half3 NormalWS = input.NormalOS;
- OUTPUT_SH(NormalWS, output.vertexSH);
- Light mainLight = GetMainLight();
- half3 attenuatedLightColor = mainLight.color * mainLight.distanceAttenuation;
- half3 diffuseColor = half3(0, 0, 0);
- if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_MAIN_LIGHT))
- {
- diffuseColor += LightingLambert(attenuatedLightColor, mainLight.direction, NormalWS);
- }
- #if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS))
- {
- int pixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < pixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, vertexInput.positionWS);
- half3 attenuatedLightColor = light.color * light.distanceAttenuation;
- diffuseColor += LightingLambert(attenuatedLightColor, light.direction, NormalWS);
- }
- }
- #endif
- output.LightingFog.xyz = diffuseColor;
- // Fog factor
- output.LightingFog.w = ComputeFogFactor(output.PositionCS.z);
- output.NormalWS.xyz = NormalWS;
- output.PositionWS = vertexInput.positionWS;
- return output;
- }
- half4 TerrainLitForwardFragment(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- InputData inputData;
- InitializeInputData(input, inputData);
- half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01);
- half4 color = UniversalTerrainLit(inputData, tex.rgb, tex.a);
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- return color;
- }
- FragmentOutput TerrainLitGBufferFragment(Varyings input)
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01);
- InputData inputData;
- InitializeInputData(input, inputData);
- SurfaceData surfaceData;
- InitializeSurfaceData(tex.rgb, tex.a, surfaceData);
- half4 color = UniversalTerrainLit(inputData, tex.rgb, tex.a);
- return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingInvalid);
- }
|