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- #ifndef UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED
- #define UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap
- #ifndef TERRAIN_SPLAT_BASEPASS
- float4 uvSplat01 : TEXCOORD1; // xy: splat0, zw: splat1
- float4 uvSplat23 : TEXCOORD2; // xy: splat2, zw: splat3
- #endif
- #if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
- half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
- half4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z
- #else
- half3 normal : TEXCOORD3;
- half3 vertexSH : TEXCOORD4; // SH
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
- #else
- half fogFactor : TEXCOORD6;
- #endif
- float3 positionWS : TEXCOORD7;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD8;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD9;
- #endif
- float4 clipPos : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeInputData(Varyings IN, half3 normalTS, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionWS = IN.positionWS;
- inputData.positionCS = IN.clipPos;
- #if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 viewDirWS = half3(IN.normal.w, IN.tangent.w, IN.bitangent.w);
- inputData.tangentToWorld = half3x3(-IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz);
- inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
- half3 SH = 0;
- #elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(IN.positionWS);
- float2 sampleCoords = (IN.uvMainAndLM.xy / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- half3 normalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS);
- inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(-tangentWS, cross(normalWS, tangentWS), normalWS));
- half3 SH = 0;
- #else
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(IN.positionWS);
- inputData.normalWS = IN.normal;
- half3 SH = IN.vertexSH;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- inputData.viewDirectionWS = viewDirWS;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = IN.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.fogCoord = InitializeInputDataFog(float4(IN.positionWS, 1.0), IN.fogFactorAndVertexLight.x);
- inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
- #else
- inputData.fogCoord = InitializeInputDataFog(float4(IN.positionWS, 1.0), IN.fogFactor);
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, IN.dynamicLightmapUV, SH, inputData.normalWS);
- #else
- inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, SH, inputData.normalWS);
- #endif
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
- inputData.shadowMask = SAMPLE_SHADOWMASK(IN.uvMainAndLM.zw)
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = IN.dynamicLightmapUV;
- #endif
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = IN.uvMainAndLM.zw;
- #else
- inputData.vertexSH = SH;
- #endif
- #endif
- }
- #ifndef TERRAIN_SPLAT_BASEPASS
- void NormalMapMix(float4 uvSplat01, float4 uvSplat23, inout half4 splatControl, inout half3 mixedNormal)
- {
- #if defined(_NORMALMAP)
- half3 nrm = half(0.0);
- nrm += splatControl.r * UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal0, sampler_Normal0, uvSplat01.xy), _NormalScale0);
- nrm += splatControl.g * UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal1, sampler_Normal0, uvSplat01.zw), _NormalScale1);
- nrm += splatControl.b * UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal2, sampler_Normal0, uvSplat23.xy), _NormalScale2);
- nrm += splatControl.a * UnpackNormalScale(SAMPLE_TEXTURE2D(_Normal3, sampler_Normal0, uvSplat23.zw), _NormalScale3);
- // avoid risk of NaN when normalizing.
- #if HAS_HALF
- nrm.z += half(0.01);
- #else
- nrm.z += 1e-5f;
- #endif
- mixedNormal = normalize(nrm.xyz);
- #endif
- }
- void SplatmapMix(float4 uvMainAndLM, float4 uvSplat01, float4 uvSplat23, inout half4 splatControl, out half weight, out half4 mixedDiffuse, out half4 defaultSmoothness, inout half3 mixedNormal)
- {
- half4 diffAlbedo[4];
- diffAlbedo[0] = SAMPLE_TEXTURE2D(_Splat0, sampler_Splat0, uvSplat01.xy);
- diffAlbedo[1] = SAMPLE_TEXTURE2D(_Splat1, sampler_Splat0, uvSplat01.zw);
- diffAlbedo[2] = SAMPLE_TEXTURE2D(_Splat2, sampler_Splat0, uvSplat23.xy);
- diffAlbedo[3] = SAMPLE_TEXTURE2D(_Splat3, sampler_Splat0, uvSplat23.zw);
- // This might be a bit of a gamble -- the assumption here is that if the diffuseMap has no
- // alpha channel, then diffAlbedo[n].a = 1.0 (and _DiffuseHasAlphaN = 0.0)
- // Prior to coming in, _SmoothnessN is actually set to max(_DiffuseHasAlphaN, _SmoothnessN)
- // This means that if we have an alpha channel, _SmoothnessN is locked to 1.0 and
- // otherwise, the true slider value is passed down and diffAlbedo[n].a == 1.0.
- defaultSmoothness = half4(diffAlbedo[0].a, diffAlbedo[1].a, diffAlbedo[2].a, diffAlbedo[3].a);
- defaultSmoothness *= half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
- #ifndef _TERRAIN_BLEND_HEIGHT // density blending
- if(_NumLayersCount <= 4)
- {
- // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)
- half4 opacityAsDensity = saturate((half4(diffAlbedo[0].a, diffAlbedo[1].a, diffAlbedo[2].a, diffAlbedo[3].a) - (1 - splatControl)) * 20.0);
- opacityAsDensity += 0.001h * splatControl; // if all weights are zero, default to what the blend mask says
- half4 useOpacityAsDensityParam = { _DiffuseRemapScale0.w, _DiffuseRemapScale1.w, _DiffuseRemapScale2.w, _DiffuseRemapScale3.w }; // 1 is off
- splatControl = lerp(opacityAsDensity, splatControl, useOpacityAsDensityParam);
- }
- #endif
- // Now that splatControl has changed, we can compute the final weight and normalize
- weight = dot(splatControl, 1.0h);
- #ifdef TERRAIN_SPLAT_ADDPASS
- clip(weight <= 0.005h ? -1.0h : 1.0h);
- #endif
- #ifndef _TERRAIN_BASEMAP_GEN
- // Normalize weights before lighting and restore weights in final modifier functions so that the overal
- // lighting result can be correctly weighted.
- splatControl /= (weight + HALF_MIN);
- #endif
- mixedDiffuse = 0.0h;
- mixedDiffuse += diffAlbedo[0] * half4(_DiffuseRemapScale0.rgb * splatControl.rrr, 1.0h);
- mixedDiffuse += diffAlbedo[1] * half4(_DiffuseRemapScale1.rgb * splatControl.ggg, 1.0h);
- mixedDiffuse += diffAlbedo[2] * half4(_DiffuseRemapScale2.rgb * splatControl.bbb, 1.0h);
- mixedDiffuse += diffAlbedo[3] * half4(_DiffuseRemapScale3.rgb * splatControl.aaa, 1.0h);
- NormalMapMix(uvSplat01, uvSplat23, splatControl, mixedNormal);
- }
- #endif
- #ifdef _TERRAIN_BLEND_HEIGHT
- void HeightBasedSplatModify(inout half4 splatControl, in half4 masks[4])
- {
- // heights are in mask blue channel, we multiply by the splat Control weights to get combined height
- half4 splatHeight = half4(masks[0].b, masks[1].b, masks[2].b, masks[3].b) * splatControl.rgba;
- half maxHeight = max(splatHeight.r, max(splatHeight.g, max(splatHeight.b, splatHeight.a)));
- // Ensure that the transition height is not zero.
- half transition = max(_HeightTransition, 1e-5);
- // This sets the highest splat to "transition", and everything else to a lower value relative to that, clamping to zero
- // Then we clamp this to zero and normalize everything
- half4 weightedHeights = splatHeight + transition - maxHeight.xxxx;
- weightedHeights = max(0, weightedHeights);
- // We need to add an epsilon here for active layers (hence the blendMask again)
- // so that at least a layer shows up if everything's too low.
- weightedHeights = (weightedHeights + 1e-6) * splatControl;
- // Normalize (and clamp to epsilon to keep from dividing by zero)
- half sumHeight = max(dot(weightedHeights, half4(1, 1, 1, 1)), 1e-6);
- splatControl = weightedHeights / sumHeight.xxxx;
- }
- #endif
- void SplatmapFinalColor(inout half4 color, half fogCoord)
- {
- color.rgb *= color.a;
- #ifndef TERRAIN_GBUFFER // Technically we don't need fogCoord, but it is still passed from the vertex shader.
- #ifdef TERRAIN_SPLAT_ADDPASS
- color.rgb = MixFogColor(color.rgb, half3(0,0,0), fogCoord);
- #else
- color.rgb = MixFog(color.rgb, fogCoord);
- #endif
- #endif
- }
- ///////////////////////////////////////////////////////////////////////////////
- // Vertex and Fragment functions //
- ///////////////////////////////////////////////////////////////////////////////
- // Used in Standard Terrain shader
- Varyings SplatmapVert(Attributes v)
- {
- Varyings o = (Varyings)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- TerrainInstancing(v.positionOS, v.normalOS, v.texcoord);
- VertexPositionInputs Attributes = GetVertexPositionInputs(v.positionOS.xyz);
- o.uvMainAndLM.xy = v.texcoord;
- o.uvMainAndLM.zw = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
- #ifndef TERRAIN_SPLAT_BASEPASS
- o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
- o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
- o.uvSplat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
- o.uvSplat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- o.dynamicLightmapUV = v.texcoord * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(Attributes.positionWS);
- float4 vertexTangent = float4(cross(float3(0, 0, 1), v.normalOS), 1.0);
- VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);
- o.normal = half4(normalInput.normalWS, viewDirWS.x);
- o.tangent = half4(normalInput.tangentWS, viewDirWS.y);
- o.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
- #else
- o.normal = TransformObjectToWorldNormal(v.normalOS);
- o.vertexSH = SampleSH(o.normal);
- #endif
- half fogFactor = 0;
- #if !defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(Attributes.positionCS.z);
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- o.fogFactorAndVertexLight.x = fogFactor;
- o.fogFactorAndVertexLight.yzw = VertexLighting(Attributes.positionWS, o.normal.xyz);
- #else
- o.fogFactor = fogFactor;
- #endif
- o.positionWS = Attributes.positionWS;
- o.clipPos = Attributes.positionCS;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- o.shadowCoord = GetShadowCoord(Attributes);
- #endif
- return o;
- }
- void ComputeMasks(out half4 masks[4], half4 hasMask, Varyings IN)
- {
- masks[0] = 0.5h;
- masks[1] = 0.5h;
- masks[2] = 0.5h;
- masks[3] = 0.5h;
- #ifdef _MASKMAP
- masks[0] = lerp(masks[0], SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy), hasMask.x);
- masks[1] = lerp(masks[1], SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw), hasMask.y);
- masks[2] = lerp(masks[2], SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy), hasMask.z);
- masks[3] = lerp(masks[3], SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw), hasMask.w);
- #endif
- masks[0] *= _MaskMapRemapScale0.rgba;
- masks[0] += _MaskMapRemapOffset0.rgba;
- masks[1] *= _MaskMapRemapScale1.rgba;
- masks[1] += _MaskMapRemapOffset1.rgba;
- masks[2] *= _MaskMapRemapScale2.rgba;
- masks[2] += _MaskMapRemapOffset2.rgba;
- masks[3] *= _MaskMapRemapScale3.rgba;
- masks[3] += _MaskMapRemapOffset3.rgba;
- }
- // Used in Standard Terrain shader
- #ifdef TERRAIN_GBUFFER
- FragmentOutput SplatmapFragment(Varyings IN)
- #else
- half4 SplatmapFragment(Varyings IN) : SV_TARGET
- #endif
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
- #ifdef _ALPHATEST_ON
- ClipHoles(IN.uvMainAndLM.xy);
- #endif
- half3 normalTS = half3(0.0h, 0.0h, 1.0h);
- #ifdef TERRAIN_SPLAT_BASEPASS
- half3 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uvMainAndLM.xy).rgb;
- half smoothness = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uvMainAndLM.xy).a;
- half metallic = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, IN.uvMainAndLM.xy).r;
- half alpha = 1;
- half occlusion = 1;
- #else
- half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3);
- half4 masks[4];
- ComputeMasks(masks, hasMask, IN);
- float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
- half4 splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
- half alpha = dot(splatControl, 1.0h);
- #ifdef _TERRAIN_BLEND_HEIGHT
- // disable Height Based blend when there are more than 4 layers (multi-pass breaks the normalization)
- if (_NumLayersCount <= 4)
- HeightBasedSplatModify(splatControl, masks);
- #endif
- half weight;
- half4 mixedDiffuse;
- half4 defaultSmoothness;
- SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
- half3 albedo = mixedDiffuse.rgb;
- half4 defaultMetallic = half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3);
- half4 defaultOcclusion = half4(_MaskMapRemapScale0.g, _MaskMapRemapScale1.g, _MaskMapRemapScale2.g, _MaskMapRemapScale3.g) +
- half4(_MaskMapRemapOffset0.g, _MaskMapRemapOffset1.g, _MaskMapRemapOffset2.g, _MaskMapRemapOffset3.g);
- half4 maskSmoothness = half4(masks[0].a, masks[1].a, masks[2].a, masks[3].a);
- defaultSmoothness = lerp(defaultSmoothness, maskSmoothness, hasMask);
- half smoothness = dot(splatControl, defaultSmoothness);
- half4 maskMetallic = half4(masks[0].r, masks[1].r, masks[2].r, masks[3].r);
- defaultMetallic = lerp(defaultMetallic, maskMetallic, hasMask);
- half metallic = dot(splatControl, defaultMetallic);
- half4 maskOcclusion = half4(masks[0].g, masks[1].g, masks[2].g, masks[3].g);
- defaultOcclusion = lerp(defaultOcclusion, maskOcclusion, hasMask);
- half occlusion = dot(splatControl, defaultOcclusion);
- #endif
- InputData inputData;
- InitializeInputData(IN, normalTS, inputData);
- SETUP_DEBUG_TEXTURE_DATA(inputData, IN.uvMainAndLM.xy, _BaseMap);
- #if defined(_DBUFFER)
- half3 specular = half3(0.0h, 0.0h, 0.0h);
- ApplyDecal(IN.clipPos,
- albedo,
- specular,
- inputData.normalWS,
- metallic,
- occlusion,
- smoothness);
- #endif
- #ifdef TERRAIN_GBUFFER
- BRDFData brdfData;
- InitializeBRDFData(albedo, metallic, /* specular */ half3(0.0h, 0.0h, 0.0h), smoothness, alpha, brdfData);
- // Baked lighting.
- half4 color;
- Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
- MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
- color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
- color.a = alpha;
- SplatmapFinalColor(color, inputData.fogCoord);
- // Dynamic lighting: emulate SplatmapFinalColor() by scaling gbuffer material properties. This will not give the same results
- // as forward renderer because we apply blending pre-lighting instead of post-lighting.
- // Blending of smoothness and normals is also not correct but close enough?
- brdfData.albedo.rgb *= alpha;
- brdfData.diffuse.rgb *= alpha;
- brdfData.specular.rgb *= alpha;
- brdfData.reflectivity *= alpha;
- inputData.normalWS = inputData.normalWS * alpha;
- smoothness *= alpha;
- return BRDFDataToGbuffer(brdfData, inputData, smoothness, color.rgb, occlusion);
- #else
- half4 color = UniversalFragmentPBR(inputData, albedo, metallic, /* specular */ half3(0.0h, 0.0h, 0.0h), smoothness, occlusion, /* emission */ half3(0, 0, 0), alpha);
- SplatmapFinalColor(color, inputData.fogCoord);
- return half4(color.rgb, 1.0h);
- #endif
- }
- // Shadow pass
- // Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
- // For Directional lights, _LightDirection is used when applying shadow Normal Bias.
- // For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex.
- float3 _LightDirection;
- float3 _LightPosition;
- struct AttributesLean
- {
- float4 position : POSITION;
- float3 normalOS : NORMAL;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VaryingsLean
- {
- float4 clipPos : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VaryingsLean ShadowPassVertex(AttributesLean v)
- {
- VaryingsLean o = (VaryingsLean)0;
- UNITY_SETUP_INSTANCE_ID(v);
- TerrainInstancing(v.position, v.normalOS, v.texcoord);
- float3 positionWS = TransformObjectToWorld(v.position.xyz);
- float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - positionWS);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
- float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
- #if UNITY_REVERSED_Z
- clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
- #else
- clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
- #endif
- o.clipPos = clipPos;
- o.texcoord = v.texcoord;
- return o;
- }
- half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET
- {
- #ifdef _ALPHATEST_ON
- ClipHoles(IN.texcoord);
- #endif
- return 0;
- }
- // Depth pass
- VaryingsLean DepthOnlyVertex(AttributesLean v)
- {
- VaryingsLean o = (VaryingsLean)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- TerrainInstancing(v.position, v.normalOS);
- o.clipPos = TransformObjectToHClip(v.position.xyz);
- o.texcoord = v.texcoord;
- return o;
- }
- half4 DepthOnlyFragment(VaryingsLean IN) : SV_TARGET
- {
- #ifdef _ALPHATEST_ON
- ClipHoles(IN.texcoord);
- #endif
- #ifdef SCENESELECTIONPASS
- // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
- return half4(_ObjectId, _PassValue, 1.0, 1.0);
- #endif
- return 0;
- }
- #endif
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