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- #ifndef UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED
- #define UNIVERSAL_WAVING_GRASS_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/ShaderVariablesFunctions.hlsl"
- struct GrassVertexInput
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 lightmapUV : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct GrassVertexOutput
- {
- float2 uv : TEXCOORD0;
- DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
- float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128
- half3 normal : TEXCOORD3;
- half3 viewDir : TEXCOORD4;
- half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD6;
- #endif
- half4 color : TEXCOORD7;
- float4 clipPos : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeInputData(GrassVertexOutput input, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionWS = input.posWSShininess.xyz;
- half3 viewDirWS = input.viewDir;
- #if SHADER_HINT_NICE_QUALITY
- viewDirWS = SafeNormalize(viewDirWS);
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(input.normal);
- 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
- #if defined(_FOG_FRAGMENT)
- float clipZ = input.clipPos.z;
- #if !UNITY_REVERSED_Z
- clipZ = lerp(UNITY_NEAR_CLIP_VALUE, 1, clipZ); // OpenGL NDC, -1 < z < 1
- #endif
- clipZ *= input.clipPos.w;
- inputData.fogCoord = ComputeFogFactor(clipZ);
- #else
- inputData.fogCoord = input.fogFactorAndVertexLight.x;
- #endif
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUV, NOT_USED, input.vertexSH, inputData.normalWS);
- #else
- inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
- #endif
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.staticLightmapUV = input.lightmapUV;
- #elif defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.lightmapUV;
- #else
- inputData.vertexSH = input.vertexSH;
- #endif
- #endif
- }
- void InitializeVertData(GrassVertexInput input, inout GrassVertexOutput vertData)
- {
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
- vertData.uv = input.texcoord;
- vertData.posWSShininess.xyz = vertexInput.positionWS;
- vertData.posWSShininess.w = 32;
- vertData.clipPos = vertexInput.positionCS;
- vertData.viewDir = GetCameraPositionWS() - vertexInput.positionWS;
- #if !SHADER_QUALITY_NICE_HINT
- vertData.viewDir = SafeNormalize(vertData.viewDir);
- #endif
- vertData.normal = TransformObjectToWorldNormal(input.normal);
- // We either sample GI from lightmap or SH.
- // Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
- // see DECLARE_LIGHTMAP_OR_SH macro.
- // The following funcions initialize the correct variable with correct data
- OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, vertData.lightmapUV);
- OUTPUT_SH(vertData.normal, vertData.vertexSH);
- half3 vertexLight = VertexLighting(vertexInput.positionWS, vertData.normal.xyz);
- #if defined(_FOG_FRAGMENT)
- half fogFactor = 0;
- #else
- half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- #endif
- vertData.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- vertData.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- }
- ///////////////////////////////////////////////////////////////////////////////
- // Vertex and Fragment functions //
- ///////////////////////////////////////////////////////////////////////////////
- // Grass: appdata_full usage
- // color - .xyz = color, .w = wave scale
- // normal - normal
- // tangent.xy - billboard extrusion
- // texcoord - UV coords
- // texcoord1 - 2nd UV coords
- GrassVertexOutput WavingGrassVert(GrassVertexInput v)
- {
- GrassVertexOutput o = (GrassVertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- // MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
- // _WaveAndDistance.z == 0 for MeshLit
- float waveAmount = v.color.a * _WaveAndDistance.z;
- o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
- InitializeVertData(v, o);
- return o;
- }
- GrassVertexOutput WavingGrassBillboardVert(GrassVertexInput v)
- {
- GrassVertexOutput o = (GrassVertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- TerrainBillboardGrass (v.vertex, v.tangent.xy);
- // wave amount defined by the grass height
- float waveAmount = v.tangent.y;
- o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
- InitializeVertData(v, o);
- return o;
- }
- inline void InitializeSimpleLitSurfaceData(GrassVertexOutput input, out SurfaceData outSurfaceData)
- {
- half4 diffuseAlpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
- half3 diffuse = diffuseAlpha.rgb * input.color.rgb;
- half alpha = diffuseAlpha.a;
- AlphaDiscard(alpha, _Cutoff);
- alpha *= input.color.a;
- outSurfaceData = (SurfaceData)0;
- outSurfaceData.alpha = alpha;
- outSurfaceData.albedo = diffuse;
- outSurfaceData.metallic = 0.0; // unused
- outSurfaceData.specular = 0.1;// SampleSpecularSmoothness(uv, diffuseAlpha.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
- outSurfaceData.smoothness = input.posWSShininess.w;
- outSurfaceData.normalTS = 0.0; // unused
- outSurfaceData.occlusion = 1.0;
- outSurfaceData.emission = 0.0;
- }
- // Used for StandardSimpleLighting shader
- #ifdef TERRAIN_GBUFFER
- FragmentOutput LitPassFragmentGrass(GrassVertexOutput input)
- #else
- half4 LitPassFragmentGrass(GrassVertexOutput input) : SV_Target
- #endif
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- SurfaceData surfaceData;
- InitializeSimpleLitSurfaceData(input, surfaceData);
- InputData inputData;
- InitializeInputData(input, inputData);
- SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _MainTex);
- #ifdef TERRAIN_GBUFFER
- half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha);
- return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit);
- #else
- half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData);
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- return color;
- #endif
- };
- struct GrassVertexDepthOnlyInput
- {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct GrassVertexDepthOnlyOutput
- {
- float2 uv : TEXCOORD0;
- half4 color : TEXCOORD1;
- float4 clipPos : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeVertData(GrassVertexDepthOnlyInput input, inout GrassVertexDepthOnlyOutput vertData)
- {
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
- vertData.uv = input.texcoord;
- vertData.clipPos = vertexInput.positionCS;
- }
- GrassVertexDepthOnlyOutput DepthOnlyVertex(GrassVertexDepthOnlyInput v)
- {
- GrassVertexDepthOnlyOutput o = (GrassVertexDepthOnlyOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- // MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
- // _WaveAndDistance.z == 0 for MeshLit
- float waveAmount = v.color.a * _WaveAndDistance.z;
- o.color = TerrainWaveGrass(v.vertex, waveAmount, v.color);
- InitializeVertData(v, o);
- return o;
- }
- half4 DepthOnlyFragment(GrassVertexDepthOnlyOutput input) : SV_TARGET
- {
- Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)).a, input.color, _Cutoff);
- return 0;
- }
- #endif
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