#ifndef UNIVERSAL_SPEEDTREE7COMMON_PASSES_INCLUDED #define UNIVERSAL_SPEEDTREE7COMMON_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" #include "SpeedTreeUtility.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif struct SpeedTreeVertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float2 texcoord3 : TEXCOORD3; half4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct SpeedTreeVertexOutput { #ifdef VERTEX_COLOR half4 color : COLOR; #endif half3 uvHueVariation : TEXCOORD0; #ifdef GEOM_TYPE_BRANCH_DETAIL half3 detail : TEXCOORD1; #endif half4 fogFactorAndVertexLight : TEXCOORD2; // x: fogFactor, yzw: vertex light #ifdef EFFECT_BUMP half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z #else half3 normalWS : TEXCOORD3; half3 viewDirWS : TEXCOORD4; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif float3 positionWS : TEXCOORD7; DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 8); float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SpeedTreeVertexDepthOutput { half3 uvHueVariation : TEXCOORD0; half3 viewDirWS : TEXCOORD1; float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SpeedTreeVertexDepthNormalOutput { half3 uvHueVariation : TEXCOORD0; float4 clipPos : SV_POSITION; #ifdef GEOM_TYPE_BRANCH_DETAIL half3 detail : TEXCOORD1; #endif #ifdef EFFECT_BUMP half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z #else half3 normalWS : TEXCOORD2; half3 viewDirWS : TEXCOORD3; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(SpeedTreeVertexOutput input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.positionWS.xyz; inputData.positionCS = input.clipPos; #ifdef EFFECT_BUMP inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w); #else inputData.normalWS = NormalizeNormalPerPixel(input.normalWS); inputData.viewDirectionWS = input.viewDirWS; #endif inputData.viewDirectionWS = SafeNormalize(inputData.viewDirectionWS); #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 inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x); inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; // Billboards cannot use lightmaps. #if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.bakedGI = SAMPLE_GI(input.vertexSH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, inputData.positionCS.xy, input.probeOcclusion, inputData.shadowMask); #else inputData.bakedGI = SAMPLE_GI(NOT_USED, input.vertexSH, inputData.normalWS); #endif inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos); inputData.shadowMask = half4(1, 1, 1, 1); // No GI currently. #if defined(DEBUG_DISPLAY) && !defined(LIGHTMAP_ON) inputData.vertexSH = input.vertexSH; #endif #if defined(_NORMALMAP) inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz); #endif } #ifdef GBUFFER FragmentOutput SpeedTree7Frag(SpeedTreeVertexOutput input) #else half4 SpeedTree7Frag(SpeedTreeVertexOutput input) : SV_Target #endif { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half2 uv = input.uvHueVariation.xy; half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)); diffuse.a *= _Color.a; #ifdef SPEEDTREE_ALPHATEST diffuse.a = AlphaDiscard(diffuse.a, _Cutoff); #endif #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade(input.clipPos); #endif half3 diffuseColor = diffuse.rgb; #ifdef GEOM_TYPE_BRANCH_DETAIL half4 detailColor = tex2D(_DetailTex, input.detail.xy); diffuseColor.rgb = lerp(diffuseColor.rgb, detailColor.rgb, input.detail.z < 2.0f ? saturate(input.detail.z) : detailColor.a); #endif #ifdef EFFECT_HUE_VARIATION half3 shiftedColor = lerp(diffuseColor.rgb, _HueVariation.rgb, input.uvHueVariation.z); half maxBase = max(diffuseColor.r, max(diffuseColor.g, diffuseColor.b)); half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b)); maxBase /= newMaxBase; maxBase = maxBase * 0.5f + 0.5f; // preserve vibrance shiftedColor.rgb *= maxBase; diffuseColor.rgb = saturate(shiftedColor); #endif #ifdef EFFECT_BUMP half3 normalTs = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); #ifdef GEOM_TYPE_BRANCH_DETAIL half3 detailNormal = SampleNormal(input.detail.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); normalTs = lerp(normalTs, detailNormal, input.detail.z < 2.0f ? saturate(input.detail.z) : detailColor.a); #endif #else half3 normalTs = half3(0, 0, 1); #endif InputData inputData; InitializeInputData(input, normalTs, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, input.uvHueVariation.xy); #ifdef VERTEX_COLOR diffuseColor.rgb *= input.color.rgb; #else diffuseColor.rgb *= _Color.rgb; #endif SurfaceData surfaceData; surfaceData.albedo = diffuseColor.rgb; surfaceData.alpha = diffuse.a; surfaceData.emission = half3(0, 0, 0); surfaceData.metallic = 0; surfaceData.occlusion = 1; surfaceData.smoothness = 0; surfaceData.specular = half3(0, 0, 0); surfaceData.clearCoatMask = 0; surfaceData.clearCoatSmoothness = 1; surfaceData.normalTS = normalTs; #ifdef GBUFFER half4 color = half4(inputData.bakedGI * diffuseColor.rgb, diffuse.a); surfaceData.occlusion = 1.0; return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit); #else half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, _Surface); return color; #endif } half4 SpeedTree7FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half2 uv = input.uvHueVariation.xy; half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)); diffuse.a *= _Color.a; #ifdef SPEEDTREE_ALPHATEST AlphaDiscard(diffuse.a, _Cutoff); #endif #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade(input.clipPos); #endif #if defined(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); #else return half4(input.clipPos.z, 0, 0, 0); #endif } half4 SpeedTree7FragDepthNormal(SpeedTreeVertexDepthNormalOutput input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half2 uv = input.uvHueVariation.xy; half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)); diffuse.a *= _Color.a; #ifdef SPEEDTREE_ALPHATEST AlphaDiscard(diffuse.a, _Cutoff); #endif #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade(input.clipPos); #endif #if defined(EFFECT_BUMP) half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); #ifdef GEOM_TYPE_BRANCH_DETAIL half4 detailColor = tex2D(_DetailTex, input.detail.xy); half3 detailNormal = SampleNormal(input.detail.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); normalTS = lerp(normalTS, detailNormal, input.detail.z < 2.0f ? saturate(input.detail.z) : detailColor.a); #endif half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)).xyz; #else half3 normalWS = input.normalWS.xyz; #endif return half4(NormalizeNormalPerPixel(normalWS), 0.0); } #endif