Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl
2024-08-26 23:07:20 +03:00

239 lines
9.0 KiB
HLSL

#ifndef UNIVERSAL_LIT_GBUFFER_PASS_INCLUDED
#define UNIVERSAL_LIT_GBUFFER_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
// TODO: Currently we support viewDirTS caclulated in vertex shader and in fragments shader.
// As both solutions have their advantages and disadvantages (etc. shader target 2.0 has only 8 interpolators).
// We need to find out if we can stick to one solution, which we needs testing.
// So keeping this until I get manaul QA pass.
#if defined(_PARALLAXMAP) && (SHADER_TARGET >= 30)
#define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR
#endif
#if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL)
#define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR
#endif
// 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;
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
float3 positionWS : TEXCOORD1;
#endif
half3 normalWS : TEXCOORD2;
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
half4 tangentWS : TEXCOORD3; // xyz: tangent, w: sign
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLighting : TEXCOORD4; // xyz: vertex lighting
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD5;
#endif
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
half3 viewDirTS : TEXCOORD6;
#endif
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7);
#ifdef DYNAMICLIGHTMAP_ON
float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs
#endif
#ifdef USE_APV_PROBE_OCCLUSION
float4 probeOcclusion : TEXCOORD9;
#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;
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
inputData.positionWS = input.positionWS;
#endif
inputData.positionCS = input.positionCS;
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
#if defined(_NORMALMAP) || defined(_DETAIL)
float sgn = input.tangentWS.w; // should be either +1 or -1
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
#else
inputData.normalWS = input.normalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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
inputData.fogCoord = 0.0; // we don't apply fog in the guffer pass
#ifdef _ADDITIONAL_LIGHTS_VERTEX
inputData.vertexLighting = input.vertexLighting.xyz;
#else
inputData.vertexLighting = half3(0, 0, 0);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#elif !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(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Used in Standard (Physically Based) shader
Varyings LitGBufferPassVertex(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);
// normalWS and tangentWS already normalize.
// this is required to avoid skewing the direction during interpolation
// also required for per-vertex lighting and SH evaluation
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
// already normalized from normal transform to WS.
output.normalWS = normalInput.normalWS;
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
real sign = input.tangentOS.w * GetOddNegativeScale();
half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
#endif
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
output.tangentWS = tangentWS;
#endif
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
output.viewDirTS = viewDirTS;
#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_SH4(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion);
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
output.vertexLighting = vertexLight;
#endif
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
output.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
return output;
}
// Used in Standard (Physically Based) shader
FragmentOutput LitGBufferPassFragment(Varyings input)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined(_PARALLAXMAP)
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
half3 viewDirTS = input.viewDirTS;
#else
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, viewDirWS);
#endif
ApplyPerPixelDisplacement(viewDirTS, input.uv);
#endif
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(input.uv, surfaceData);
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade(input.positionCS);
#endif
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv, _BaseMap));
#ifdef _DBUFFER
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
#endif
// Stripped down version of UniversalFragmentPBR().
// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion);
}
#endif