forked from BilalY/Rasagar
203 lines
7.1 KiB
HLSL
203 lines
7.1 KiB
HLSL
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#ifndef UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED
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#define UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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// keep this file in sync with LitForwardPass.hlsl
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 texcoord : TEXCOORD0;
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float2 staticLightmapUV : TEXCOORD1;
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float2 dynamicLightmapUV : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float3 posWS : TEXCOORD1; // xyz: posWS
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#ifdef _NORMALMAP
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half4 normal : TEXCOORD2; // xyz: normal, w: viewDir.x
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half4 tangent : TEXCOORD3; // xyz: tangent, w: viewDir.y
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half4 bitangent : TEXCOORD4; // xyz: bitangent, w: viewDir.z
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#else
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half3 normal : TEXCOORD2;
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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half3 vertexLighting : TEXCOORD5; // xyz: vertex light
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD6;
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#endif
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7);
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#ifdef DYNAMICLIGHTMAP_ON
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float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs
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#endif
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#ifdef USE_APV_PROBE_OCCLUSION
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float4 probeOcclusion : TEXCOORD9;
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#endif
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.posWS;
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inputData.positionCS = input.positionCS;
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#ifdef _NORMALMAP
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half3 viewDirWS = half3(input.normal.w, input.tangent.w, input.bitangent.w);
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inputData.normalWS = TransformTangentToWorld(normalTS,half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz));
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#else
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
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inputData.normalWS = input.normal;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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viewDirWS = SafeNormalize(viewDirWS);
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inputData.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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inputData.vertexLighting = input.vertexLighting.xyz;
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#else
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inputData.vertexLighting = half3(0, 0, 0);
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#endif
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inputData.fogCoord = 0; // we don't apply fog in the gbuffer pass
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
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inputData.bakedGI = SAMPLE_GI(input.vertexSH,
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GetAbsolutePositionWS(inputData.positionWS),
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inputData.normalWS,
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inputData.viewDirectionWS,
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inputData.positionCS.xy,
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input.probeOcclusion,
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inputData.shadowMask);
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#else
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#endif
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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#if defined(DEBUG_DISPLAY)
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.dynamicLightmapUV = input.dynamicLightmapUV;
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#endif
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#if defined(LIGHTMAP_ON)
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inputData.staticLightmapUV = input.staticLightmapUV;
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#else
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inputData.vertexSH = input.vertexSH;
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#endif
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Used in Standard (Simple Lighting) shader
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Varyings LitPassVertexSimple(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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output.posWS.xyz = vertexInput.positionWS;
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output.positionCS = vertexInput.positionCS;
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#ifdef _NORMALMAP
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
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output.normal = half4(normalInput.normalWS, viewDirWS.x);
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output.tangent = half4(normalInput.tangentWS, viewDirWS.y);
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output.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
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#else
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output.normal = NormalizeNormalPerVertex(normalInput.normalWS);
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#endif
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OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
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#ifdef DYNAMICLIGHTMAP_ON
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output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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OUTPUT_SH4(vertexInput.positionWS, output.normal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion);
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
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output.vertexLighting = vertexLight;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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return output;
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}
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// Used for StandardSimpleLighting shader
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FragmentOutput LitPassFragmentSimple(Varyings input)
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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SurfaceData surfaceData;
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InitializeSimpleLitSurfaceData(input.uv, surfaceData);
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#ifdef LOD_FADE_CROSSFADE
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LODFadeCrossFade(input.positionCS);
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#endif
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InputData inputData;
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InitializeInputData(input, surfaceData.normalTS, inputData);
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SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv, _BaseMap));
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#ifdef _DBUFFER
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ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
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#endif
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Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
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MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
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half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha);
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return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit);
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};
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#endif
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