forked from BilalY/Rasagar
158 lines
4.6 KiB
HLSL
158 lines
4.6 KiB
HLSL
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#ifndef URP_UNLIT_FORWARD_PASS_INCLUDED
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#define URP_UNLIT_FORWARD_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.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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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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#if defined(DEBUG_DISPLAY)
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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#endif
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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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float fogCoord : TEXCOORD1;
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float4 positionCS : SV_POSITION;
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#if defined(DEBUG_DISPLAY)
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float3 positionWS : TEXCOORD2;
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float3 normalWS : TEXCOORD3;
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float3 viewDirWS : TEXCOORD4;
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#endif
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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, out InputData inputData)
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{
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inputData = (InputData)0;
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#if defined(DEBUG_DISPLAY)
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inputData.positionWS = input.positionWS;
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inputData.positionCS = input.positionCS;
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inputData.normalWS = input.normalWS;
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inputData.viewDirectionWS = input.viewDirWS;
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#else
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inputData.positionWS = float3(0, 0, 0);
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inputData.normalWS = half3(0, 0, 1);
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inputData.viewDirectionWS = half3(0, 0, 1);
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#endif
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inputData.shadowCoord = 0;
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inputData.fogCoord = 0;
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inputData.vertexLighting = half3(0, 0, 0);
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inputData.bakedGI = half3(0, 0, 0);
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inputData.normalizedScreenSpaceUV = 0;
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inputData.shadowMask = half4(1, 1, 1, 1);
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}
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Varyings UnlitPassVertex(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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output.positionCS = vertexInput.positionCS;
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
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#if defined(_FOG_FRAGMENT)
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output.fogCoord = vertexInput.positionVS.z;
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#else
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output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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#if defined(DEBUG_DISPLAY)
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// normalWS and tangentWS already normalize.
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// this is required to avoid skewing the direction during interpolation
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// also required for per-vertex lighting and SH evaluation
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
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// already normalized from normal transform to WS.
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output.positionWS = vertexInput.positionWS;
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output.normalWS = normalInput.normalWS;
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output.viewDirWS = viewDirWS;
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#endif
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return output;
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}
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void UnlitPassFragment(
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Varyings input
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, out half4 outColor : SV_Target0
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#ifdef _WRITE_RENDERING_LAYERS
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, out float4 outRenderingLayers : SV_Target1
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#endif
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)
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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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half2 uv = input.uv;
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
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half3 color = texColor.rgb * _BaseColor.rgb;
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half alpha = texColor.a * _BaseColor.a;
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alpha = AlphaDiscard(alpha, _Cutoff);
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color = AlphaModulate(color, alpha);
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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, 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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ApplyDecalToBaseColor(input.positionCS, color);
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#endif
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half4 finalColor = UniversalFragmentUnlit(inputData, color, alpha);
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#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
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float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
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finalColor.rgb *= aoFactor.directAmbientOcclusion;
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#endif
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#if defined(_FOG_FRAGMENT)
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#if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
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float viewZ = -input.fogCoord;
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float nearToFarZ = max(viewZ - _ProjectionParams.y, 0);
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half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ);
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#else
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half fogFactor = 0;
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#endif
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#else
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half fogFactor = input.fogCoord;
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#endif
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finalColor.rgb = MixFog(finalColor.rgb, fogFactor);
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finalColor.a = OutputAlpha(finalColor.a, IsSurfaceTypeTransparent(_Surface));
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outColor = finalColor;
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#ifdef _WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayer();
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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#endif
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}
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#endif
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