Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl

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2024-08-26 13:07:20 -07:00
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#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.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
struct Attributes
{
float4 PositionOS : POSITION;
float2 UV0 : TEXCOORD0;
float2 UV1 : TEXCOORD1;
float3 NormalOS : NORMAL;
half4 Color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 UV01 : TEXCOORD0; // UV0
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
half4 Color : TEXCOORD2; // Vertex Color
half4 LightingFog : TEXCOORD3; // Vertex Lighting, Fog Factor
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 ShadowCoords : TEXCOORD4; // Shadow UVs
#endif
half4 NormalWS : TEXCOORD5;
float3 PositionWS : TEXCOORD6;
#ifdef USE_APV_PROBE_OCCLUSION
float4 probeOcclusion : TEXCOORD7;
#endif
float4 PositionCS : SV_POSITION; // Clip Position
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(Varyings input, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionCS = input.PositionCS;
inputData.normalWS = half3(0, 1, 0);
inputData.viewDirectionWS = half3(0, 0, 1);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.ShadowCoords;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(input.PositionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = input.LightingFog.a;
inputData.vertexLighting = input.LightingFog.rgb;
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.PositionCS);
inputData.positionWS = input.PositionWS;
#if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI(input.vertexSH,
GetAbsolutePositionWS(inputData.positionWS),
input.NormalWS.xyz,
GetWorldSpaceNormalizeViewDir(inputData.positionWS),
inputData.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, input.NormalWS.xyz);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#endif
#if defined(DEBUG_DISPLAY)
inputData.uv = input.UV01;
#endif
}
void InitializeSurfaceData(half3 albedo, half alpha, out SurfaceData surfaceData)
{
surfaceData = (SurfaceData)0;
surfaceData.albedo = albedo;
surfaceData.alpha = alpha;
surfaceData.emission = half3(0, 0, 0);
surfaceData.metallic = 0;
surfaceData.occlusion = 0;
surfaceData.smoothness = 1;
surfaceData.specular = half3(0, 0, 0);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
surfaceData.normalTS = half3(0, 0, 1);
}
half4 UniversalTerrainLit(InputData inputData, SurfaceData surfaceData)
{
#if defined(DEBUG_DISPLAY)
half4 debugColor;
if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
{
return debugColor;
}
#endif
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
half3 lighting = inputData.vertexLighting * MainLightRealtimeShadow(inputData.shadowCoord);
#else
half3 lighting = inputData.vertexLighting;
#endif
half4 color = half4(surfaceData.albedo, surfaceData.alpha);
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_GLOBAL_ILLUMINATION))
{
lighting += inputData.bakedGI;
}
color.rgb *= lighting;
return color;
}
half4 UniversalTerrainLit(InputData inputData, half3 albedo, half alpha)
{
SurfaceData surfaceData;
InitializeSurfaceData(albedo, alpha, surfaceData);
return UniversalTerrainLit(inputData, surfaceData);
}
Varyings TerrainLitVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Vertex attributes
output.UV01 = TRANSFORM_TEX(input.UV0, _MainTex);
OUTPUT_LIGHTMAP_UV(input.UV1, unity_LightmapST, output.staticLightmapUV);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.PositionOS.xyz);
output.Color = input.Color;
output.PositionCS = vertexInput.positionCS;
// Shadow Coords
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.ShadowCoords = GetShadowCoord(vertexInput);
#endif
// Vertex Lighting
half3 NormalWS = input.NormalOS;
OUTPUT_SH4(vertexInput.positionWS, NormalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion);
Light mainLight = GetMainLight();
half3 attenuatedLightColor = mainLight.color * mainLight.distanceAttenuation;
half3 diffuseColor = half3(0, 0, 0);
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_MAIN_LIGHT))
{
diffuseColor += LightingLambert(attenuatedLightColor, mainLight.direction, NormalWS);
}
#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS))
{
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, vertexInput.positionWS);
half3 attenuatedLightColor = light.color * light.distanceAttenuation;
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, NormalWS);
}
}
#endif
output.LightingFog.xyz = diffuseColor;
// Fog factor
output.LightingFog.w = ComputeFogFactor(output.PositionCS.z);
output.NormalWS.xyz = NormalWS;
output.PositionWS = vertexInput.positionWS;
return output;
}
half4 TerrainLitForwardFragment(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
InputData inputData;
InitializeInputData(input, inputData);
SETUP_DEBUG_TEXTURE_DATA_FOR_TERRAIN(inputData);
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01);
half4 color = UniversalTerrainLit(inputData, tex.rgb, tex.a);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
return color;
}
FragmentOutput TerrainLitGBufferFragment(Varyings input)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01);
InputData inputData;
InitializeInputData(input, inputData);
SETUP_DEBUG_TEXTURE_DATA_FOR_TERRAIN(inputData);
SurfaceData surfaceData;
InitializeSurfaceData(tex.rgb, tex.a, surfaceData);
half4 color = UniversalTerrainLit(inputData, tex.rgb, tex.a);
return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingInvalid);
}