#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); }