forked from BilalY/Rasagar
104 lines
2.9 KiB
HLSL
104 lines
2.9 KiB
HLSL
#ifndef URP_UNLIT_GBUFFER_PASS_INCLUDED
|
|
#define URP_UNLIT_GBUFFER_PASS_INCLUDED
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.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
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float3 normalWS : TEXCOORD1;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
void InitializeInputData(Varyings input, out InputData inputData)
|
|
{
|
|
inputData = (InputData)0;
|
|
|
|
inputData.normalWS = NormalizeNormalPerPixel(input.normalWS);
|
|
|
|
inputData.positionWS = float3(0, 0, 0);
|
|
inputData.viewDirectionWS = half3(0, 0, 1);
|
|
inputData.shadowCoord = 0;
|
|
inputData.fogCoord = 0;
|
|
inputData.vertexLighting = half3(0, 0, 0);
|
|
inputData.bakedGI = half3(0, 0, 0);
|
|
inputData.normalizedScreenSpaceUV = 0;
|
|
inputData.shadowMask = half4(1, 1, 1, 1);
|
|
}
|
|
|
|
Varyings UnlitPassVertex(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);
|
|
output.positionCS = vertexInput.positionCS;
|
|
|
|
output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
|
|
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS);
|
|
output.normalWS = normalInput.normalWS;
|
|
|
|
return output;
|
|
}
|
|
|
|
FragmentOutput UnlitPassFragment(Varyings input)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
half2 uv = input.uv;
|
|
half4 texColor = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
|
|
half3 color = texColor.rgb * _BaseColor.rgb;
|
|
half alpha = texColor.a * _BaseColor.a;
|
|
|
|
alpha = AlphaDiscard(alpha, _Cutoff);
|
|
color = AlphaModulate(color, alpha);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODFadeCrossFade(input.positionCS);
|
|
#endif
|
|
|
|
InputData inputData;
|
|
InitializeInputData(input, inputData);
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecalToBaseColor(input.positionCS, color);
|
|
#endif
|
|
|
|
SurfaceData surfaceData = (SurfaceData)0;
|
|
surfaceData.albedo = color;
|
|
surfaceData.alpha = alpha;
|
|
|
|
#if defined(_SCREEN_SPACE_OCCLUSION) // GBuffer never has transparents
|
|
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
|
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
|
|
surfaceData.occlusion = aoFactor.directAmbientOcclusion;
|
|
#else
|
|
surfaceData.occlusion = 1;
|
|
#endif
|
|
|
|
return SurfaceDataToGbuffer(surfaceData, inputData, float3(0,0,0), kLightingInvalid);
|
|
}
|
|
|
|
#endif
|