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