UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl

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2024-10-27 10:53:47 +03:00
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl"
void InitializeInputData(Varyings input, out InputData inputData)
{
inputData = (InputData)0;
// InputData is only used for DebugDisplay purposes in Unlit, so these are not initialized.
#if defined(DEBUG_DISPLAY)
inputData.positionWS = input.positionWS;
inputData.positionCS = input.positionCS;
inputData.normalWS = input.normalWS;
#else
inputData.positionWS = half3(0, 0, 0);
inputData.normalWS = half3(0, 0, 1);
inputData.viewDirectionWS = half3(0, 0, 1);
#endif
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);
}
PackedVaryings vert(Attributes input)
{
Varyings output = (Varyings)0;
output = BuildVaryings(input);
PackedVaryings packedOutput = PackVaryings(output);
return packedOutput;
}
void frag(
PackedVaryings packedInput
, out half4 outColor : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
Varyings unpacked = UnpackVaryings(packedInput);
UNITY_SETUP_INSTANCE_ID(unpacked);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
#if defined(_SURFACE_TYPE_TRANSPARENT)
bool isTransparent = true;
#else
bool isTransparent = false;
#endif
#if defined(_ALPHATEST_ON)
half alpha = AlphaDiscard(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
#elif defined(_SURFACE_TYPE_TRANSPARENT)
half alpha = surfaceDescription.Alpha;
#else
half alpha = half(1.0);
#endif
#if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
LODFadeCrossFade(unpacked.positionCS);
#endif
#if defined(_ALPHAMODULATE_ON)
surfaceDescription.BaseColor = AlphaModulate(surfaceDescription.BaseColor, alpha);
#endif
#if defined(_DBUFFER)
ApplyDecalToBaseColor(unpacked.positionCS, surfaceDescription.BaseColor);
#endif
InputData inputData;
InitializeInputData(unpacked, inputData);
#ifdef VARYINGS_NEED_TEXCOORD0
SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.texCoord0);
#else
SETUP_DEBUG_TEXTURE_DATA_NO_UV(inputData);
#endif
half4 finalColor = UniversalFragmentUnlit(inputData, surfaceDescription.BaseColor, alpha);
finalColor.a = OutputAlpha(finalColor.a, isTransparent);
#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(unpacked.positionCS);
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
finalColor.rgb *= aoFactor.directAmbientOcclusion;
#endif
outColor = finalColor;
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}