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