UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl

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2024-10-27 10:53:47 +03:00
#ifndef SHADERPASS
#error SHADERPASS must be defined
#endif
#ifndef UNIVERSAL_SHADERPASS_INCLUDED
#error ShaderPass has to be included
#endif
#if (SHADERPASS == SHADERPASS_FORWARD)
float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const InputData inputData)
{
#if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE
float4 color = UniversalFragmentSixWay(inputData, surfaceData);
#else
float4 color = UniversalFragmentPBR(inputData, surfaceData);
#endif
color.rgb = MixFog(color.rgb, inputData.fogCoord);
#if IS_OPAQUE_PARTICLE
bool isTransparent = false;
#else
bool isTransparent = true;
#endif
color.a = OutputAlpha(color.a, isTransparent);
return color;
}
#ifndef VFX_SHADERGRAPH
#if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE
#define SurfaceData SixWaySurfaceData
#endif
float4 VFXGetPixelOutputForward(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, bool frontFace)
{
SurfaceData surfaceData;
InputData inputData;
VFXGetURPLitData(surfaceData, inputData, i, normalWS, uvData, frontFace, (uint2)0);
return VFXCalcPixelOutputForward(surfaceData, inputData);
}
#else
float4 VFXGetPixelOutputForwardShaderGraph(const VFX_VARYING_PS_INPUTS i, SurfaceData surfaceData, float3 normalWS)
{
float3 posRWS = VFXGetPositionRWS(i);
float4 posSS = i.VFX_VARYING_POSCS;
PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, (uint2)0);
VFXUVData uvData = (VFXUVData)0;
InputData inputData = VFXGetInputData(i, posInput, normalWS, true);
return VFXCalcPixelOutputForward(surfaceData, inputData);
}
#endif
#elif (SHADERPASS == SHADERPASS_GBUFFER)
#ifndef VFX_SHADERGRAPH
void VFXComputePixelOutputToGBuffer(const VFX_VARYING_PS_INPUTS i, const float3 normalWS, const VFXUVData uvData, out FragmentOutput gBuffer)
{
SurfaceData surfaceData;
InputData inputData;
VFXGetURPLitData(surfaceData, inputData, i, normalWS, uvData, true, (uint2)0);
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
gBuffer = BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion);
}
#else
void VFXComputePixelOutputToGBufferShaderGraph(const VFX_VARYING_PS_INPUTS i, SurfaceData surfaceData, const float3 normalWS, out FragmentOutput gBuffer)
{
float3 posRWS = VFXGetPositionRWS(i);
float4 posSS = i.VFX_VARYING_POSCS;
PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, (uint2)0);
VFXUVData uvData = (VFXUVData)0;
InputData inputData = VFXGetInputData(i, posInput, normalWS, true);
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
gBuffer = BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion);
}
#endif
#endif