150 lines
5.6 KiB
HLSL
150 lines
5.6 KiB
HLSL
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#ifndef UNITY_GRAPHFUNCTIONS_LW_INCLUDED
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#define UNITY_GRAPHFUNCTIONS_LW_INCLUDED
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#define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_LWSampleSceneDepth(uv)
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#define SHADERGRAPH_SAMPLE_SCENE_COLOR(uv) shadergraph_LWSampleSceneColor(uv)
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#define SHADERGRAPH_SAMPLE_SCENE_NORMAL(uv) shadergraph_LWSampleSceneNormals(uv)
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#define SHADERGRAPH_BAKED_GI(positionWS, normalWS, positionSS, uvStaticLightmap, uvDynamicLightmap, applyScaling) shadergraph_LWBakedGI(positionWS, normalWS, positionSS, uvStaticLightmap, uvDynamicLightmap, applyScaling)
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#define SHADERGRAPH_REFLECTION_PROBE(viewDir, normalOS, lod) shadergraph_LWReflectionProbe(viewDir, normalOS, lod)
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#define SHADERGRAPH_FOG(position, color, density) shadergraph_LWFog(position, color, density)
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#define SHADERGRAPH_AMBIENT_SKY unity_AmbientSky
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#define SHADERGRAPH_AMBIENT_EQUATOR unity_AmbientEquator
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#define SHADERGRAPH_AMBIENT_GROUND unity_AmbientGround
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#define SHADERGRAPH_MAIN_LIGHT_DIRECTION shadergraph_URPMainLightDirection
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#define SHADERGRAPH_RENDERER_BOUNDS_MIN shadergraph_RendererBoundsWS_Min()
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#define SHADERGRAPH_RENDERER_BOUNDS_MAX shadergraph_RendererBoundsWS_Max()
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#if defined(REQUIRE_DEPTH_TEXTURE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#endif
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#if defined(REQUIRE_OPAQUE_TEXTURE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
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#endif
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#if defined(REQUIRE_NORMAL_TEXTURE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
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#endif
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float shadergraph_LWSampleSceneDepth(float2 uv)
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{
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#if defined(REQUIRE_DEPTH_TEXTURE)
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return SampleSceneDepth(uv);
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#else
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return 0;
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#endif
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}
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float3 shadergraph_LWSampleSceneColor(float2 uv)
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{
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#if defined(REQUIRE_OPAQUE_TEXTURE)
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return SampleSceneColor(uv);
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#else
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return 0;
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#endif
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}
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float3 shadergraph_LWSampleSceneNormals(float2 uv)
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{
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#if defined(REQUIRE_NORMAL_TEXTURE)
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return SampleSceneNormals(uv);
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#else
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return 0;
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#endif
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}
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float3 shadergraph_LWBakedGI(float3 positionWS, float3 normalWS, uint2 positionSS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool applyScaling)
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{
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#ifdef LIGHTMAP_ON
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if (applyScaling)
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{
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uvStaticLightmap = uvStaticLightmap * unity_LightmapST.xy + unity_LightmapST.zw;
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uvDynamicLightmap = uvDynamicLightmap * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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}
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#if defined(DYNAMICLIGHTMAP_ON)
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return SampleLightmap(uvStaticLightmap, uvDynamicLightmap, normalWS);
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#else
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return SampleLightmap(uvStaticLightmap, normalWS);
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#endif
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#else
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#if (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
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if (_EnableProbeVolumes)
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{
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float3 bakeDiffuseLighting;
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EvaluateAdaptiveProbeVolume(positionWS, normalWS, GetWorldSpaceNormalizeViewDir(positionWS), positionSS, bakeDiffuseLighting);
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return bakeDiffuseLighting;
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}
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else
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return SampleSH(normalWS);
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#else
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return SampleSH(normalWS);
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#endif
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#endif
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}
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float3 shadergraph_LWReflectionProbe(float3 viewDir, float3 normalOS, float lod)
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{
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float3 reflectVec = reflect(-viewDir, normalOS);
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#if USE_FORWARD_PLUS
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return SAMPLE_TEXTURECUBE_LOD(_GlossyEnvironmentCubeMap, sampler_GlossyEnvironmentCubeMap, reflectVec, lod).rgb;
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#else
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return DecodeHDREnvironment(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVec, lod), unity_SpecCube0_HDR);
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#endif
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}
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void shadergraph_LWFog(float3 positionOS, out float4 color, out float density)
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{
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color = unity_FogColor;
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#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
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float viewZ = -TransformWorldToView(TransformObjectToWorld(positionOS)).z;
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float nearZ0ToFarZ = max(viewZ - _ProjectionParams.y, 0);
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// ComputeFogFactorZ0ToFar returns the fog "occlusion" (0 for full fog and 1 for no fog) so this has to be inverted for density.
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density = 1.0f - ComputeFogIntensity(ComputeFogFactorZ0ToFar(nearZ0ToFarZ));
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#else
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density = 0.0f;
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#endif
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}
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// This function assumes the bitangent flip is encoded in tangentWS.w
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float3x3 BuildTangentToWorld(float4 tangentWS, float3 normalWS)
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{
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// tangentWS must not be normalized (mikkts requirement)
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// Normalize normalWS vector but keep the renormFactor to apply it to bitangent and tangent
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float3 unnormalizedNormalWS = normalWS;
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float renormFactor = 1.0 / length(unnormalizedNormalWS);
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// bitangent on the fly option in xnormal to reduce vertex shader outputs.
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// this is the mikktspace transformation (must use unnormalized attributes)
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float3x3 tangentToWorld = CreateTangentToWorld(unnormalizedNormalWS, tangentWS.xyz, tangentWS.w > 0.0 ? 1.0 : -1.0);
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// surface gradient based formulation requires a unit length initial normal. We can maintain compliance with mikkts
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// by uniformly scaling all 3 vectors since normalization of the perturbed normal will cancel it.
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tangentToWorld[0] = tangentToWorld[0] * renormFactor;
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tangentToWorld[1] = tangentToWorld[1] * renormFactor;
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tangentToWorld[2] = tangentToWorld[2] * renormFactor; // normalizes the interpolated vertex normal
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return tangentToWorld;
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}
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float3 shadergraph_URPMainLightDirection()
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{
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return -GetMainLight().direction;
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}
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float3 shadergraph_RendererBoundsWS_Min()
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{
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return GetCameraRelativePositionWS(unity_RendererBounds_Min.xyz);
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}
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float3 shadergraph_RendererBoundsWS_Max()
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{
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return GetCameraRelativePositionWS(unity_RendererBounds_Max.xyz);
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}
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// Always include Shader Graph version
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// Always include last to avoid double macros
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#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
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#endif // UNITY_GRAPHFUNCTIONS_LW_INCLUDED
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