77 lines
2.6 KiB
HLSL
77 lines
2.6 KiB
HLSL
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
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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 is only used for DebugDisplay purposes in Unlit, so these are not initialized.
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#if defined(DEBUG_DISPLAY)
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inputData.positionWS = input.positionWS;
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inputData.positionCS = input.positionCS;
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inputData.normalWS = NormalizeNormalPerPixel(input.normalWS);
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#else
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inputData.positionWS = half3(0, 0, 0);
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inputData.normalWS = NormalizeNormalPerPixel(input.normalWS);
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inputData.viewDirectionWS = half3(0, 0, 1);
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#endif
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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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PackedVaryings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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output = BuildVaryings(input);
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PackedVaryings packedOutput = PackVaryings(output);
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return packedOutput;
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}
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FragmentOutput frag(PackedVaryings packedInput)
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{
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Varyings unpacked = UnpackVaryings(packedInput);
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UNITY_SETUP_INSTANCE_ID(unpacked);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
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SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
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SurfaceData surfaceData = (SurfaceData)0;
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surfaceData.alpha = 1;
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#if defined(_ALPHATEST_ON)
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surfaceData.alpha = AlphaDiscard(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
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#endif
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#if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
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LODFadeCrossFade(unpacked.positionCS);
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#endif
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#if defined(_ALPHAMODULATE_ON)
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surfaceData.albedo = AlphaModulate(surfaceDescription.BaseColor, surfaceData.alpha);
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#else
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surfaceData.albedo = surfaceDescription.BaseColor;
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#endif
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#if defined(_DBUFFER)
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ApplyDecalToBaseColor(unpacked.positionCS, surfaceData.albedo);
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#endif
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InputData inputData;
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InitializeInputData(unpacked, inputData);
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#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
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float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(unpacked.positionCS);
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AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
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surfaceData.albedo.rgb *= 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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