248 lines
9.0 KiB
Plaintext
248 lines
9.0 KiB
Plaintext
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#include "Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXLit.hlsl"
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#if !defined(SHADERPASS)
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#error SHADERPASS_is_not_define
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#endif
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#ifdef _DECAL_LAYERS
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
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#endif
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#if defined(DECAL_LOAD_NORMAL)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
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#endif
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#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#endif
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void GetSurfaceDataFromSurfaceDecalData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
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{
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surfaceData.albedo = decalSurfaceData.baseColor.rgb;
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surfaceData.metallic = saturate(decalSurfaceData.metallic);
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surfaceData.specular = 0;
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surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
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surfaceData.occlusion = decalSurfaceData.occlusion;
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surfaceData.emission = decalSurfaceData.emissive;
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surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 1;
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}
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void VFXGetSurfaceDecalData(out DecalSurfaceData surfaceData, out PositionInputs posInputs, out half3 receiverNormalWS, VFX_VARYING_PS_INPUTS i)
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{
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ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
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VFXTransformPSInputs(i);
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float2 positionCS = i.pos.xy;
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// Only screen space needs flip logic, other passes do not setup needed properties so we skip here
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#if SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR
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TransformScreenUV(positionCS, _ScreenSize.y);
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#endif
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//Check Rendering layer
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#ifdef _DECAL_LAYERS
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#ifdef _RENDER_PASS_ENABLED
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uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_X_INPUT(GBUFFER4, positionCS.xy).r);
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#else
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uint surfaceRenderingLayer = LoadSceneRenderingLayer(positionCS.xy);
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#endif
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${VFXLoadParameter:{decalLayerMask}}
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clip((surfaceRenderingLayer & decalLayerMask) - 0.1);
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#endif
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#if _RENDER_PASS_ENABLED && !defined(DECAL_RECONSTRUCT_NORMAL)
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float depth = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, positionCS.xy).x;
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#else
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float depth = LoadSceneDepth(positionCS.xy);
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#endif
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#if !UNITY_REVERSED_Z
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depth = lerp(UNITY_NEAR_CLIP_VALUE, 1.0f, depth);
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#endif
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float2 positionSS = i.pos.xy * _ScreenSize.zw;
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float3 positionWS = ComputeWorldSpacePosition(positionSS, depth, UNITY_MATRIX_I_VP);
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posInputs = GetPositionInput(positionSS, _ScreenSize.zw, positionWS);
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float4x4 worldToElement;
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worldToElement[0] = i.worldToDecal[0];
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worldToElement[1] = i.worldToDecal[1];
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worldToElement[2] = -i.worldToDecal[2];
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worldToElement[3] = float4(0,0,0,1);
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float3 positionDS = mul(worldToElement, float4(positionWS,1.0f)).xyz;
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clip(0.5f - abs(positionDS));
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float3x3 normalToWorld = transpose(float3x3(
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VFXSafeNormalize(worldToElement[0].xyz),
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VFXSafeNormalize(worldToElement[1].xyz),
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VFXSafeNormalize(worldToElement[2].xyz)));
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float2 uv = positionDS.xy + float2(0.5, 0.5);
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VFXUVData uvData = GetUVData(i,uv);
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float angleFadeFactor = 1.0f;
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receiverNormalWS = half3(0,1,0);
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#if defined(DECAL_RECONSTRUCT_NORMAL)
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#if defined(_DECAL_NORMAL_BLEND_HIGH)
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receiverNormalWS = half3(ReconstructNormalTap9(i.pos.xy));
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#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
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receiverNormalWS = half3(ReconstructNormalTap5(i.pos.xy));
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#else
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receiverNormalWS = half3(ReconstructNormalDerivative(i.pos.xy));
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#endif
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#elif defined(DECAL_LOAD_NORMAL)
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receiverNormalWS = half3(LoadSceneNormals(i.pos.xy));
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#endif
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#ifdef DECAL_ANGLE_FADE
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if (i.VFX_VARYING_ANGLEFADE.y < 0.0f) // if angle fade is enabled
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{
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float3 decalNormal = float3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
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float dotAngle = dot(receiverNormalWS, decalNormal);
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float2 angleFade = i.VFX_VARYING_ANGLEFADE;
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angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
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}
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#endif
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float fadeFactor = i.VFX_VARYING_FADEFACTOR;
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fadeFactor *= angleFadeFactor;
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//Compute color even for emissive, to have the correct opacity
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float4 color = float4(1,1,1,1);
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#if URP_USE_BASE_COLOR
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color *= VFXGetParticleColor(i);
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#elif URP_USE_ADDITIONAL_BASE_COLOR
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#if defined(VFX_VARYING_COLOR)
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color.xyz *= i.VFX_VARYING_COLOR;
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#endif
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#if defined(VFX_VARYING_ALPHA)
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color.a *= i.VFX_VARYING_ALPHA;
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#endif
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#endif
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#if URP_USE_BASE_COLOR_MAP
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float4 colorMap = SampleTexture(VFX_SAMPLER(baseColorMap),uvData);
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#if URP_USE_BASE_COLOR_MAP_COLOR
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color.xyz *= colorMap.xyz;
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#endif
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#if URP_USE_BASE_COLOR_MAP_ALPHA
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color.a *= colorMap.a;
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#endif
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#endif
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color.a *= fadeFactor;
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VFXClipFragmentColor(color.a,i);
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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
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surfaceData.baseColor.rgb = saturate(color.rgb);
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surfaceData.baseColor.a = color.a;
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float albedoMapBlend = surfaceData.baseColor.a;
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float maskMapBlend = fadeFactor;
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surfaceData.metallic = 0.0f;
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surfaceData.occlusion = 1.0f;
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#ifdef VFX_VARYING_METALLIC
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surfaceData.metallic = i.VFX_VARYING_METALLIC;
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#endif
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#ifdef VFX_VARYING_AMBIENT_OCCLUSION
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surfaceData.occlusion *= i.VFX_VARYING_AMBIENT_OCCLUSION;
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#endif
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surfaceData.smoothness = 0.5f;
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#ifdef VFX_VARYING_SMOOTHNESS
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surfaceData.smoothness = i.VFX_VARYING_SMOOTHNESS;
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#endif
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float4 metallicMapSample = (float4)1.0f;
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float4 specularMapSample = (float4)1.0f;
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#if URP_USE_METALLIC_MAP
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metallicMapSample = SampleTexture(VFX_SAMPLER(metallicMap), uvData);
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surfaceData.metallic *= metallicMapSample.r;
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maskMapBlend *= metallicMapSample.b;
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#endif
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#if URP_USE_OCCLUSION_MAP
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float4 mask = SampleTexture(VFX_SAMPLER(occlusionMap),uvData);
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surfaceData.occlusion *= mask.g;
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#endif
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#if URP_USE_SMOOTHNESS_IN_ALBEDO
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surfaceData.smoothness *= albedoMapBlend;
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#elif URP_USE_SMOOTHNESS_IN_METALLIC
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surfaceData.smoothness *= metallicMapSample.a;
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#elif URP_USE_SMOOTHNESS_IN_SPECULAR
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surfaceData.smoothness *= albedoMapBlend;//TODO: Not implemented yet;
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#endif
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#if VFX_MAOS_BLEND_BASE_COLOR_ALPHA
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surfaceData.MAOSAlpha = albedoMapBlend;
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#elif VFX_MAOS_BLEND_METALLIC_BLUE
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surfaceData.MAOSAlpha = maskMapBlend;
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#endif
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float normalAlpha = 1.0f;
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//No Decal Surface Gradient in URP implementation of Decals
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#if USE_NORMAL_MAP
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float3 normalTS = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);
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#else //USE_NORMAL_MAP
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float3 normalTS = float3(0.0f,0.0f,1.0f);
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#endif //USE_NORMAL_MAP
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float3 normalWS = mul(normalToWorld, normalTS);
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normalWS = normalize(normalWS);
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surfaceData.normalWS.xyz = normalWS;
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#ifdef VFX_VARYING_NORMALALPHA
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surfaceData.normalWS.w = i.VFX_VARYING_NORMALALPHA;
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#else
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surfaceData.normalWS.w = 0.0f;
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#endif
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#if VFX_NORMAL_BLEND_BASE_COLOR_ALPHA
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surfaceData.normalWS.w *= albedoMapBlend;
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#elif VFX_NORMAL_BLEND_METALLIC_BLUE
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surfaceData.normalWS.w *= maskMapBlend;
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#endif
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#endif
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#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
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surfaceData.baseColor.a = color.a;
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surfaceData.emissive = float3(1,1,1) * fadeFactor;
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#if defined(VFX_VARYING_EMISSIVE) && (URP_USE_EMISSIVE_COLOR || URP_USE_ADDITIONAL_EMISSIVE_COLOR)
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surfaceData.emissive *= i.VFX_VARYING_EMISSIVE;
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#else
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surfaceData.emissive = float3(0,0,0);
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#endif
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#ifdef URP_USE_EMISSIVE_MAP
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float emissiveScale = 1.0f;
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#ifdef VFX_VARYING_EMISSIVESCALE
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emissiveScale = i.VFX_VARYING_EMISSIVESCALE;
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#endif
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surfaceData.emissive *= SampleTexture(VFX_SAMPLER(emissiveMap), uvData).rgb * emissiveScale;
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#endif
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#endif
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}
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void PrepareSurfaceAndInputData(VFX_VARYING_PS_INPUTS i, inout SurfaceData surfaceData, inout DecalSurfaceData decalSurfaceData, inout InputData inputData)
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{
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PositionInputs posInput;
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ZERO_INITIALIZE(PositionInputs, posInput);
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half3 receiverNormalWS;
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VFXGetSurfaceDecalData(decalSurfaceData, posInput, receiverNormalWS, i);
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GetSurfaceDataFromSurfaceDecalData(decalSurfaceData, surfaceData);
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#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR)
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decalSurfaceData.normalWS.xyz = normalize(lerp(receiverNormalWS.xyz, decalSurfaceData.normalWS.xyz, decalSurfaceData.normalWS.w));
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#endif
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inputData = VFXGetInputData(i, posInput, decalSurfaceData.normalWS.xyz, true);
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}
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