#ifndef URP_UNLIT_FORWARD_PASS_INCLUDED #define URP_UNLIT_FORWARD_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; #if defined(DEBUG_DISPLAY) float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float2 uv : TEXCOORD0; float fogCoord : TEXCOORD1; float4 positionCS : SV_POSITION; #if defined(DEBUG_DISPLAY) float3 positionWS : TEXCOORD2; float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(Varyings input, out InputData inputData) { inputData = (InputData)0; #if defined(DEBUG_DISPLAY) inputData.positionWS = input.positionWS; inputData.positionCS = input.positionCS; inputData.normalWS = input.normalWS; inputData.viewDirectionWS = input.viewDirWS; #else inputData.positionWS = float3(0, 0, 0); inputData.normalWS = half3(0, 0, 1); inputData.viewDirectionWS = half3(0, 0, 1); #endif inputData.shadowCoord = 0; inputData.fogCoord = 0; inputData.vertexLighting = half3(0, 0, 0); inputData.bakedGI = half3(0, 0, 0); inputData.normalizedScreenSpaceUV = 0; inputData.shadowMask = half4(1, 1, 1, 1); } Varyings UnlitPassVertex(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.positionCS = vertexInput.positionCS; output.uv = TRANSFORM_TEX(input.uv, _BaseMap); #if defined(_FOG_FRAGMENT) output.fogCoord = vertexInput.positionVS.z; #else output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z); #endif #if defined(DEBUG_DISPLAY) // normalWS and tangentWS already normalize. // this is required to avoid skewing the direction during interpolation // also required for per-vertex lighting and SH evaluation VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS); // already normalized from normal transform to WS. output.positionWS = vertexInput.positionWS; output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; #endif return output; } void UnlitPassFragment( Varyings input , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half2 uv = input.uv; half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv); half3 color = texColor.rgb * _BaseColor.rgb; half alpha = texColor.a * _BaseColor.a; alpha = AlphaDiscard(alpha, _Cutoff); color = AlphaModulate(color, alpha); #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade(input.positionCS); #endif InputData inputData; InitializeInputData(input, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv, _BaseMap)); #ifdef _DBUFFER ApplyDecalToBaseColor(input.positionCS, color); #endif half4 finalColor = UniversalFragmentUnlit(inputData, color, alpha); #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT) float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV); finalColor.rgb *= aoFactor.directAmbientOcclusion; #endif #if defined(_FOG_FRAGMENT) #if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) float viewZ = -input.fogCoord; float nearToFarZ = max(viewZ - _ProjectionParams.y, 0); half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ); #else half fogFactor = 0; #endif #else half fogFactor = input.fogCoord; #endif finalColor.rgb = MixFog(finalColor.rgb, fogFactor); finalColor.a = OutputAlpha(finalColor.a, IsSurfaceTypeTransparent(_Surface)); outColor = finalColor; #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } #endif