#ifndef UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED #define UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif // keep this file in sync with LitForwardPass.hlsl struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float2 staticLightmapUV : TEXCOORD1; float2 dynamicLightmapUV : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float2 uv : TEXCOORD0; float3 posWS : TEXCOORD1; // xyz: posWS #ifdef _NORMALMAP half4 normal : TEXCOORD2; // xyz: normal, w: viewDir.x half4 tangent : TEXCOORD3; // xyz: tangent, w: viewDir.y half4 bitangent : TEXCOORD4; // xyz: bitangent, w: viewDir.z #else half3 normal : TEXCOORD2; #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLighting : TEXCOORD5; // xyz: vertex light #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7); #ifdef DYNAMICLIGHTMAP_ON float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs #endif #ifdef USE_APV_PROBE_OCCLUSION float4 probeOcclusion : TEXCOORD9; #endif float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.posWS; inputData.positionCS = input.positionCS; #ifdef _NORMALMAP half3 viewDirWS = half3(input.normal.w, input.tangent.w, input.bitangent.w); inputData.normalWS = TransformTangentToWorld(normalTS,half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz)); #else half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS); inputData.normalWS = input.normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); viewDirWS = SafeNormalize(viewDirWS); inputData.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.vertexLighting = input.vertexLighting.xyz; #else inputData.vertexLighting = half3(0, 0, 0); #endif inputData.fogCoord = 0; // we don't apply fog in the gbuffer pass inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.staticLightmapUV; #else inputData.vertexSH = input.vertexSH; #endif #if defined(USE_APV_PROBE_OCCLUSION) inputData.probeOcclusion = input.probeOcclusion; #endif #endif } void InitializeBakedGIData(Varyings input, inout InputData inputData) { #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.bakedGI = SAMPLE_GI(input.vertexSH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, inputData.positionCS.xy, input.probeOcclusion, inputData.shadowMask); #else inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #endif } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Used in Standard (Simple Lighting) shader Varyings LitPassVertexSimple(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); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); output.posWS.xyz = vertexInput.positionWS; output.positionCS = vertexInput.positionCS; #ifdef _NORMALMAP half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); output.normal = half4(normalInput.normalWS, viewDirWS.x); output.tangent = half4(normalInput.tangentWS, viewDirWS.y); output.bitangent = half4(normalInput.bitangentWS, viewDirWS.z); #else output.normal = NormalizeNormalPerVertex(normalInput.normalWS); #endif OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV); #ifdef DYNAMICLIGHTMAP_ON output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif OUTPUT_SH4(vertexInput.positionWS, output.normal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion); #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); output.vertexLighting = vertexLight; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif return output; } // Used for StandardSimpleLighting shader FragmentOutput LitPassFragmentSimple(Varyings input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); SurfaceData surfaceData; InitializeSimpleLitSurfaceData(input.uv, surfaceData); #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade(input.positionCS); #endif InputData inputData; InitializeInputData(input, surfaceData.normalTS, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv, _BaseMap)); #if defined(_DBUFFER) ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif InitializeBakedGIData(input, inputData); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha); return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit); }; #endif