void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.positionWS; #ifdef _NORMALMAP // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped. float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz); #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS); #elif _NORMAL_DROPOFF_WS inputData.normalWS = surfaceDescription.NormalWS; #endif #else inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(input.positionWS); #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 inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x); inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.staticLightmapUV; #else inputData.vertexSH = input.sh; #endif #if defined(USE_APV_PROBE_OCCLUSION) inputData.probeOcclusion = input.probeOcclusion; #endif inputData.positionCS = input.positionCS; #endif } void InitializeBakedGIData(Varyings input, inout InputData inputData) { #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, 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.sh, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy, input.probeOcclusion, inputData.shadowMask); #else inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #endif } PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; output = BuildVaryings(input); PackedVaryings packedOutput = (PackedVaryings)0; packedOutput = PackVaryings(output); return packedOutput; } void frag( PackedVaryings packedInput , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked); #if defined(_SURFACE_TYPE_TRANSPARENT) bool isTransparent = true; #else bool isTransparent = false; #endif #if defined(_ALPHATEST_ON) half alpha = AlphaDiscard(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold); #elif defined(_SURFACE_TYPE_TRANSPARENT) half alpha = surfaceDescription.Alpha; #else half alpha = half(1.0); #endif #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE LODFadeCrossFade(unpacked.positionCS); #endif InputData inputData; InitializeInputData(unpacked, surfaceDescription, inputData); #ifdef VARYINGS_NEED_TEXCOORD0 SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.texCoord0); #else SETUP_DEBUG_TEXTURE_DATA_NO_UV(inputData); #endif #ifdef _SPECULAR_SETUP float3 specular = surfaceDescription.Specular; float metallic = 1; #else float3 specular = 0; float metallic = surfaceDescription.Metallic; #endif half3 normalTS = half3(0, 0, 0); #if defined(_NORMALMAP) && defined(_NORMAL_DROPOFF_TS) normalTS = surfaceDescription.NormalTS; #endif SurfaceData surface; surface.albedo = surfaceDescription.BaseColor; surface.metallic = saturate(metallic); surface.specular = specular; surface.smoothness = saturate(surfaceDescription.Smoothness), surface.occlusion = surfaceDescription.Occlusion, surface.emission = surfaceDescription.Emission, surface.alpha = saturate(alpha); surface.normalTS = normalTS; surface.clearCoatMask = 0; surface.clearCoatSmoothness = 1; #ifdef _CLEARCOAT surface.clearCoatMask = saturate(surfaceDescription.CoatMask); surface.clearCoatSmoothness = saturate(surfaceDescription.CoatSmoothness); #endif surface.albedo = AlphaModulate(surface.albedo, surface.alpha); #if defined(_DBUFFER) ApplyDecalToSurfaceData(unpacked.positionCS, surface, inputData); #endif InitializeBakedGIData(unpacked, inputData); half4 color = UniversalFragmentPBR(inputData, surface); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, isTransparent); outColor = color; #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif }