#ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED #define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED #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 #if defined(_PARALLAXMAP) #define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR #endif #if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL) #define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR #endif // keep this file in sync with LitGBufferPass.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; #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) float3 positionWS : TEXCOORD1; #endif float3 normalWS : TEXCOORD2; #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) half4 tangentWS : TEXCOORD3; // xyz: tangent, w: sign #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light #else half fogFactor : TEXCOORD5; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) half3 viewDirTS : TEXCOORD7; #endif DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 8); #ifdef DYNAMICLIGHTMAP_ON float2 dynamicLightmapUV : TEXCOORD9; // Dynamic lightmap UVs #endif #ifdef USE_APV_PROBE_OCCLUSION float4 probeOcclusion : TEXCOORD10; #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; #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) inputData.positionWS = input.positionWS; #endif #if defined(DEBUG_DISPLAY) inputData.positionCS = input.positionCS; #endif half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS); #if defined(_NORMALMAP) || defined(_DETAIL) float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz); #if defined(_NORMALMAP) inputData.tangentToWorld = tangentToWorld; #endif inputData.normalWS = TransformTangentToWorld(normalTS, tangentToWorld); #else inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); 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.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x); inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #else inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor); #endif 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, input.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 (Physically Based) shader Varyings LitPassVertex(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); // 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 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); half fogFactor = 0; #if !defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(vertexInput.positionCS.z); #endif output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); // already normalized from normal transform to WS. output.normalWS = normalInput.normalWS; #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) real sign = input.tangentOS.w * GetOddNegativeScale(); half4 tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) output.tangentWS = tangentWS; #endif #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS); output.viewDirTS = viewDirTS; #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.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion); #ifdef _ADDITIONAL_LIGHTS_VERTEX output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #else output.fogFactor = fogFactor; #endif #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) output.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif output.positionCS = vertexInput.positionCS; return output; } // Used in Standard (Physically Based) shader void LitPassFragment( 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); #if defined(_PARALLAXMAP) #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) half3 viewDirTS = input.viewDirTS; #else half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS); half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, viewDirWS); #endif ApplyPerPixelDisplacement(viewDirTS, input.uv); #endif SurfaceData surfaceData; InitializeStandardLitSurfaceData(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); half4 color = UniversalFragmentPBR(inputData, surfaceData); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface)); outColor = color; #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } #endif