UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl
2024-10-27 10:53:47 +03:00

183 lines
5.9 KiB
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;
float2 staticLightmapUV : TEXCOORD1;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
half3 normalWS : TEXCOORD2;
#if defined(_NORMALMAP)
half4 tangentWS : TEXCOORD3;
#endif
#if defined(DEBUG_DISPLAY) || (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
float3 positionWS : TEXCOORD4;
float3 viewDirWS : TEXCOORD5;
#endif
#ifdef USE_APV_PROBE_OCCLUSION
float4 probeOcclusion : TEXCOORD6;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
#if defined(DEBUG_DISPLAY)
inputData.positionWS = input.positionWS;
inputData.positionCS = input.positionCS;
inputData.viewDirectionWS = input.viewDirWS;
#else
inputData.positionWS = float3(0, 0, 0);
inputData.viewDirectionWS = half3(0, 0, 1);
#endif
#if defined(_NORMALMAP)
float sgn = input.tangentWS.w; // should be either +1 or -1
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
#else
inputData.normalWS = input.normalWS;
#endif
inputData.shadowCoord = float4(0, 0, 0, 0);
inputData.fogCoord = input.uv0AndFogCoord.z;
inputData.vertexLighting = half3(0, 0, 0);
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
inputData.shadowMask = half4(1, 1, 1, 1);
#if defined(DEBUG_DISPLAY)
#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(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI(input.vertexSH,
GetAbsolutePositionWS(input.positionWS),
inputData.normalWS,
input.viewDirWS,
input.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
#endif
}
Varyings BakedLitForwardPassVertex(Attributes input)
{
Varyings output;
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.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap);
#if defined(_FOG_FRAGMENT)
output.uv0AndFogCoord.z = vertexInput.positionVS.z;
#else
output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z);
#endif
// normalWS and tangentWS already normalize.
// this is required to avoid skewing the direction during interpolation
// also required for per-vertex SH evaluation
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
output.normalWS = normalInput.normalWS;
#if defined(_NORMALMAP)
real sign = input.tangentOS.w * GetOddNegativeScale();
output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
#endif
OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
OUTPUT_SH4(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion);
#if defined(DEBUG_DISPLAY) || (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
output.positionWS = vertexInput.positionWS;
output.viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
#endif
return output;
}
void BakedLitForwardPassFragment(
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.uv0AndFogCoord.xy;
#if defined(_NORMALMAP)
half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz;
#else
half3 normalTS = half3(0, 0, 1);
#endif
InputData inputData;
InitializeInputData(input, normalTS, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv0AndFogCoord.xy, _BaseMap));
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
#if defined(_DBUFFER)
ApplyDecalToBaseColorAndNormal(input.positionCS, color, inputData.normalWS);
#endif
InitializeBakedGIData(input, inputData);
half4 finalColor = UniversalFragmentBakedLit(inputData, color, alpha, normalTS);
finalColor.a = OutputAlpha(finalColor.a, _Surface);
outColor = finalColor;
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}