123 lines
4.2 KiB
HLSL
123 lines
4.2 KiB
HLSL
void InitializeInputData(Varyings input, bool frontFace, out InputData inputData)
|
|
{
|
|
inputData = (InputData)0;
|
|
|
|
inputData.positionWS = input.positionWS;
|
|
|
|
float signNormal = frontFace ? 1.0f : -1.0f;
|
|
inputData.normalWS = signNormal * input.normalWS;
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
|
|
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, signNormal * input.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);
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
|
|
|
#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
|
|
}
|
|
|
|
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
|
|
, bool frontFace : FRONT_FACE_SEMANTIC
|
|
#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, frontFace, inputData);
|
|
|
|
#ifdef VARYINGS_NEED_TEXCOORD0
|
|
SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.texCoord0);
|
|
#else
|
|
SETUP_DEBUG_TEXTURE_DATA_NO_UV(inputData);
|
|
#endif
|
|
SixWaySurfaceData surfaceData;
|
|
surfaceData.rightTopBack = surfaceDescription.RightTopBack * INV_PI;
|
|
surfaceData.leftBottomFront = surfaceDescription.LeftBottomFront * INV_PI;
|
|
surfaceData.emission = surfaceDescription.Emission;
|
|
surfaceData.baseColor = surfaceDescription.BaseColor;
|
|
surfaceData.occlusion = surfaceDescription.Occlusion;
|
|
surfaceData.alpha = saturate(alpha);
|
|
surfaceData.diffuseGIData0 = unpacked.diffuseGIData0;
|
|
surfaceData.diffuseGIData1 = unpacked.diffuseGIData1;
|
|
surfaceData.diffuseGIData2 = unpacked.diffuseGIData2;
|
|
#if defined(_SIX_WAY_COLOR_ABSORPTION)
|
|
surfaceData.absorptionRange = INV_PI + saturate(surfaceDescription.AbsorptionStrength) * (1 - INV_PI);
|
|
#endif
|
|
|
|
|
|
half4 color = UniversalFragmentSixWay(inputData, surfaceData);
|
|
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
|
|
}
|