97 lines
3.0 KiB
HLSL
97 lines
3.0 KiB
HLSL
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl"
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void InitializeInputData(Varyings input, out InputData inputData)
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{
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inputData = (InputData)0;
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// InputData is only used for DebugDisplay purposes in Unlit, so these are not initialized.
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#if defined(DEBUG_DISPLAY)
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inputData.positionWS = input.positionWS;
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inputData.positionCS = input.positionCS;
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inputData.normalWS = input.normalWS;
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#else
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inputData.positionWS = half3(0, 0, 0);
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inputData.normalWS = half3(0, 0, 1);
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inputData.viewDirectionWS = half3(0, 0, 1);
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#endif
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inputData.shadowCoord = 0;
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inputData.fogCoord = 0;
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inputData.vertexLighting = half3(0, 0, 0);
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inputData.bakedGI = half3(0, 0, 0);
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inputData.normalizedScreenSpaceUV = 0;
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inputData.shadowMask = half4(1, 1, 1, 1);
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}
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PackedVaryings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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output = BuildVaryings(input);
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PackedVaryings packedOutput = PackVaryings(output);
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return packedOutput;
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}
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void frag(
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PackedVaryings packedInput
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, out half4 outColor : SV_Target0
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#ifdef _WRITE_RENDERING_LAYERS
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, out float4 outRenderingLayers : SV_Target1
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#endif
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)
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{
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Varyings unpacked = UnpackVaryings(packedInput);
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UNITY_SETUP_INSTANCE_ID(unpacked);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
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SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
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#if defined(_SURFACE_TYPE_TRANSPARENT)
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bool isTransparent = true;
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#else
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bool isTransparent = false;
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#endif
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#if defined(_ALPHATEST_ON)
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half alpha = AlphaDiscard(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
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#elif defined(_SURFACE_TYPE_TRANSPARENT)
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half alpha = surfaceDescription.Alpha;
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#else
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half alpha = half(1.0);
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#endif
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#if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
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LODFadeCrossFade(unpacked.positionCS);
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#endif
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#if defined(_ALPHAMODULATE_ON)
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surfaceDescription.BaseColor = AlphaModulate(surfaceDescription.BaseColor, alpha);
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#endif
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#if defined(_DBUFFER)
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ApplyDecalToBaseColor(unpacked.positionCS, surfaceDescription.BaseColor);
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#endif
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InputData inputData;
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InitializeInputData(unpacked, inputData);
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#ifdef VARYINGS_NEED_TEXCOORD0
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SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.texCoord0);
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#else
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SETUP_DEBUG_TEXTURE_DATA_NO_UV(inputData);
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#endif
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half4 finalColor = UniversalFragmentUnlit(inputData, surfaceDescription.BaseColor, alpha);
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finalColor.a = OutputAlpha(finalColor.a, isTransparent);
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#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
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float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(unpacked.positionCS);
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AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
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finalColor.rgb *= aoFactor.directAmbientOcclusion;
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#endif
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outColor = finalColor;
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#ifdef _WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayer();
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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#endif
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}
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