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

274 lines
10 KiB
HLSL

// Upgrade NOTE: replaced 'defined at' with 'defined (at)'
#ifndef SHADERPASS
#error SHADERPASS must be defined (at) this point
#endif
#if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl"
#include "Packages/com.unity.visualeffectgraph/Shaders/SixWay/VFXSixWayCommon.hlsl"
#else
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#endif
float3 VFXGetPositionRWS(VFX_VARYING_PS_INPUTS i)
{
float3 posWS = (float3)0;
#ifdef VFX_VARYING_POSWS
posWS = i.VFX_VARYING_POSWS;
#endif
return VFXGetPositionRWS(posWS);
}
InputData VFXGetInputData(const VFX_VARYING_PS_INPUTS i, const PositionInputs posInputs, float3 normalWS, bool frontFace)
{
InputData inputData = (InputData)0;
inputData.positionWS = posInputs.positionWS.xyz;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
#if defined(VFX_MATERIAL_TYPE_SIX_WAY_SMOKE) && defined(VFX_VARYING_TANGENT)
float signNormal = frontFace ? 1.0 : -1.0f;
float3 bitangent = cross(i.VFX_VARYING_NORMAL.xyz, i.VFX_VARYING_TANGENT.xyz);
inputData.tangentToWorld = half3x3(i.VFX_VARYING_TANGENT.xyz, bitangent.xyz, signNormal * i.VFX_VARYING_NORMAL.xyz);
#endif
//When there is only one cascaded, this shadowCoord can be computed at vertex stage
//#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
// inputData.shadowCoord = inputData.shadowCoord;
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
//This ComputeFogFactor can be moved to vertex and use interpolator instead
float fogFactor = ComputeFogFactor(i.VFX_VARYING_POSCS.z);
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), fogFactor);
//SampleSH could partially be done on vertex using SampleSHVertex & SampleSHPixel
//For now, use directly the simpler per pixel fallback
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
float4 unusedShadowmask;
inputData.bakedGI = SAMPLE_GI(0, // No vertex support
GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
i.VFX_VARYING_POSCS.xy,
unusedShadowmask,
unusedShadowmask);
#else
inputData.bakedGI = SampleSH(normalWS);
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(i.VFX_VARYING_POSCS);
//No static light map in VFX
//inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
return inputData;
}
#ifndef VFX_SHADERGRAPH
float4 GetSurfaceColor(VFX_VARYING_PS_INPUTS i, const VFXUVData uvData)
{
float4 baseColorMapSample = (float4)1.0f;
float4 color = float4(1,1,1,1);
#if URP_USE_BASE_COLOR
color *= VFXGetParticleColor(i);
#elif URP_USE_ADDITIONAL_BASE_COLOR
#if defined(VFX_VARYING_COLOR)
color.xyz *= i.VFX_VARYING_COLOR;
#endif
#if defined(VFX_VARYING_ALPHA)
color.a *= i.VFX_VARYING_ALPHA;
#endif
#endif
#if URP_USE_BASE_COLOR_MAP
baseColorMapSample = SampleTexture(VFX_SAMPLER(baseColorMap),uvData);
#if URP_USE_BASE_COLOR_MAP_COLOR
color.xyz *= baseColorMapSample.xyz;
#endif
#if URP_USE_BASE_COLOR_MAP_ALPHA
color.a *= baseColorMapSample.a;
#endif
#endif
color = VFXApplySoftParticleFade(i, color);
return color;
}
float3 GetSurfaceEmissive(VFX_VARYING_PS_INPUTS i, const VFXUVData uvData)
{
float3 emission = float3(1, 1, 1);
#if URP_USE_EMISSIVE_MAP
float emissiveScale = 1.0f;
#ifdef VFX_VARYING_EMISSIVESCALE
emissiveScale = i.VFX_VARYING_EMISSIVESCALE;
#endif
emission *= SampleTexture(VFX_SAMPLER(emissiveMap), uvData).rgb * emissiveScale;
#endif
#if defined(VFX_VARYING_EMISSIVE) && (URP_USE_EMISSIVE_COLOR || URP_USE_ADDITIONAL_EMISSIVE_COLOR)
emission *= i.VFX_VARYING_EMISSIVE;
#endif
#ifdef VFX_VARYING_EXPOSUREWEIGHT
emission *= lerp(GetInverseCurrentExposureMultiplier(), 1.0f, i.VFX_VARYING_EXPOSUREWEIGHT);
#endif
return emission;
}
#if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE
SixWaySurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)
{
SixWaySurfaceData surfaceData = (SixWaySurfaceData)0;
float4 color = GetSurfaceColor(i, uvData);
surfaceData.absorptionRange = 1.0f;
#ifdef VFX_VARYING_ABSORPTIONRANGE
surfaceData.absorptionRange = i.VFX_VARYING_ABSORPTIONRANGE;
#endif
float4 lightmapPositive = SampleTexture(VFX_SAMPLER(positiveAxesLightmap),uvData);
float4 lightmapNegative = SampleTexture(VFX_SAMPLER(negativeAxesLightmap),uvData);
surfaceData.rightTopBack = lightmapPositive.rgb;
surfaceData.leftBottomFront = lightmapNegative.rgb;
#if VFX_STRIPS_SWAP_UV
SixWaySwapUV(surfaceData.rightTopBack, surfaceData.leftBottomFront);
#endif
float mapAlpha = lightmapPositive.a;
color.a *= mapAlpha;
#if VFX_SIX_WAY_REMAP
#if VFX_BLENDMODE_PREMULTIPLY
surfaceData.rightTopBack /= (mapAlpha + VFX_EPSILON);
surfaceData.leftBottomFront /= (mapAlpha + VFX_EPSILON);
#endif
#if defined(VFX_VARYING_LIGHTMAP_REMAP_RANGES)
float4 remapRanges = i.VFX_VARYING_LIGHTMAP_REMAP_RANGES;
RemapLightMapsRangesFrom(surfaceData.rightTopBack, surfaceData.leftBottomFront, mapAlpha, remapRanges);
#endif
#if defined(VFX_VARYING_LIGHTMAP_REMAP_CONTROLS)
float2 lightmapControls = i.VFX_VARYING_LIGHTMAP_REMAP_CONTROLS;
RemapLightMaps(surfaceData.rightTopBack, surfaceData.leftBottomFront, lightmapControls);
#elif defined(VFX_VARYING_LIGHTMAP_REMAP_CURVE)
float4 remapCurve = i.VFX_VARYING_LIGHTMAP_REMAP_CURVE;
RemapLightMaps(surfaceData.rightTopBack, surfaceData.leftBottomFront, remapCurve);
#endif
#if defined(VFX_VARYING_LIGHTMAP_REMAP_RANGES)
RemapLightMapsRangesTo(surfaceData.rightTopBack, surfaceData.leftBottomFront, mapAlpha, remapRanges);
#endif
#if VFX_BLENDMODE_PREMULTIPLY
surfaceData.rightTopBack *= (mapAlpha + VFX_EPSILON);
surfaceData.leftBottomFront *= (mapAlpha + VFX_EPSILON);
#endif
#endif
float invEnergy = INV_PI;
surfaceData.rightTopBack *= invEnergy;
surfaceData.leftBottomFront *= invEnergy;
#if defined(VFX_VARYING_ALPHA_REMAP)
color.a = SampleCurve(i.VFX_VARYING_ALPHA_REMAP, color.a);
#endif
VFXClipFragmentColor(color.a,i);
#if defined(VFX_VARYING_BAKE_DIFFUSE_LIGHTING)
surfaceData.diffuseGIData0 = i.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[0];
surfaceData.diffuseGIData1 = i.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[1];
surfaceData.diffuseGIData2 = i.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[2];
#endif
#if URP_USE_EMISSIVE
#if defined(VFX_VARYING_EMISSIVE_GRADIENT)
float emissiveChannel = SampleTexture(VFX_SAMPLER(negativeAxesLightmap),uvData).a;
#if defined(VFX_VARYING_EMISSIVE_CHANNEL_SCALE)
emissiveChannel *= i.VFX_VARYING_EMISSIVE_CHANNEL_SCALE;
#endif
surfaceData.emission = SampleGradient(i.VFX_VARYING_EMISSIVE_GRADIENT, emissiveChannel).rgb;
#if defined(VFX_VARYING_EMISSIVE_MULTIPLIER)
surfaceData.emission *= i.VFX_VARYING_EMISSIVE_MULTIPLIER;
#endif
#ifdef VFX_VARYING_EXPOSUREWEIGHT
surfaceData.emission *= lerp(GetInverseCurrentExposureMultiplier(),1.0f,i.VFX_VARYING_EXPOSUREWEIGHT);
#endif
#else
surfaceData.emission = GetSurfaceEmissive(i, uvData);
#endif
surfaceData.emission *= saturate(color.a);
#endif
surfaceData.baseColor.rgb = color.rgb;
surfaceData.alpha = saturate(color.a);
surfaceData.occlusion = 1.0f;
return surfaceData;
}
#else
SurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)
{
SurfaceData surfaceData = (SurfaceData)0;
float4 color = GetSurfaceColor(i, uvData);
VFXClipFragmentColor(color.a,i);
surfaceData.albedo = saturate(color.rgb);
#if IS_OPAQUE_PARTICLE
surfaceData.alpha = 1.0f;
#else
surfaceData.alpha = saturate(color.a);
#endif
float4 metallicMapSample = (float4)1.0f;
float4 specularMapSample = (float4)1.0f;
#if URP_WORKFLOW_MODE_METALLIC
surfaceData.metallic = 1.0f;
#ifdef VFX_VARYING_METALLIC
surfaceData.metallic *= i.VFX_VARYING_METALLIC;
#endif
#if URP_USE_METALLIC_MAP
metallicMapSample = SampleTexture(VFX_SAMPLER(metallicMap), uvData);
surfaceData.metallic *= metallicMapSample.r;
#endif
#elif URP_WORKFLOW_MODE_SPECULAR
surfaceData.specular = (float3)1.0f;
#ifdef VFX_VARYING_SPECULAR
surfaceData.specular *= saturate(i.VFX_VARYING_SPECULAR);
#endif
#if URP_USE_SPECULAR_MAP
specularMapSample = SampleTexture(VFX_SAMPLER(specularMap), uvData);
surfaceData.specular *= specularMapSample.rgb;
#endif
#endif
surfaceData.normalTS = float3(1.0f, 0.0f, 0.0f); //NormalWS is directly modified in VFX
surfaceData.smoothness = 1.0f;
#ifdef VFX_VARYING_SMOOTHNESS
surfaceData.smoothness *= i.VFX_VARYING_SMOOTHNESS;
#endif
#if URP_USE_SMOOTHNESS_IN_ALBEDO
surfaceData.smoothness *= SampleTexture(VFX_SAMPLER(baseColorMap),uvData).a;
#elif URP_USE_SMOOTHNESS_IN_METALLIC
surfaceData.smoothness *= metallicMapSample.a;
#elif URP_USE_SMOOTHNESS_IN_SPECULAR
surfaceData.smoothness *= specularMapSample.a;
#endif
surfaceData.occlusion = 1.0f;
#if URP_USE_OCCLUSION_MAP
float4 mask = SampleTexture(VFX_SAMPLER(occlusionMap),uvData);
surfaceData.occlusion *= mask.g;
#endif
#if URP_USE_EMISSIVE
surfaceData.emission = GetSurfaceEmissive(i, uvData);
#endif
return surfaceData;
}
#endif
#endif