void BuildInputData(Varyings input, float3 normal, out InputData inputData) { inputData.positionWS = input.positionWS; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped. float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.normalWS = TransformTangentToWorld(normal, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz)); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = normal; #endif #else inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = SafeNormalize(input.viewDirectionWS); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.sh, inputData.normalWS); } PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; output = BuildVaryings(input); PackedVaryings packedOutput = (PackedVaryings)0; packedOutput = PackVaryings(output); return packedOutput; } half4 frag(PackedVaryings packedInput) : SV_TARGET { Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(unpacked); SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); #if _AlphaClip clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif InputData inputData; BuildInputData(unpacked, surfaceDescription.Normal, inputData); #ifdef _SPECULAR_SETUP float3 specular = surfaceDescription.Specular; float metallic = 1; #else float3 specular = 0; float metallic = surfaceDescription.Metallic; #endif half4 color = UniversalFragmentPBR( inputData, surfaceDescription.Albedo, metallic, specular, surfaceDescription.Smoothness, surfaceDescription.Occlusion, surfaceDescription.Emission, surfaceDescription.Alpha); color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; }