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- 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;
- }
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