LitForwardPass.hlsl 4.9 KB

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  1. #ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
  2. #define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
  3. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  4. struct Attributes
  5. {
  6. float4 positionOS : POSITION;
  7. float3 normalOS : NORMAL;
  8. float4 tangentOS : TANGENT;
  9. float2 texcoord : TEXCOORD0;
  10. float2 lightmapUV : TEXCOORD1;
  11. UNITY_VERTEX_INPUT_INSTANCE_ID
  12. };
  13. struct Varyings
  14. {
  15. float2 uv : TEXCOORD0;
  16. DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
  17. #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
  18. float3 positionWS : TEXCOORD2;
  19. #endif
  20. #ifdef _NORMALMAP
  21. float4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
  22. float4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
  23. float4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
  24. #else
  25. float3 normalWS : TEXCOORD3;
  26. float3 viewDirWS : TEXCOORD4;
  27. #endif
  28. half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
  29. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  30. float4 shadowCoord : TEXCOORD7;
  31. #endif
  32. float4 positionCS : SV_POSITION;
  33. UNITY_VERTEX_INPUT_INSTANCE_ID
  34. UNITY_VERTEX_OUTPUT_STEREO
  35. };
  36. void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
  37. {
  38. inputData = (InputData)0;
  39. #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
  40. inputData.positionWS = input.positionWS;
  41. #endif
  42. #ifdef _NORMALMAP
  43. half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
  44. inputData.normalWS = TransformTangentToWorld(normalTS,
  45. half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
  46. #else
  47. half3 viewDirWS = input.viewDirWS;
  48. inputData.normalWS = input.normalWS;
  49. #endif
  50. inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
  51. viewDirWS = SafeNormalize(viewDirWS);
  52. inputData.viewDirectionWS = viewDirWS;
  53. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  54. inputData.shadowCoord = input.shadowCoord;
  55. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  56. inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
  57. #else
  58. inputData.shadowCoord = float4(0, 0, 0, 0);
  59. #endif
  60. inputData.fogCoord = input.fogFactorAndVertexLight.x;
  61. inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
  62. inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
  63. }
  64. ///////////////////////////////////////////////////////////////////////////////
  65. // Vertex and Fragment functions //
  66. ///////////////////////////////////////////////////////////////////////////////
  67. // Used in Standard (Physically Based) shader
  68. Varyings LitPassVertex(Attributes input)
  69. {
  70. Varyings output = (Varyings)0;
  71. UNITY_SETUP_INSTANCE_ID(input);
  72. UNITY_TRANSFER_INSTANCE_ID(input, output);
  73. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  74. VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  75. VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  76. half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
  77. half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
  78. half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
  79. output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
  80. #ifdef _NORMALMAP
  81. output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
  82. output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
  83. output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
  84. #else
  85. output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
  86. output.viewDirWS = viewDirWS;
  87. #endif
  88. OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
  89. OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
  90. output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
  91. #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
  92. output.positionWS = vertexInput.positionWS;
  93. #endif
  94. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  95. output.shadowCoord = GetShadowCoord(vertexInput);
  96. #endif
  97. output.positionCS = vertexInput.positionCS;
  98. return output;
  99. }
  100. // Used in Standard (Physically Based) shader
  101. half4 LitPassFragment(Varyings input) : SV_Target
  102. {
  103. UNITY_SETUP_INSTANCE_ID(input);
  104. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  105. SurfaceData surfaceData;
  106. InitializeStandardLitSurfaceData(input.uv, surfaceData);
  107. InputData inputData;
  108. InitializeInputData(input, surfaceData.normalTS, inputData);
  109. half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
  110. color.rgb = MixFog(color.rgb, inputData.fogCoord);
  111. return color;
  112. }
  113. #endif