#ifndef FLATKIT_LIGHT_PASS_DR_INCLUDED #define FLATKIT_LIGHT_PASS_DR_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" // Check is needed because in Unity 2021 they use two different URP versions - 14 on desktop and 12 on mobile. #if !VERSION_LOWER(13, 0) #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #endif #include "Lighting_DR.hlsl" struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float2 staticLightmapUV : TEXCOORD1; float2 dynamicLightmapUV : TEXCOORD2; #if defined(DR_VERTEX_COLORS_ON) float4 color : COLOR; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float2 uv : TEXCOORD0; float3 positionWS : TEXCOORD1; // xyz: posWS #ifdef _NORMALMAP float4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x float4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y float4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z #else float3 normalWS : TEXCOORD2; float3 viewDir : TEXCOORD3; #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light #else half fogFactor : TEXCOORD5; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7); #ifdef DYNAMICLIGHTMAP_ON float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs #endif float4 positionCS : SV_POSITION; #if defined(DR_VERTEX_COLORS_ON) float4 VertexColor : COLOR; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /// --------------------------------------------------------------------------- // Library/PackageCache/com.unity.render-pipelines.universal@16.0.5/Shaders/SimpleLitForwardPass.hlsl void InitializeInputData_DR(Varyings input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.positionWS; inputData.positionCS = input.positionCS; #ifdef _NORMALMAP half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w); #if VERSION_GREATER_EQUAL(12, 0) inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz); inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld); #else float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); #endif #else half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS); inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); viewDirWS = SafeNormalize(viewDirWS); inputData.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #else #if VERSION_GREATER_EQUAL(12, 0) inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor); #endif inputData.vertexLighting = half3(0, 0, 0); #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) #if UNITY_VERSION >= 60000012 inputData.bakedGI = SAMPLE_GI(input.vertexSH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy, /* vertexProbeOcclusion */ 0, /* probeOcclusion */ 0 ); #else // UNITY_VERSION >= 60000012 inputData.bakedGI = SAMPLE_GI(input.vertexSH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy ); #endif // UNITY_VERSION >= 60000012 #else // !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); #endif // !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.staticLightmapUV; #else inputData.vertexSH = input.vertexSH; #endif #endif } Varyings StylizedPassVertex(Attributes input) { #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(input.positionOS, input.normalOS, input.tangentOS) #else CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS) #endif #endif Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); const VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); #if defined(_FOG_FRAGMENT) half fogFactor = 0; #else half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); #endif output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); output.positionWS.xyz = vertexInput.positionWS; output.positionCS = vertexInput.positionCS; half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; #ifdef _NORMALMAP output.normalWS = half4(normalInput.normalWS, viewDirWS.x); output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); #else output.normal = NormalizeNormalPerVertex(normalInput.normalWS); output.viewDir = viewDirWS; #endif OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV); #ifdef DYNAMICLIGHTMAP_ON output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if UNITY_VERSION >= 60000010 float4 probeOcclusion; OUTPUT_SH4(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, probeOcclusion); #elif UNITY_VERSION >= 202317 OUTPUT_SH4(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH); #elif UNITY_VERSION >= 202310 OUTPUT_SH(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH); #else OUTPUT_SH(output.normalWS.xyz, output.vertexSH); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #else output.fogFactor = fogFactor; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif #if defined(DR_VERTEX_COLORS_ON) output.VertexColor = input.color; #endif return output; } half4 StylizedPassFragment(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); SurfaceData surfaceData; InitializeSimpleLitSurfaceData(input.uv, surfaceData); #if defined(LOD_FADE_CROSSFADE) && !VERSION_LOWER(13, 0) LODFadeCrossFade(input.positionCS); #endif InputData inputData; InitializeInputData_DR(input, surfaceData.normalTS, inputData); #if UNITY_VERSION >= 202330 SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv); #elif UNITY_VERSION >= 202210 SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap); #endif // Apply vertex color before shading (default behavior). Remove the #if block and uncomment below to apply after // shading. #if defined(DR_VERTEX_COLORS_ON) _BaseColor.rgb *= input.VertexColor.rgb; #endif // Computes direct light contribution. half4 color = UniversalFragment_DSTRM(inputData, surfaceData, input.uv); /* #if defined(DR_VERTEX_COLORS_ON) color.rgb *= input.VertexColor.rgb; #endif */ color.rgb = MixFog(color.rgb, inputData.fogCoord); #if UNITY_VERSION >= 202220 color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface)); #else color.a = OutputAlpha(color.a, _Surface); #endif return color; } #endif // FLATKIT_LIGHT_PASS_DR_INCLUDED