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- #ifndef SKELETONLIT_FORWARD_PASS_URP_INCLUDED
- #define SKELETONLIT_FORWARD_PASS_URP_INCLUDED
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "SpineCoreShaders/Spine-Common.cginc"
- #if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
- #define SKELETONLIT_RECEIVE_SHADOWS
- #endif
- struct appdata {
- float3 pos : POSITION;
- float3 normal : NORMAL;
- half4 color : COLOR;
- float2 uv0 : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput {
- half4 color : COLOR0;
- float2 uv0 : TEXCOORD0;
- float4 pos : SV_POSITION;
- half4 mainColor:TEXCOORD3;
- #if defined(SKELETONLIT_RECEIVE_SHADOWS)
- float4 shadowCoord : TEXCOORD1;
- half3 shadowedColor : TEXCOORD2;
- #endif
- UNITY_VERTEX_OUTPUT_STEREO
- };
- half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
- Light mainLight = GetMainLight();
- half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
- half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
- half3 additionalLightColor = half3(0, 0, 0);
- // Note: we don't add any lighting in the fragment shader, thus we include both variants below
- #if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- for (int i = 0; i < GetAdditionalLightsCount(); ++i)
- {
- Light light = GetAdditionalLight(i, positionWS);
- half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
- additionalLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
- }
- #endif
- shadowedColor = additionalLightColor;
- return mainLightColor + additionalLightColor;
- }
- VertexOutput vert(appdata v) {
- VertexOutput o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- half4 color = PMAGammaToTargetSpace(v.color);
- float3 positionWS = TransformObjectToWorld(v.pos);
- half3 fixedNormal = half3(0, 0, -1);
- half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
- o.uv0 = v.uv0;
- o.pos = TransformWorldToHClip(positionWS);
- #ifdef _DOUBLE_SIDED_LIGHTING
- // unfortunately we have to compute the sign here in the vertex shader
- // instead of using VFACE in fragment shader stage.
- half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
- half faceSign = sign(dot(viewDirWS, normalWS));
- normalWS *= faceSign;
- #endif
- half3 shadowedColor;
- #if !defined(_LIGHT_AFFECTS_ADDITIVE)
- if (color.a == 0) {
- o.color = color;
- #if defined(SKELETONLIT_RECEIVE_SHADOWS)
- o.shadowedColor = color;
- o.shadowCoord = float4(0, 0, 0, 0);
- #endif
- return o;
- }
- #endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
- color.rgb *= LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
- #if defined(SKELETONLIT_RECEIVE_SHADOWS)
- o.shadowedColor = shadowedColor;
- #endif
- // Note: ambient light is also handled via SH.
- half3 vertexSH;
- OUTPUT_SH(normalWS.xyz, vertexSH);
- color.rgb += SAMPLE_GI(input.lightmapUV, vertexSH, normalWS);
- o.color = color;
- #if defined(SKELETONLIT_RECEIVE_SHADOWS)
- VertexPositionInputs vertexInput;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = o.pos;
- o.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- return o;
- }
- half4 frag(VertexOutput i) : SV_Target{
- half4 tex = tex2D(_MainTex, i.uv0);
- #if defined(_STRAIGHT_ALPHA_INPUT)
- tex.rgb *= tex.a;
- #endif
- if (i.color.a == 0)
- return tex * i.color;
- #if defined(SKELETONLIT_RECEIVE_SHADOWS)
- half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
- i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
- #endif
- return tex * i.color;
- }
- #endif
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