CustomLitGBufferPass.hlsl 4.9 KB

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  1. void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData)
  2. {
  3. inputData = (InputData)0;
  4. inputData.positionWS = input.positionWS;
  5. inputData.positionCS = input.positionCS;
  6. #ifdef _NORMALMAP
  7. // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
  8. float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
  9. float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
  10. inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
  11. #if _NORMAL_DROPOFF_TS
  12. inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld);
  13. #elif _NORMAL_DROPOFF_OS
  14. inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
  15. #elif _NORMAL_DROPOFF_WS
  16. inputData.normalWS = surfaceDescription.NormalWS;
  17. #endif
  18. #else
  19. inputData.normalWS = input.normalWS;
  20. #endif
  21. inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
  22. inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
  23. #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  24. inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
  25. #else
  26. inputData.shadowCoord = float4(0, 0, 0, 0);
  27. #endif
  28. inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
  29. inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
  30. #if defined(DYNAMICLIGHTMAP_ON)
  31. inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS);
  32. #else
  33. inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS);
  34. #endif
  35. inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
  36. inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
  37. #if defined(DEBUG_DISPLAY)
  38. #if defined(DYNAMICLIGHTMAP_ON)
  39. inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
  40. #endif
  41. #if defined(LIGHTMAP_ON)
  42. inputData.staticLightmapUV = input.staticLightmapUV;
  43. #else
  44. inputData.vertexSH = input.sh;
  45. #endif
  46. #endif
  47. }
  48. PackedVaryings vert(Attributes input)
  49. {
  50. Varyings output = (Varyings)0;
  51. output = BuildVaryings(input);
  52. PackedVaryings packedOutput = (PackedVaryings)0;
  53. packedOutput = PackVaryings(output);
  54. return packedOutput;
  55. }
  56. void PatchSimpleLitSurfaceData(SurfaceDescription surfaceDescription, out SurfaceData outSurfaceData)
  57. {
  58. outSurfaceData = (SurfaceData)0;
  59. #if _ALPHATEST_ON
  60. half alpha = surfaceDescription.Alpha;
  61. clip(alpha - surfaceDescription.AlphaClipThreshold);
  62. #elif _SURFACE_TYPE_TRANSPARENT
  63. half alpha = surfaceDescription.Alpha;
  64. #else
  65. half alpha = 1;
  66. #endif
  67. outSurfaceData.alpha = alpha;
  68. outSurfaceData.albedo = surfaceDescription.BaseColor.rgb;
  69. #ifdef _ALPHAPREMULTIPLY_ON
  70. outSurfaceData.albedo *= outSurfaceData.alpha;
  71. #endif
  72. half4 specularSmoothness = half4(surfaceDescription.Specular, surfaceDescription.Shininess * 128.0);
  73. outSurfaceData.metallic = 0.0; // unused
  74. outSurfaceData.specular = specularSmoothness.rgb;
  75. outSurfaceData.smoothness = specularSmoothness.a;
  76. outSurfaceData.normalTS = surfaceDescription.NormalTS;
  77. outSurfaceData.occlusion = 1.0;
  78. outSurfaceData.emission = surfaceDescription.Emission;
  79. }
  80. FragmentOutput frag(PackedVaryings packedInput)
  81. {
  82. Varyings unpacked = UnpackVaryings(packedInput);
  83. UNITY_SETUP_INSTANCE_ID(unpacked);
  84. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
  85. SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
  86. SurfaceData surfaceData;
  87. PatchSimpleLitSurfaceData(surfaceDescription, surfaceData);
  88. #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
  89. LODFadeCrossFade(unpacked.positionCS);
  90. #endif
  91. InputData inputData;
  92. InitializeInputData(unpacked, surfaceDescription, inputData);
  93. // TODO: Mip debug modes would require this, open question how to do this on ShaderGraph.
  94. //SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.uv, _MainTex);
  95. float3 specular = surfaceDescription.Specular;
  96. #ifdef _DBUFFER
  97. ApplyDecal(unpacked.positionCS,
  98. surfaceDescription.BaseColor,
  99. specular,
  100. inputData.normalWS,
  101. 1,
  102. surfaceDescription.Occlusion,
  103. surfaceDescription.Smoothness);
  104. #endif
  105. Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
  106. MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
  107. half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha);
  108. return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit);
  109. }