| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492 |
- #ifndef UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED
- #define UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #ifdef UNITY_6000_1_OR_NEWER
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
- #else
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
- #endif
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- #if defined(PARALLAX) || defined(_TERRAIN_TRIPLANAR) || defined(_TERRAIN_TRIPLANAR_ONE) || defined(_PUDDLES)
- #define TANGENT
- #endif
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap
- #ifndef TERRAIN_SPLAT_BASEPASS
- float4 uvSplat01 : TEXCOORD1; // xy: splat0, zw: splat1
- float4 uvSplat23 : TEXCOORD2; // xy: splat2, zw: splat3
- #endif
- #if (defined(_NORMALMAPS) || defined(TANGENT)) && !defined(TERRAIN_SPLAT_BASEPASS)
- half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
- half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
- half4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 vertexSH : TEXCOORD12; // SH
- #endif
- #else
- half3 normal : TEXCOORD3;
- half3 vertexSH : TEXCOORD4; // SH
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
- #else
- half fogFactor : TEXCOORD6;
- #endif
- float3 positionWS : TEXCOORD7;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD8;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD9;
- #endif
- float4 uvSplat45 : TEXCOORD10; // xy: splat4, zw: splat5
- float4 uvSplat67 : TEXCOORD11; // xy: splat6, zw: splat7
- float4 clipPos : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- void InitializeInputData(Varyings IN, half3 normalTS, out InputData inputData)
- {
- inputData = (InputData)0;
- inputData.positionWS = IN.positionWS;
- inputData.positionCS = IN.clipPos;
- #if (defined(_NORMALMAPS) || defined(TANGENT)) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) && !defined(TERRAIN_SPLAT_BASEPASS)
- half3 viewDirWS = half3(IN.normal.w, IN.tangent.w, IN.bitangent.w);
- inputData.tangentToWorld = half3x3(-IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz);
- inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
- half3 SH = 0;
- #elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(IN.positionWS);
- float2 sampleCoords = (IN.uvMainAndLM.xy / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- half3 normalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS);
- inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(-tangentWS, cross(normalWS, tangentWS), normalWS));
- half3 SH = IN.vertexSH;
- #else
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(IN.positionWS);
- inputData.normalWS = IN.normal;
- half3 SH = IN.vertexSH;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- inputData.viewDirectionWS = viewDirWS;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = IN.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(IN.positionWS, 1.0), IN.fogFactorAndVertexLight.x);
- inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
- #else
- inputData.fogCoord = InitializeInputDataFog(float4(IN.positionWS, 1.0), IN.fogFactor);
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, IN.dynamicLightmapUV, SH, inputData.normalWS);
- #else
- inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, SH, inputData.normalWS);
- #endif
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
- inputData.shadowMask = SAMPLE_SHADOWMASK(IN.uvMainAndLM.zw)
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = IN.dynamicLightmapUV;
- #endif
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = IN.uvMainAndLM.zw;
- #else
- inputData.vertexSH = SH;
- #endif
- #endif
- }
- void TriplanarBase(in out half4 baseMap, half4 front, half4 side, float3 weights, float2 splat, half firstToAllSteep)
- {
- baseMap = firstToAllSteep == 1 ? (baseMap * weights.y + front * weights.z + side * weights.x) : (baseMap * saturate(weights.y + (1 - splat.g))) + (((front * weights.z) + (side * weights.x)) * (splat.r));
- }
- float2 TerrainFrontUV(float3 wPos, half4 splatUV, float2 tc, float3 flip)
- {
- return float2(tc.x * -flip.z, (wPos.y - _TerrainSizeXZPosY.z) * (splatUV.y / _TerrainSizeXZPosY.y) + splatUV.w);
- }
- float2 TerrainSideUV(float3 wPos, half4 splatUV, float2 tc, float3 flip)
- {
- return float2(tc.y * flip.x, (wPos.y - _TerrainSizeXZPosY.z) * (splatUV.x / _TerrainSizeXZPosY.x) + splatUV.z);
- }
- #ifndef TERRAIN_SPLAT_BASEPASS
- #include "InTerra_SplatmapMix.hlsl"
- #endif
- void SplatmapFinalColor(inout half4 color, half fogCoord)
- {
- color.rgb *= color.a;
- #ifndef TERRAIN_GBUFFER // Technically we don't need fogCoord, but it is still passed from the vertex shader.
- #ifdef TERRAIN_SPLAT_ADDPASS
- color.rgb = MixFogColor(color.rgb, half3(0,0,0), fogCoord);
- #else
- color.rgb = MixFog(color.rgb, fogCoord);
- #endif
- #endif
- }
- ///////////////////////////////////////////////////////////////////////////////
- // Vertex and Fragment functions //
- ///////////////////////////////////////////////////////////////////////////////
- // Used in Standard Terrain shader
- Varyings SplatmapVert(Attributes v)
- {
- Varyings o = (Varyings)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- TerrainInstancing(v.positionOS, v.normalOS, v.texcoord);
- VertexPositionInputs Attributes = GetVertexPositionInputs(v.positionOS.xyz);
- o.uvMainAndLM.xy = v.texcoord;
- o.uvMainAndLM.zw = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
- float2 tc = _WorldMapping ? (Attributes.positionWS.xz / _TerrainSizeXZPosY.xy) : v.texcoord;
- #ifndef TERRAIN_SPLAT_BASEPASS
- o.uvSplat01.xy = TRANSFORM_TEX(tc, _Splat0);
- o.uvSplat01.zw = TRANSFORM_TEX(tc, _Splat1);
- #ifndef _LAYERS_TWO
- o.uvSplat23.xy = TRANSFORM_TEX(tc, _Splat2);
- o.uvSplat23.zw = TRANSFORM_TEX(tc, _Splat3);
- #ifdef _LAYERS_EIGHT
- o.uvSplat45.xy = TRANSFORM_TEX(tc, _Splat4);
- o.uvSplat45.zw = TRANSFORM_TEX(tc, _Splat5);
- o.uvSplat67.xy = TRANSFORM_TEX(tc, _Splat6);
- o.uvSplat67.zw = TRANSFORM_TEX(tc, _Splat7);
- #endif
- #endif
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- o.dynamicLightmapUV = v.texcoord * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #if (defined(_NORMALMAPS) || defined(TANGENT)) && !defined(TERRAIN_SPLAT_BASEPASS)
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(Attributes.positionWS);
- float4 vertexTangent = float4(cross(float3(0, 0, 1), v.normalOS), 1.0);
- VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);
- o.normal = half4(normalInput.normalWS, viewDirWS.x);
- o.tangent = half4(normalInput.tangentWS, viewDirWS.y);
- o.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
- #else
- o.normal = half4(TransformObjectToWorldNormal(v.normalOS), 0);
- o.vertexSH = SampleSH(o.normal);
- #endif
- half fogFactor = 0;
- #if !defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(Attributes.positionCS.z);
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- o.fogFactorAndVertexLight.x = fogFactor;
- o.fogFactorAndVertexLight.yzw = VertexLighting(Attributes.positionWS, o.normal.xyz);
- #else
- o.fogFactor = fogFactor;
- #endif
- o.positionWS = Attributes.positionWS;
- o.clipPos = Attributes.positionCS;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- o.shadowCoord = GetShadowCoord(Attributes);
- #endif
- return o;
- }
- // Used in Standard Terrain shader
- #ifdef TERRAIN_GBUFFER
- #ifdef UNITY_6000_1_OR_NEWER
- GBufferFragOutput SplatmapFragment(Varyings IN)
- #else
- FragmentOutput SplatmapFragment(Varyings IN)
- #endif
- #else
- #ifdef UNITY_6000_1_OR_NEWER
- void SplatmapFragment(
- Varyings IN
- , out half4 outColor : SV_Target0
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
- #else
- half4 SplatmapFragment(Varyings IN) : SV_TARGET
- #endif
- #endif
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
- #ifdef _ALPHATEST_ON
- ClipHoles(IN.uvMainAndLM.xy);
- #endif
- half3 normalTS = half3(0.0h, 0.0h, 1.0h);
- #ifdef TERRAIN_SPLAT_BASEPASS
- half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uvMainAndLM.xy);
- half4 metallic_AO_splat01 = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, IN.uvMainAndLM.xy);
- #ifdef _TERRAIN_TRIPLANAR_ONE
- float3 weights = abs(IN.normal);
-
- weights = pow(weights, _TriplanarSharpness);
- weights = weights / (weights.x + weights.y + weights.z);
- float3 flipUV = float3(1, 1, -1); //IN.normal.rgb < 0 ? -1 : 1;
- float2 frontUV = TerrainFrontUV(IN.positionWS, _MainTex_ST, IN.uvMainAndLM.xy, flipUV);
- float2 sideUV = TerrainSideUV(IN.positionWS, _MainTex_ST, IN.uvMainAndLM.xy, flipUV);
- half4 cFront = SAMPLE_TEXTURE2D(_TriplanarTex, sampler_TriplanarTex, frontUV);
- half4 cSide = SAMPLE_TEXTURE2D(_TriplanarTex, sampler_TriplanarTex, sideUV);
- TriplanarBase(mainTex, cFront, cSide, weights, metallic_AO_splat01.b, _TriplanarOneToAllSteep);
- float3 tint = SAMPLE_TEXTURE2D(_TerrainColorTintTexture, SamplerState_Linear_Repeat, IN.uvMainAndLM.xy *_TerrainColorTintTexture_ST.xy + _TerrainColorTintTexture_ST.zw).rgb;
- mainTex.rgb = lerp(mainTex.rgb, ((mainTex.rgb) * (tint)), _TerrainColorTintStrenght).rgb;
- half4 mAoFront = SAMPLE_TEXTURE2D(_Triplanar_MetallicAO, sampler_Triplanar_MetallicAO, frontUV);
- half4 mAoSide = SAMPLE_TEXTURE2D(_Triplanar_MetallicAO, sampler_Triplanar_MetallicAO, sideUV);
- TriplanarBase(metallic_AO_splat01, mAoFront, mAoSide, weights, metallic_AO_splat01.b, _TriplanarOneToAllSteep);
- #endif
- half3 albedo = mainTex.rgb;
- half smoothness = lerp(mainTex.a, 1.0f, _InTerra_GlobalWetness);
- half metallic = metallic_AO_splat01.r;
- half occlusion = metallic_AO_splat01.g;
- half alpha = 1;
- #else
- half alpha;
- half4 mixedDiffuse = half4(0.0f, 0.0f, 0.0f, 0.0f);;
- half4 defaultSmoothness;
- half metallic = 0;
- half occlusion = 1;
- half smoothness = 0;
- float3 tangentViewDir = float3(0,0,0);
- float2 uv[_LAYER_COUNT];
- uv[0] = IN.uvSplat01.xy;
- uv[1] = IN.uvSplat01.zw;
- #ifndef _LAYERS_TWO
- uv[2] = IN.uvSplat23.xy;
- uv[3] = IN.uvSplat23.zw;
- #ifdef _LAYERS_EIGHT
- float2 tc = _WorldMapping ? (IN.positionWS.xz / _TerrainSizeXZPosY.xy) : IN.uvMainAndLM.xy;
- uv[4] = TRANSFORM_TEX(tc, _Splat4);
- uv[5] = TRANSFORM_TEX(tc, _Splat5);
- uv[6] = TRANSFORM_TEX(tc, _Splat6);
- uv[7] = TRANSFORM_TEX(tc, _Splat7);
- #endif
- #endif
- #if defined(_LAYERS_EIGHT) && defined(TERRAIN_SPLAT_ADDPASS)
- alpha = 0;
- #else
- #ifdef PARALLAX
- float3x3 objectToTangent = float3x3((IN.tangent.xyz), (cross(IN.normal.xyz, IN.tangent.xyz)) * -1, IN.normal.xyz);
- tangentViewDir = -normalize(mul(objectToTangent, GetWorldSpaceViewDir(IN.positionWS)));
- #endif
- #if defined(TRIPLANAR) || defined(PARALLAX) || defined(_PUDDLES)
- SplatmapMix(IN.uvMainAndLM, uv, IN.normal.xyz, tangentViewDir, IN.positionWS, alpha, mixedDiffuse, smoothness, metallic, occlusion, normalTS);
- #else
- SplatmapMix(IN.uvMainAndLM, uv, float3(0,0,0), float3(0, 0, 0), IN.positionWS, alpha, mixedDiffuse, smoothness, metallic, occlusion, normalTS);
- #endif
- #endif
- half3 albedo = mixedDiffuse.rgb;
- #endif
- InputData inputData;
- InitializeInputData(IN, normalTS, inputData);
- // SETUP_DEBUG_TEXTURE_DATA(inputData, IN.uvMainAndLM.xy, _BaseMap);
- #if defined(_DBUFFER)
- half3 specular = half3(0.0h, 0.0h, 0.0h);
- ApplyDecal(IN.clipPos,
- albedo,
- specular,
- inputData.normalWS,
- metallic,
- occlusion,
- smoothness);
- #endif
- #ifdef TERRAIN_GBUFFER
- BRDFData brdfData;
- InitializeBRDFData(albedo, metallic, /* specular */ half3(0.0h, 0.0h, 0.0h), smoothness, alpha, brdfData);
- // Baked lighting.
- half4 color;
- Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
- MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
- color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
- color.a = alpha;
- SplatmapFinalColor(color, inputData.fogCoord);
- // Dynamic lighting: emulate SplatmapFinalColor() by scaling gbuffer material properties. This will not give the same results
- // as forward renderer because we apply blending pre-lighting instead of post-lighting.
- // Blending of smoothness and normals is also not correct but close enough?
- brdfData.albedo.rgb *= alpha;
- brdfData.diffuse.rgb *= alpha;
- brdfData.specular.rgb *= alpha;
- brdfData.reflectivity *= alpha;
- inputData.normalWS = inputData.normalWS * alpha;
- smoothness *= alpha;
- #ifdef UNITY_6000_1_OR_NEWER
- return PackGBuffersBRDFData(brdfData, inputData, smoothness, color.rgb, occlusion);
- #else
- return BRDFDataToGbuffer(brdfData, inputData, smoothness, color.rgb, occlusion);
- #endif
- #else
- half4 color = UniversalFragmentPBR(inputData, albedo, metallic, /* specular */ half3(0.0h, 0.0h, 0.0h), smoothness, occlusion, /* emission */ half3(0, 0, 0), alpha);
- SplatmapFinalColor(color, inputData.fogCoord);
- #ifdef UNITY_6000_1_OR_NEWER
- outColor = half4(color.rgb, 1.0h);
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
- #endif
- #else
- return half4(color.rgb, 1.0h);
- #endif
- #endif
- }
- // Shadow pass
- // Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
- // For Directional lights, _LightDirection is used when applying shadow Normal Bias.
- // For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex.
- float3 _LightDirection;
- float3 _LightPosition;
- struct AttributesLean
- {
- float4 position : POSITION;
- float3 normalOS : NORMAL;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VaryingsLean
- {
- float4 clipPos : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VaryingsLean ShadowPassVertex(AttributesLean v)
- {
- VaryingsLean o = (VaryingsLean)0;
- UNITY_SETUP_INSTANCE_ID(v);
- TerrainInstancing(v.position, v.normalOS, v.texcoord);
- float3 positionWS = TransformObjectToWorld(v.position.xyz);
- float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - positionWS);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
- float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
- #if UNITY_REVERSED_Z
- clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
- #else
- clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
- #endif
- o.clipPos = clipPos;
- o.texcoord = v.texcoord;
- return o;
- }
- half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET
- {
- #ifdef _ALPHATEST_ON
- ClipHoles(IN.texcoord);
- #endif
- return 0;
- }
- // Depth pass
- VaryingsLean DepthOnlyVertex(AttributesLean v)
- {
- VaryingsLean o = (VaryingsLean)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- TerrainInstancing(v.position, v.normalOS);
- o.clipPos = TransformObjectToHClip(v.position.xyz);
- o.texcoord = v.texcoord;
- return o;
- }
- half4 DepthOnlyFragment(VaryingsLean IN) : SV_TARGET
- {
- #ifdef _ALPHATEST_ON
- ClipHoles(IN.texcoord);
- #endif
- #ifdef SCENESELECTIONPASS
- // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
- return half4(_ObjectId, _PassValue, 1.0, 1.0);
- #endif
- return 0;
- }
- #endif
|