| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277 |
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
- // Structs
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float2 texcoord : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1; // Bending
- half4 color : COLOR; // Bending
- float3 texcoord2 : TEXCOORD2; // Leaves only: Pivot
- //float2 staticLightmapUV : TEXCOORD1;
- //float2 dynamicLightmapUV : TEXCOORD2;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
- float3 positionWS : TEXCOORD1;
- #endif
- half3 normalWS : TEXCOORD2;
- #if defined(_NORMALMAP)
- half4 tangentWS : TEXCOORD3;
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half3 vertexLighting : TEXCOORD4;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD5;
- #endif
- //#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
- // half3 viewDirTS : TEXCOORD6;
- //#endif
- DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7);
- //#ifdef DYNAMICLIGHTMAP_ON
- // float2 dynamicLightmapUV : TEXCOORD8;
- //#endif
- float4 positionCS : SV_POSITION;
- #if defined(SHADER_STAGE_FRAGMENT)
- FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
- #endif
- // CTI specific
- half2 occlusionVariation : TEXCOORD8;
- //UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- //--------------------------------------
- // Include the surface function
- #include "Includes/CTI URP Leaves SurfaceData.hlsl"
- //--------------------------------------
- // Vertex shader
- #include "Includes/CTI URP Bending.hlsl"
- Varyings LitGBufferPassVertex (Attributes input)
- {
- Varyings output = (Varyings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- //UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- CTI_AnimateVertex(
- input,
- #if defined (_BENDINGCOLRSONLY)
- float4(input.color.rg, input.color.ab), // animParams,
- #else
- float4(input.color.rg, input.texcoord1.xy), // animParams,
- #endif
- _BaseWindMultipliers
- );
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
-
- output.uv = input.texcoord; //TRANSFORM_TEX(input.texcoord, _BaseMap);
- // Already normalized from normal transform to WS.
- output.normalWS = normalInput.normalWS;
- #ifdef _NORMALMAP
- real sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
- #endif
- //#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
- // half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
- // half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
- // output.viewDirTS = viewDirTS;
- //#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
- OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- output.vertexLighting = vertexLight;
- #endif
- //#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
- output.positionWS = vertexInput.positionWS;
- //#endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- output.positionCS = vertexInput.positionCS;
- return output;
- }
- FragmentOutput LitGBufferPassFragment(Varyings input, FRONT_FACE_TYPE frontFace : FRONT_FACE_SEMANTIC)
- {
- //UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES)
- LODDitheringTransition(input.positionCS.xyz, unity_LODFade.x);
- #endif
- SurfaceData surfaceData;
- AdditionalSurfaceData additionalSurfaceData;
- // Get the surface description
- InitializeLeavesLitSurfaceData(input.occlusionVariation.y, input.uv.xy, surfaceData, additionalSurfaceData);
- // Transfer all to world space
- InputData inputData = (InputData)0;
- inputData.positionWS = input.positionWS;
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
- bool cullFace = IS_FRONT_VFACE(frontFace, true, false);
- #ifdef _NORMALMAP
- //surfaceData.normalTS.z *= facing;
- #if !defined(_GBUFFERLIGHTING_SIMPLE) && !defined(_GBUFFERLIGHTING_VSNORMALS)
- surfaceData.normalTS.z *= cullFace ? 1 : -1;
- #endif
- float sgn = input.tangentWS.w;
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- inputData.normalWS = TransformTangentToWorld(surfaceData.normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
- #else
- inputData.normalWS = input.normalWS; // * facing;
- #if !defined(_GBUFFERLIGHTING_SIMPLE) && !defined(_GBUFFERLIGHTING_VSNORMALS)
- inputData.normalWS *= cullFace ? 1 : -1;
- #endif
- #endif
- #if defined (_GBUFFERLIGHTING_VSNORMALS)
- // From world to view space
- half3 normalVS = TransformWorldToViewDir(inputData.normalWS, true);
- // Now "flip" the normal
- normalVS.z = abs(normalVS.z);
- // From view to world space again
- inputData.normalWS = normalize( mul((float3x3)UNITY_MATRIX_I_V, normalVS) );
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- 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
- inputData.fogCoord = 0.0; // we don't apply fog in the guffer pass
-
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- inputData.vertexLighting = input.vertexLighting.xyz;
- #else
- inputData.vertexLighting = half3(0, 0, 0);
- #endif
-
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
- #else
- inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
- #endif
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
- // // Simple deferred fuzzy lighting
- // #if defined(_SIMPLEFUZZ)
- // // We just tweak the diffuse
- // half NdotV = saturate(dot(inputData.normalWS, inputData.viewDirectionWS ));
- // half fuzz = Fuzz(NdotV, _FuzzPower, _FuzzBias);
- // fuzz *= additionalSurfaceData.fuzzMask * _FuzzStrength * PI;
- // surfaceData.albedo *= 1.0h + fuzz; // * _FuzzAmbient;
- // #endif
- // TODO: Lightlayers(Done) Cookies(Done)
- #if defined(_GBUFFERLIGHTING_TRANSMISSION)
- uint meshRenderingLayers = GetMeshRenderingLightLayer();
- // Beta 5: must be commented as otherwise screen space shadows bug
- //inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
- half4 shadowMask = CalculateShadowMask(inputData);
- AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
- Light mainLight1 = GetMainLight(inputData, shadowMask, aoFactor);
- #if defined(_LIGHT_LAYERS)
- UNITY_BRANCH if (IsMatchingLightLayer(mainLight1.layerMask, meshRenderingLayers))
- {
- #endif
- half transPower = _Translucency.y;
- half3 transLightDir = mainLight1.direction + inputData.normalWS * _Translucency.w;
- half transDot = dot( transLightDir, -inputData.viewDirectionWS );
- transDot = exp2(saturate(transDot) * transPower - transPower);
- #if defined(_SAMPLE_LIGHT_COOKIES)
- real3 cookieColor = SampleMainLightCookie(inputData.positionWS);
- mainLight1.color *= float4(cookieColor, 1);
- #endif
- surfaceData.emission +=
- transDot
- * (1.0h - saturate(dot(mainLight1.direction, inputData.normalWS)))
- * mainLight1.color * lerp(1, mainLight1.shadowAttenuation, _Translucency.z)
- * additionalSurfaceData.translucency * _Translucency.x
- * surfaceData.albedo;
- // Light unityLight;
- // unityLight = GetMainLight();
- // unityLight.distanceAttenuation = 1.0; //?
- // #if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && Donedefined(_SURFACE_TYPE_TRANSPARENT)
- // float4 shadowCoord = float4(screen_uv, 0.0, 1.0);
- // #else
- // float4 shadowCoord = TransformWorldToShadowCoord(posWS.xyz);
- // #endif
- // unityLight.shadowAttenuation = MainLightShadow(shadowCoord, posWS.xyz, shadowMask, _MainLightOcclusionProbes);
- #if defined(_LIGHT_LAYERS)
- }
- #endif
- #endif
- #ifdef _DBUFFER
- #if defined(_RECEIVEDECALS)
- ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
- #endif
- #endif
- BRDFData brdfData;
- InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
- // Simple deferred fuzzy lighting
- // For some unknown reason we can't modify brdfData.diffuse here?!
- // Is it "frontFace"? that causes this issue?
- // So simple fuzz tweaks surfaceData.albedo, see above.
- //brdfData.diffuse = half3(1,0,0);
- Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
- MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
- half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
- return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion);
- }
|