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- // Please note: CTI shaders do not support light mapping.
- #if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL)
- #define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR
- #endif
- // Structs
- struct Attributes {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float2 texcoord : TEXCOORD0;
- float3 texcoord1 : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings {
- float4 positionCS : SV_POSITION;
- float2 uv : TEXCOORD0;
- //DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
- half3 vertexSH : TEXCOORD1;
- //#ifdef _ADDITIONAL_LIGHTS
- float3 positionWS : TEXCOORD2;
- //#endif
- half3 normalWS : TEXCOORD3;
- #if defined(_NORMALMAP) || defined(DEPTHNORMALPASS)
- half4 tangentWS : TEXCOORD4;
- #endif
-
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half4 fogFactorAndVertexLight : TEXCOORD5;
- #else
- half fogFactor : TEXCOORD5;
- #endif
- // Due to the order of our includes we have to check for both defines
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) || !defined(_MAIN_LIGHT_SHADOWS_CASCADE)
- float4 shadowCoord : TEXCOORD7;
- #endif
- half colorVariation : TEXCOORD8;
- //UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- //--------------------------------------
- // Include the surface function
- #include "Includes/CTI URP Billboard SurfaceData.hlsl"
- //--------------------------------------
- // Vertex shader
- #include "Includes/CTI URP Billboard.hlsl"
- Varyings LitPassVertex(Attributes input)
- {
- Varyings output = (Varyings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- //UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- half4 color;
- CTIBillboardVert(input, 0, color);
- // Set color variation
- output.colorVariation = color.r;
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
-
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- half fogFactor = 0;
- #if !defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- #endif
- output.uv = input.texcoord;
- // Already normalized from normal transform to WS.
- output.normalWS = normalInput.normalWS;
- #if defined(_NORMALMAP)
- float sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
- #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
- output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- #else
- output.fogFactor = fogFactor;
- #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;
- }
- //--------------------------------------
- // Fragment shader and functions
- // InitializeSurfaceData
- // InitializeInputData
- void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
- {
- inputData = (InputData)0;
- #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
- inputData.positionWS = input.positionWS;
- #endif
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
- #if defined(_NORMALMAP)
- 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, input.normalWS.xyz));
- #else
- inputData.normalWS = input.normalWS;
- #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
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #else
- inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor);
- #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);
- inputData.bakedGI = SAMPLE_GI(input.texcoord1, input.vertexSH, inputData.normalWS);
- //#endif
-
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- //inputData.dynamicLightmapUV = input.dynamicLightmapUV;
- #endif
- #if defined(LIGHTMAP_ON)
- //inputData.staticLightmapUV = input.staticLightmapUV;
- #else
- inputData.vertexSH = input.vertexSH;
- #endif
- #endif
- }
- // Fragment shader
- half4 LitPassFragment(Varyings input) : SV_Target
- {
- //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
- InitializeBillboardLitSurfaceData(input.colorVariation.x, input.uv, surfaceData, additionalSurfaceData);
- // Add ambient occlusion from alpha
- surfaceData.occlusion = (surfaceData.occlusion <= _AlphaLeak) ? 1 : surfaceData.occlusion; // Eliminate alpha leaking into ao
- surfaceData.occlusion = lerp(1, surfaceData.occlusion * 2 - 1, _OcclusionStrength);
- InputData inputData;
- InitializeInputData(input, surfaceData.normalTS, inputData);
- // Apply lighting
- half4 color = CTIURPFragmentPBR(
- inputData,
- surfaceData,
- _Translucency * half4(additionalSurfaceData.translucency, 1, 1, 1),
- _AmbientReflection,
- _Wrap);
- // Add fog
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- return color;
- }
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