Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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#ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
#define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
#ifdef _ADDITIONAL_LIGHTS
float3 positionWS : TEXCOORD2;
#endif
#ifdef _NORMALMAP
float4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
float4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
float4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
#else
float3 normalWS : TEXCOORD3;
float3 viewDirWS : TEXCOORD4;
#endif
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#ifdef _MAIN_LIGHT_SHADOWS
float4 shadowCoord : TEXCOORD7;
#endif
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
#ifdef _ADDITIONAL_LIGHTS
inputData.positionWS = input.positionWS;
#endif
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
inputData.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
half3 viewDirWS = input.viewDirWS;
inputData.normalWS = input.normalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
viewDirWS = SafeNormalize(viewDirWS);
inputData.viewDirectionWS = viewDirWS;
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = input.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = input.fogFactorAndVertexLight.x;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Used in Standard (Physically Based) shader
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);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
#ifdef _NORMALMAP
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
output.viewDirWS = viewDirWS;
#endif
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _ADDITIONAL_LIGHTS
output.positionWS = vertexInput.positionWS;
#endif
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
return output;
}
// Used in Standard (Physically Based) shader
half4 LitPassFragment(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(input.uv, surfaceData);
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, inputData);
half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
return color;
}
#endif