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63 行
2.1 KiB
63 行
2.1 KiB
void BuildInputData(Varyings input, float3 normal, out InputData inputData)
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{
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inputData.positionWS = input.positionWS;
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#ifdef _NORMALMAP
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inputData.normalWS = TransformTangentToWorld(normal,
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half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
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#else
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inputData.normalWS = input.normalWS;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = SafeNormalize(input.viewDirectionWS);
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inputData.shadowCoord = input.shadowCoord;
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inputData.fogCoord = input.fogFactorAndVertexLight.x;
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.sh, inputData.normalWS);
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}
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PackedVaryings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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output = BuildVaryings(input);
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PackedVaryings packedOutput = (PackedVaryings)0;
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packedOutput = PackVaryings(output);
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return packedOutput;
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}
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half4 frag(PackedVaryings packedInput) : SV_TARGET
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{
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Varyings unpacked = UnpackVaryings(packedInput);
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UNITY_SETUP_INSTANCE_ID(unpacked);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
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SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(unpacked);
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SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
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#if _AlphaClip
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clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
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#endif
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InputData inputData;
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BuildInputData(unpacked, surfaceDescription.Normal, inputData);
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#ifdef _SPECULAR_SETUP
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float3 specular = surfaceDescription.Specular;
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float metallic = 1;
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#else
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float3 specular = 0;
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float metallic = surfaceDescription.Metallic;
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#endif
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half4 color = UniversalFragmentPBR(
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inputData,
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surfaceDescription.Albedo,
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metallic,
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specular,
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surfaceDescription.Smoothness,
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surfaceDescription.Occlusion,
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surfaceDescription.Emission,
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surfaceDescription.Alpha);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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return color;
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}
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