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Considered MainLight as always a directional light. This enables the following optimation: (and potentially more)
Considered MainLight as always a directional light. This enables the following optimation: (and potentially more)
- no position WS interpolator - no distance attenuation computation - saved homogeneous coord division as w is always 1.0 in orthogonal projections/main
Felipe Lira
7 年前
当前提交
a53eff3d
共有 9 个文件被更改,包括 199 次插入 和 133 次删除
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18ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
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3ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Input.hlsl
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28ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl
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108ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
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3ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader
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2ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
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152ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta
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#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED |
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#define LIGHTWEIGHT_PASS_LIT_INCLUDED |
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#include "LWRP/ShaderLibrary/InputSurface.hlsl" |
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#include "LWRP/ShaderLibrary/Lighting.hlsl" |
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struct LightweightVertexInput |
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{ |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 tangent : TANGENT; |
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float2 texcoord : TEXCOORD0; |
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float2 lightmapUV : TEXCOORD1; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct LightweightVertexOutput |
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{ |
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float2 uv : TEXCOORD0; |
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); |
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float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128 |
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#ifdef _NORMALMAP |
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half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x |
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half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y |
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half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z |
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#else |
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half3 normal : TEXCOORD3; |
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half3 viewDir : TEXCOORD4; |
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#endif |
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light |
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#ifdef _SHADOWS_ENABLED |
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float4 shadowCoord : TEXCOORD7; |
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#endif |
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float4 clipPos : SV_POSITION; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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void InitializeInputData(LightweightVertexOutput IN, half3 normalTS, out InputData inputData) |
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{ |
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inputData.positionWS = IN.posWSShininess.xyz; |
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#ifdef _NORMALMAP |
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half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w); |
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inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz); |
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#else |
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half3 viewDir = IN.viewDir; |
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inputData.normalWS = FragmentNormalWS(IN.normal); |
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#endif |
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inputData.viewDirectionWS = FragmentViewDirWS(viewDir); |
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#ifdef _SHADOWS_ENABLED |
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inputData.shadowCoord = IN.shadowCoord; |
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#else |
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inputData.shadowCoord = float4(0, 0, 0, 0); |
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#endif |
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inputData.fogCoord = IN.fogFactorAndVertexLight.x; |
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inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; |
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inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS); |
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} |
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/////////////////////////////////////////////////////////////////////////////// |
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// Vertex and Fragment functions // |
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/////////////////////////////////////////////////////////////////////////////// |
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// Used in Standard (Simple Lighting) shader |
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LightweightVertexOutput LitPassVertexSimple(LightweightVertexInput v) |
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{ |
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LightweightVertexOutput o = (LightweightVertexOutput)0; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_TRANSFER_INSTANCE_ID(v, o); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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o.uv = TransformMainTextureCoord(v.texcoord); |
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o.posWSShininess.xyz = TransformObjectToWorld(v.vertex.xyz); |
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o.posWSShininess.w = _Shininess * 128.0; |
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o.clipPos = TransformWorldToHClip(o.posWSShininess.xyz); |
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half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - o.posWSShininess.xyz); |
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#ifdef _NORMALMAP |
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o.normal.w = viewDir.x; |
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o.tangent.w = viewDir.y; |
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o.binormal.w = viewDir.z; |
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#else |
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o.viewDir = viewDir; |
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#endif |
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// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal |
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OUTPUT_NORMAL(v, o); |
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// We either sample GI from lightmap or SH. |
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// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH) |
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// see DECLARE_LIGHTMAP_OR_SH macro. |
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// The following funcions initialize the correct variable with correct data |
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OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV); |
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OUTPUT_SH(o.normal.xyz, o.vertexSH); |
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half3 vertexLight = VertexLighting(o.posWSShininess.xyz, o.normal.xyz); |
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half fogFactor = ComputeFogFactor(o.clipPos.z); |
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o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); |
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#ifdef _SHADOWS_ENABLED |
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#if SHADOWS_SCREEN |
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o.shadowCoord = ComputeShadowCoord(o.clipPos); |
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#else |
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o.shadowCoord = TransformWorldToShadowCoord(o.posWSShininess.xyz); |
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#endif |
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#endif |
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return o; |
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} |
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// Used for StandardSimpleLighting shader |
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half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target |
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{ |
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UNITY_SETUP_INSTANCE_ID(IN); |
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float2 uv = IN.uv; |
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half4 diffuseAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); |
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half3 diffuse = diffuseAlpha.rgb * _Color.rgb; |
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half alpha = diffuseAlpha.a * _Color.a; |
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AlphaDiscard(alpha, _Cutoff); |
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#ifdef _ALPHAPREMULTIPLY_ON |
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diffuse *= alpha; |
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#endif |
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#ifdef _NORMALMAP |
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half3 normalTS = Normal(uv); |
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#else |
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half3 normalTS = half3(0, 0, 1); |
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#endif |
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half3 emission = Emission(uv); |
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half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a); |
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half shininess = IN.posWSShininess.w; |
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InputData inputData; |
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InitializeInputData(IN, normalTS, inputData); |
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return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha); |
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}; |
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#endif |
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fileFormatVersion: 2 |
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guid: ee447e65526c7db45a978c16b28827a9 |
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timeCreated: 1488965025 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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