#if SHADERPASS != SHADERPASS_FORWARD_UNLIT #error SHADERPASS_is_not_correctly_define #endif #include "VertMesh.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; varyingsType.vmesh = VertMesh(inputMesh); return PackVaryingsType(varyingsType); } #ifdef TESSELLATION_ON PackedVaryingsToPS VertTesselation(VaryingsToDS input) { VaryingsToPS output; output.vmesh = VertMeshTesselation(input.vmesh); return PackVaryingsToPS(output); } #include "TessellationShare.hlsl" #endif // TESSELLATION_ON float4 Frag(PackedVaryingsToPS packedInput) : SV_Target { FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS); #ifdef VARYINGS_NEED_POSITION_WS float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); #else // Unused float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0 #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); // Not lit here (but emissive is allowed) BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); // TODO: we must not access bsdfData here, it break the genericity of the code! float4 outColor = ApplyBlendMode(bsdfData.color + builtinData.emissiveColor, builtinData.opacity); outColor = EvaluateAtmosphericScattering(posInput, outColor); #ifdef DEBUG_DISPLAY // Same code in ShaderPassForward.shader if (_DebugViewMaterial != 0) { float3 result = float3(1.0, 0.0, 1.0); bool needLinearToSRGB = false; GetPropertiesDataDebug(_DebugViewMaterial, result, needLinearToSRGB); GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB); GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB); GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB); GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TEMP! // For now, the final blit in the backbuffer performs an sRGB write // So in the meantime we apply the inverse transform to linear data to compensate. if (!needLinearToSRGB) result = SRGBToLinear(max(0, result)); outColor = float4(result, 1.0); } #endif return outColor; }