#if SHADERPASS != SHADERPASS_LIGHT_TRANSPORT #error SHADERPASS_is_not_correctly_define #endif #include "../../Core/ShaderLibrary/Color.hlsl" CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; #include "VertMesh.hlsl" PackedVaryingsToPS Vert(AttributesMesh inputMesh) { VaryingsToPS output; // Output UV coordinate in vertex shader float2 uv; if (unity_MetaVertexControl.x) { uv = inputMesh.uv1 * unity_LightmapST.xy + unity_LightmapST.zw; } else if (unity_MetaVertexControl.y) { uv = inputMesh.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; } // OpenGL right now needs to actually use the incoming vertex position // so we create a fake dependency on it here that haven't any impact. output.vmesh.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0); output.vmesh.texCoord0 = inputMesh.uv0; output.vmesh.texCoord1 = inputMesh.uv1; output.vmesh.texCoord2 = inputMesh.uv2; output.vmesh.texCoord3 = inputMesh.uv3; float3 positionWS = GetCameraRelativePositionWS(TransformObjectToWorld(inputMesh.positionOS)); output.vmesh.positionWS = positionWS; #if defined(VARYINGS_NEED_COLOR) output.vmesh.color = inputMesh.color; #endif return PackVaryingsToPS(output); } float4 Frag(PackedVaryingsToPS packedInput) : SV_Target { FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); // input.unPositionSS is SV_Position PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); // No position and depth in case of light transport float3 V = float3(0.0, 0.0, 1.0); // No vector view in case of light transport SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData); // This shader is call two times. Once for getting emissiveColor, the other time to get diffuseColor // We use unity_MetaFragmentControl to make the distinction. float4 res = float4(0.0, 0.0, 0.0, 1.0); if (unity_MetaFragmentControl.x) { // Apply diffuseColor Boost from LightmapSettings. // put abs here to silent a warning, no cost, no impact as color is assume to be positive. res.rgb = Clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue); } if (unity_MetaFragmentControl.y) { // emissive use HDR format res.rgb = lightTransportData.emissiveColor; } return res; }