#ifndef LIGHTWEIGHT_PIPELINE_CORE_INCLUDED #define LIGHTWEIGHT_PIPELINE_CORE_INCLUDED #include "CoreRP/ShaderLibrary/Common.hlsl" #include "CoreRP/ShaderLibrary/Packing.hlsl" #include "Input.hlsl" /////////////////////////////////////////////////////////////////////////////// // Light Classification defines // // // // In order to reduce shader variations main light keywords were combined // // here we define main light type keywords. // // Main light is either a shadow casting light or the brighest directional. // // Lightweight pipeline doesn't support point light shadows so they can't be // // classified as main light. // /////////////////////////////////////////////////////////////////////////////// #if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) #define _MAIN_LIGHT_DIRECTIONAL #endif #if defined(_MAIN_LIGHT_SPOT_SHADOW) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT) #define _MAIN_LIGHT_SPOT #endif // In case no shadow casting light we classify main light as directional #if !defined(_MAIN_LIGHT_DIRECTIONAL) && !defined(_MAIN_LIGHT_SPOT) #define _MAIN_LIGHT_DIRECTIONAL #endif #ifdef _NORMALMAP #define OUTPUT_NORMAL(IN, OUT) OutputTangentToWorld(IN.tangent, IN.normal, OUT.tangent, OUT.binormal, OUT.normal) #else #define OUTPUT_NORMAL(IN, OUT) OUT.normal = TransformObjectToWorldNormal(IN.normal) #endif #if defined(UNITY_REVERSED_Z) #if UNITY_REVERSED_Z == 1 //D3d with reversed Z => z clip range is [near, 0] -> remapping to [0, far] //max is required to protect ourselves from near plane not being correct/meaningfull in case of oblique matrices. #define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((1.0-(coord)/_ProjectionParams.y)*_ProjectionParams.z),0) #else //GL with reversed z => z clip range is [near, -far] -> should remap in theory but dont do it in practice to save some perf (range is close enough) #define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(-(coord), 0) #endif #elif UNITY_UV_STARTS_AT_TOP //D3d without reversed z => z clip range is [0, far] -> nothing to do #define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord) #else //Opengl => z clip range is [-near, far] -> should remap in theory but dont do it in practice to save some perf (range is close enough) #define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord) #endif void AlphaDiscard(half alpha, half cutoff) { #ifdef _ALPHATEST_ON clip(alpha - cutoff); #endif } half3 UnpackNormal(half4 packedNormal) { // Compiler will optimize the scale away #if defined(UNITY_NO_DXT5nm) return UnpackNormalRGB(packedNormal, 1.0); #else return UnpackNormalmapRGorAG(packedNormal, 1.0); #endif } half3 UnpackNormalScale(half4 packedNormal, half bumpScale) { #if defined(UNITY_NO_DXT5nm) return UnpackNormalRGB(packedNormal, bumpScale); #else return UnpackNormalmapRGorAG(packedNormal, bumpScale); #endif } void OutputTangentToWorld(half4 vertexTangent, half3 vertexNormal, out half3 tangentWS, out half3 binormalWS, out half3 normalWS) { half sign = vertexTangent.w * GetOddNegativeScale(); normalWS = TransformObjectToWorldNormal(vertexNormal); tangentWS = normalize(mul((half3x3)unity_ObjectToWorld, vertexTangent.xyz)); binormalWS = cross(normalWS, tangentWS) * sign; } half3 TangentToWorldNormal(half3 normalTangent, half3 tangent, half3 binormal, half3 normal) { half3x3 tangentToWorld = half3x3(tangent, binormal, normal); return normalize(mul(normalTangent, tangentToWorld)); } half ComputeFogFactor(float z) { float clipZ_01 = UNITY_Z_0_FAR_FROM_CLIPSPACE(z); #if defined(FOG_LINEAR) // factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start)) float fogFactor = saturate(clipZ_01 * unity_FogParams.z + unity_FogParams.w); return half(fogFactor); #elif defined(FOG_EXP2) // factor = exp(-(density*z)^2) // -density * z computed at vertex return half(unity_FogParams.x * clipZ_01); #else return 0.0h; #endif } void ApplyFogColor(inout half3 color, half3 fogColor, half fogFactor) { #if defined (FOG_LINEAR) || defined(FOG_EXP2) #if defined(FOG_EXP2) // factor = exp(-(density*z)^2) // fogFactor = density*z compute at vertex fogFactor = saturate(exp2(-fogFactor*fogFactor)); #endif color = lerp(fogColor, color, fogFactor); #endif } void ApplyFog(inout half3 color, half fogFactor) { ApplyFogColor(color, unity_FogColor.rgb, fogFactor); } #endif