#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED #define LIGHTWEIGHT_PASS_LIT_INCLUDED #include "LightweightShaderLibrary/InputSurface.hlsl" #include "LightweightShaderLibrary/Lighting.hlsl" struct LightweightVertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord : TEXCOORD0; float2 lightmapUV : TEXCOORD1; }; struct LightweightVertexOutput { float2 uv : TEXCOORD0; float4 lightmapUVOrVertexSH : TEXCOORD1; // holds either lightmapUV or vertex SH. depending on LIGHTMAP_ON float3 posWS : TEXCOORD2; half3 normal : TEXCOORD3; #if _NORMALMAP half3 tangent : TEXCOORD4; half3 binormal : TEXCOORD5; #endif half3 viewDir : TEXCOORD6; half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light float4 clipPos : SV_POSITION; }; /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Vertex: Used for Standard and StandardSimpleLighting shaders LightweightVertexOutput LitPassVertex(LightweightVertexInput v) { LightweightVertexOutput o = (LightweightVertexOutput)0; o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.posWS = TransformObjectToWorld(v.vertex.xyz); o.clipPos = TransformWorldToHClip(o.posWS); o.viewDir = SafeNormalize(_WorldSpaceCameraPos - o.posWS); // initializes o.normal and if _NORMALMAP also o.tangent and o.binormal OUTPUT_NORMAL(v, o); // We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients // are packed in lightmapUVOrVertexSH to save interpolator. // The following funcions initialize OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUVOrVertexSH); OUTPUT_SH(o.normal, o.lightmapUVOrVertexSH); half3 vertexLight = VertexLighting(o.posWS, o.normal); half fogFactor = ComputeFogFactor(o.clipPos.z); o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); return o; } // Used for Standard shader half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target { SurfaceData surfaceData; InitializeStandardLitSurfaceData(IN.uv, surfaceData); #if _NORMALMAP half3 normalWS = TangentToWorldNormal(surfaceData.normal, IN.tangent, IN.binormal, IN.normal); #else half3 normalWS = normalize(IN.normal); #endif half3 indirectDiffuse = SampleGI(IN.lightmapUVOrVertexSH, normalWS); float fogFactor = IN.fogFactorAndVertexLight.x; half4 color = LightweightFragmentPBR(IN.posWS.xyz, normalWS, IN.viewDir, indirectDiffuse, IN.fogFactorAndVertexLight.yzw, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); // Computes fog factor per-vertex ApplyFog(color.rgb, fogFactor); return color; } // Used for StandardSimpleLighting shader half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target { float2 uv = IN.uv; half4 diffuseAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); half3 diffuse = diffuseAlpha.rgb * _Color.rgb; #ifdef _GLOSSINESS_FROM_BASE_ALPHA half alpha = _Color.a; #else half alpha = diffuseAlpha.a * _Color.a; #endif AlphaDiscard(alpha, _Cutoff); #if _NORMALMAP half3 normalTangent = Normal(uv); half3 normalWS = TangentToWorldNormal(normalTangent, IN.tangent, IN.binormal, IN.normal); #else half3 normalWS = normalize(IN.normal); #endif half3 emission = Emission(uv); half3 viewDirectionWS = SafeNormalize(IN.viewDir.xyz); float3 positionWS = IN.posWS.xyz; half3 diffuseGI = SampleGI(IN.lightmapUVOrVertexSH, normalWS); #if _VERTEX_LIGHTS diffuseGI += IN.fogFactorAndVertexLight.yzw; #endif half shininess = _Shininess * 128.0h; half fogFactor = IN.fogFactorAndVertexLight.x; #if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a); return LightweightFragmentBlinnPhong(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, specularGloss, shininess, emission, alpha); #else return LightweightFragmentLambert(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, emission, alpha); #endif }; #endif