#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED #define LIGHTWEIGHT_PASS_LIT_INCLUDED #include "LWRP/ShaderLibrary/InputSurface.hlsl" #include "LWRP/ShaderLibrary/Lighting.hlsl" struct LightweightVertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord : TEXCOORD0; float2 lightmapUV : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct LightweightVertexOutput { float2 uv : TEXCOORD0; DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128 #ifdef _NORMALMAP half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z #else half3 normal : TEXCOORD3; half3 viewDir : TEXCOORD6; #endif half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light float4 shadowCoord : TEXCOORD8; float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(LightweightVertexOutput IN, half3 normalTS, out InputData inputData) { inputData.positionWS = IN.posWSShininess.xyz; #ifdef _NORMALMAP half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w); inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz); #else half3 viewDir = IN.viewDir; #if !SHADER_HINT_NICE_QUALITY // World normal is already normalized in vertex. Small acceptable error to save ALU. inputData.normalWS = IN.normal; #else inputData.normalWS = normalize(IN.normal); #endif #endif #if SHADER_HINT_NICE_QUALITY inputData.viewDirectionWS = SafeNormalize(viewDir); #else // View direction is already normalized in vertex. Small acceptable error to save ALU. inputData.viewDirectionWS = viewDir; #endif inputData.shadowCoord = IN.shadowCoord; inputData.fogCoord = IN.fogFactorAndVertexLight.x; inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS); } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Vertex: Used for Standard and StandardSimpleLighting shaders LightweightVertexOutput LitPassVertex(LightweightVertexInput v) { LightweightVertexOutput o = (LightweightVertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.posWSShininess.xyz = TransformObjectToWorld(v.vertex.xyz); o.posWSShininess.w = _Shininess * 128.0; o.clipPos = TransformWorldToHClip(o.posWSShininess.xyz); half3 viewDir = GetCameraPositionWS() - o.posWSShininess.xyz; #if !SHADER_HINT_NICE_QUALITY // Normalize in vertex and avoid renormalizing it in frag to save ALU. viewDir = SafeNormalize(viewDir); #endif #ifdef _NORMALMAP o.normal.w = viewDir.x; o.tangent.w = viewDir.y; o.binormal.w = viewDir.z; #else o.viewDir = viewDir; #endif // 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 use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH) // see DECLARE_LIGHTMAP_OR_SH macro. // The following funcions initialize the correct variable with correct data OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV); OUTPUT_SH(o.normal.xyz, o.vertexSH); half3 vertexLight = VertexLighting(o.posWSShininess.xyz, o.normal.xyz); half fogFactor = ComputeFogFactor(o.clipPos.z); o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); o.shadowCoord = ComputeShadowCoord(o.clipPos); return o; } // Used for Standard shader half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); SurfaceData surfaceData; InitializeStandardLitSurfaceData(IN.uv, surfaceData); InputData inputData; InitializeInputData(IN, surfaceData.normalTS, inputData); half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); ApplyFog(color.rgb, inputData.fogCoord); return color; } // Used for Standard shader half4 LitPassFragmentNull(LightweightVertexOutput IN) : SV_Target { LitPassFragment(IN); return 0; } // Used for StandardSimpleLighting shader half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); float2 uv = IN.uv; half4 diffuseAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); half3 diffuse = diffuseAlpha.rgb * _Color.rgb; half alpha = diffuseAlpha.a * _Color.a; AlphaDiscard(alpha, _Cutoff); #ifdef _ALPHAPREMULTIPLY_ON diffuse *= alpha; #endif #ifdef _NORMALMAP half3 normalTS = Normal(uv); #else half3 normalTS = half3(0, 0, 1); #endif half3 emission = Emission(uv); half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a); half shininess = IN.posWSShininess.w; InputData inputData; InitializeInputData(IN, normalTS, inputData); return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha); }; // Used for StandardSimpleLighting shader half4 LitPassFragmentSimpleNull(LightweightVertexOutput IN) : SV_Target { half4 result = LitPassFragmentSimple(IN); return result.a; } #endif