#if SHADERPASS != SHADERPASS_LIGHT_TRANSPORT #error SHADERPASS_is_not_correctly_define #endif #include "Color.hlsl" float4 Frag(PackedVaryings packedInput) : SV_Target { FragInputs input = UnpackVaryings(packedInput); // input.unPositionSS is SV_Position PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); // No position and depth in case of light transport float3 V = float3(0, 0, 1); // No vector view in case of light transport SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); LighTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData); // This shader is call two time. 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); // TODO: No if / else in original code from Unity, why ? keep like original code but should be either diffuse or emissive 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) { // TODO: THIS LIMIT MUST BE REMOVE, IT IS NOT HDR, change when RGB9e5 is here. // Do we assume here that emission is [0..1] ? res = PackEmissiveRGBM(lightTransportData.emissiveColor); } return res; }