#ifndef SHADERPASS #error Undefine_SHADERPASS #endif //------------------------------------------------------------------------------------- // Attribute/Varying //------------------------------------------------------------------------------------- struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; #if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) float2 uv2 : TEXCOORD2; #endif #ifdef _REQUIRE_UV3 float2 uv3 : TEXCOORD3; #endif float4 tangentOS : TANGENT; // Always present as we require it also in case of anisotropic lighting float4 color : COLOR; // UNITY_INSTANCE_ID }; struct Varyings { float4 positionCS; float3 positionWS; float2 texCoord0; float2 texCoord1; #if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) float2 texCoord2; #endif #ifdef _REQUIRE_UV3 float2 texCoord3; #endif float3 tangentToWorld[3]; float4 color; }; struct PackedVaryings { float4 positionCS : SV_Position; #if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) || defined(_REQUIRE_UV3) float4 interpolators[6] : TEXCOORD0; #else float4 interpolators[5] : TEXCOORD0; #endif #if SHADER_STAGE_FRAGMENT #if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMATIC; #endif #endif }; // Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions PackedVaryings PackVaryings(Varyings input) { PackedVaryings output; output.positionCS = input.positionCS; output.interpolators[0].xyz = input.positionWS.xyz; output.interpolators[1].xyz = input.tangentToWorld[0]; output.interpolators[2].xyz = input.tangentToWorld[1]; output.interpolators[3].xyz = input.tangentToWorld[2]; output.interpolators[0].w = input.texCoord0.x; output.interpolators[1].w = input.texCoord0.y; output.interpolators[2].w = input.texCoord1.x; output.interpolators[3].w = input.texCoord1.y; output.interpolators[4] = input.color; #if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) || defined(_REQUIRE_UV3) output.interpolators[5] = float4(0.0, 0.0, 0.0, 0.0); #if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) output.interpolators[5].xy = input.texCoord2.xy; #endif #ifdef _REQUIRE_UV3 output.interpolators[5].zw = input.texCoord3.xy; #endif #endif return output; } FragInput UnpackVaryings(PackedVaryings input) { FragInput output; ZERO_INITIALIZE(FragInput, output); output.unPositionSS = input.positionCS; // as input we have the vpos output.positionWS.xyz = input.interpolators[0].xyz; output.tangentToWorld[0] = input.interpolators[1].xyz; output.tangentToWorld[1] = input.interpolators[2].xyz; output.tangentToWorld[2] = input.interpolators[3].xyz; output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w); output.texCoord1.xy = float2(input.interpolators[2].w, input.interpolators[3].w); output.vertexColor = input.interpolators[4]; #if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) output.texCoord2 = input.interpolators[5].xy; #endif #ifdef _REQUIRE_UV3 output.texCoord3 = input.interpolators[5].zw; #endif #if SHADER_STAGE_FRAGMENT #if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR) output.isFrontFace = IS_FRONT_VFACE(input.cullFace, true, false); #endif #endif return output; } //------------------------------------------------------------------------------------- // Vertex shader //------------------------------------------------------------------------------------- // TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16) PackedVaryings VertDefault(Attributes input) { Varyings output; output.positionWS = TransformObjectToWorld(input.positionOS); // TODO deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix) output.positionCS = TransformWorldToHClip(output.positionWS); float3 normalWS = TransformObjectToWorldNormal(input.normalOS); output.texCoord0 = input.uv0; output.texCoord1 = input.uv1; #if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) output.texCoord2 = input.uv2; #endif float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w); float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w); output.tangentToWorld[0] = tangentToWorld[0]; output.tangentToWorld[1] = tangentToWorld[1]; output.tangentToWorld[2] = tangentToWorld[2]; output.color = input.color; return PackVaryings(output); }