#ifndef LIGHTWEIGHT_PASS_META_INCLUDED #define LIGHTWEIGHT_PASS_META_INCLUDED #include "LWRP/ShaderLibrary/InputSurface.hlsl" #include "LWRP/ShaderLibrary/Lighting.hlsl" CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END float unity_OneOverOutputBoost; float unity_MaxOutputValue; float unity_UseLinearSpace; struct MetaInput { half3 Albedo; half3 Emission; half3 SpecularColor; }; struct MetaVertexInput { float4 vertex : POSITION; half3 normal : NORMAL; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; #ifdef _TANGENT_TO_WORLD half4 tangent : TANGENT; #endif }; struct MetaVertexOuput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; float4 MetaVertexPosition(float4 vertex, float2 uv1, float2 uv2, float4 lightmapST) { if (unity_MetaVertexControl.x) { vertex.xy = uv1 * lightmapST.xy + lightmapST.zw; // OpenGL right now needs to actually use incoming vertex position, // so use it in a very dummy way vertex.z = vertex.z > 0 ? REAL_MIN : 0.0f; } return TransformWorldToHClip(vertex.xyz); // Need to transfer from world to clip compared to legacy } half4 MetaFragment(MetaInput IN) { half4 res = 0; if (unity_MetaFragmentControl.x) { res = half4(IN.Albedo, 1); // d3d9 shader compiler doesn't like NaNs and infinity. unity_OneOverOutputBoost = saturate(unity_OneOverOutputBoost); // Apply Albedo Boost from LightmapSettings. res.rgb = clamp(PositivePow(res.rgb, unity_OneOverOutputBoost), 0, unity_MaxOutputValue); } if (unity_MetaFragmentControl.y) { res = half4(IN.Emission, 1.0); } return res; } MetaVertexOuput LightweightVertexMeta(MetaVertexInput v) { MetaVertexOuput o; o.pos = MetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST); o.uv = TransformMainTextureCoord(v.uv0); return o; } half4 LightweightFragmentMeta(MetaVertexOuput i) : SV_Target { SurfaceData surfaceData; InitializeStandardLitSurfaceData(i.uv, surfaceData); BRDFData brdfData; InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData); MetaInput o; o.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5; o.SpecularColor = surfaceData.specular; o.Emission = surfaceData.emission; return MetaFragment(o); } half4 LightweightFragmentMetaSimple(MetaVertexOuput i) : SV_Target { float2 uv = i.uv; MetaInput o; o.Albedo = _Color.rgb * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb; o.SpecularColor = SpecularGloss(uv, 1.0).xyz; o.Emission = Emission(uv); return MetaFragment(o); } #endif