#if SHADERPASS != SHADERPASS_FORWARD #error SHADERPASS_is_not_correctly_define #endif #include "VertMesh.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; varyingsType.vmesh = VertMesh(inputMesh); return PackVaryingsType(varyingsType); } #ifdef TESSELLATION_ON PackedVaryingsToPS VertTesselation(VaryingsToDS input) { VaryingsToPS output; output.vmesh = VertMeshTesselation(input.vmesh); return PackVaryingsToPS(output); } #include "TessellationShare.hlsl" #endif // TESSELLATION_ON void Frag(PackedVaryingsToPS packedInput, // YIBING BEGIN #ifdef FORWARD_SPLIT_LIGHTING out float4 outColor : SV_Target0, // this is outSpecular out float4 outDiffuse : SV_Target1, out float4 outGbuffer0 : SV_Target2, out float4 outGbuffer2 : SV_Target3 #else out float4 outColor : SV_Target0 #endif //out float4 outColor : SV_Target0 // YIBING END #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); // input.unPositionSS is SV_Position PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(input.unPositionSS.xy) / GetTileSize()); UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); outColor = float4(0.0, 0.0, 0.0, 0.0); // We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4. #ifdef DEBUG_DISPLAY if (_DebugLightingMode != DEBUGLIGHTINGMODE_NONE) #endif { #ifdef _SURFACE_TYPE_TRANSPARENT uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT; #else uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE; #endif float3 diffuseLighting; float3 specularLighting; BakeLightingData bakeLightingData; bakeLightingData.bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData); #ifdef SHADOWS_SHADOWMASK bakeLightingData.bakeShadowMask = float4(builtinData.shadowMask0, builtinData.shadowMask1, builtinData.shadowMask2, builtinData.shadowMask3); #endif LightLoop(V, posInput, preLightData, bsdfData, bakeLightingData, featureFlags, diffuseLighting, specularLighting); // YIBING BEGIN // If we have split lighting it mean we are opaque (no SSS on transparent) #ifdef FORWARD_SPLIT_LIGHTING outColor = float4(specularLighting, 1.0); outDiffuse = float4(diffuseLighting, 1.0); outGbuffer0 = EncodeSplitLightingGBuffer0(surfaceData); outGbuffer2 = EncodeSplitLightingGBuffer1(surfaceData); #else outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity); outColor = EvaluateAtmosphericScattering(posInput, outColor); #endif // YIBING END } #ifdef _DEPTHOFFSET_ON outputDepth = posInput.depthRaw; #endif #ifdef DEBUG_DISPLAY // Same code in ShaderPassForwardUnlit.shader if (_DebugViewMaterial != 0) { float3 result = float3(1.0, 0.0, 1.0); bool needLinearToSRGB = false; GetPropertiesDataDebug(_DebugViewMaterial, result, needLinearToSRGB); GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB); GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB); GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB); GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData... // TEMP! // For now, the final blit in the backbuffer performs an sRGB write // So in the meantime we apply the inverse transform to linear data to compensate. if (!needLinearToSRGB) result = SRGBToLinear(max(0, result)); outColor = float4(result, 1.0); } #endif }