#if SHADERPASS != SHADERPASS_LIGHT_TRANSPORT #error SHADERPASS_is_not_correctly_define #endif #include "Color.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 // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; #include "VertMesh.hlsl" PackedVaryingsToPS Vert(AttributesMesh inputMesh) { VaryingsToPS output; // Output UV coordinate in vertex shader if (unity_MetaVertexControl.x) { inputMesh.positionOS.xy = inputMesh.uv1 * unity_LightmapST.xy + unity_LightmapST.zw; // OpenGL right now needs to actually use incoming vertex position, // so use it in a very dummy way //v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f; } if (unity_MetaVertexControl.y) { inputMesh.positionOS.xy = inputMesh.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; // OpenGL right now needs to actually use incoming vertex position, // so use it in a very dummy way //v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f; } float3 positionWS = TransformObjectToWorld(inputMesh.positionOS); output.vmesh.positionCS = TransformWorldToHClip(positionWS); output.vmesh.texCoord0 = inputMesh.uv0; output.vmesh.texCoord1 = inputMesh.uv1; return PackVaryingsToPS(output); } float4 Frag(PackedVaryingsToPS packedInput) : SV_Target { FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); // 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; }