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#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
#define LIGHTWEIGHT_PASS_LIT_INCLUDED
#include "LightweightLighting.cginc"
#ifdef _SPECULAR_SETUP
#define SAMPLE_METALLICSPECULAR(uv) tex2D(_SpecGlossMap, uv)
#else
#define SAMPLE_METALLICSPECULAR(uv) tex2D(_MetallicGlossMap, uv)
#endif
half4 _Color;
sampler2D _MainTex; half4 _MainTex_ST;
half _Cutoff;
half _Glossiness;
half _GlossMapScale;
half _SmoothnessTextureChannel;
half _Metallic;
sampler2D _MetallicGlossMap;
half4 _SpecColor;
sampler2D _SpecGlossMap;
sampler2D _BumpMap;
half _OcclusionStrength;
sampler2D _OcclusionMap;
half4 _EmissionColor;
sampler2D _EmissionMap;
half _Shininess;
struct LightweightVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct LightweightVertexOutput
{
float4 uv01 : TEXCOORD0; // xy: main UV, zw: lightmap UV (directional / non-directional)
float3 posWS : TEXCOORD1;
#if _NORMALMAP
half3 tangent : TEXCOORD2;
half3 binormal : TEXCOORD3;
half3 normal : TEXCOORD4;
#else
half3 normal : TEXCOORD2;
#endif
half3 viewDir : TEXCOORD5;
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#if defined(EVALUATE_SH_VERTEX) || defined(EVALUATE_SH_MIXED)
half4 vertexSH : TEXCOORD7;
#endif
float4 clipPos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
inline half Alpha(half albedoAlpha)
{
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
half alpha = _Color.a;
#else
half alpha = albedoAlpha * _Color.a;
#endif
#if defined(_ALPHATEST_ON)
clip(alpha - _Cutoff);
#endif
return alpha;
}
half3 Normal(float2 uv)
{
#if _NORMALMAP
return UnpackNormal(tex2D(_BumpMap, uv));
#else
return half3(0.0h, 0.0h, 1.0h);
#endif
}
half SpecularGloss(half2 uv, half alpha)
{
half4 specularGloss = half4(0, 0, 0, 1);
#ifdef _SPECGLOSSMAP
specularGloss = tex2D(_SpecGlossMap, uv);
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb);
#elif defined(_SPECULAR_COLOR)
specularGloss = _SpecColor;
#endif
#ifdef _GLOSSINESS_FROM_BASE_ALPHA
specularGloss.a = alpha;
#endif
return specularGloss;
}
half4 MetallicSpecGloss(float2 uv, half albedoAlpha)
{
half4 specGloss;
#ifdef _METALLICSPECGLOSSMAP
specGloss = specGloss = SAMPLE_METALLICSPECULAR(uv);
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
specGloss.a = albedoAlpha * _GlossMapScale;
#else
specGloss.a *= _GlossMapScale;
#endif
#else // _METALLICSPECGLOSSMAP
#if _SPECUALR_SETUP
specGloss.rgb = _SpecColor.rgb;
#else
specGloss.rgb = _Metallic.rrr;
#endif
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
specGloss.a = albedoAlpha * _GlossMapScale;
#else
specGloss.a = _Glossiness;
#endif
#endif
return specGloss;
}
half Occlusion(float2 uv)
{
#ifdef _OCCLUSIONMAP
#if (SHADER_TARGET < 30)
// SM20: instruction count limitation
// SM20: simpler occlusion
return tex2D(_OcclusionMap, uv).g;
#else
half occ = tex2D(_OcclusionMap, uv).g;
return _LerpOneTo(occ, _OcclusionStrength);
#endif
#else
return 1.0;
#endif
}
half3 Emission(float2 uv)
{
#ifndef _EMISSION
return 0;
#else
return LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, uv).rgb) * _EmissionColor.rgb;
#endif
}
inline void InitializeStandardLitSurfaceData(LightweightVertexOutput IN, out SurfaceData outSurfaceData)
{
float2 uv = IN.uv01.xy;
half4 albedoAlpha = tex2D(_MainTex, uv);
half4 specGloss = MetallicSpecGloss(uv, albedoAlpha);
outSurfaceData.albedo = LIGHTWEIGHT_GAMMA_TO_LINEAR(albedoAlpha.rgb) * _Color.rgb;
#if _SPECULAR_SETUP
outSurfaceData.metallic = 1.0h;
outSurfaceData.specular = specGloss.rgb;
#else
outSurfaceData.metallic = specGloss.r;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
#endif
outSurfaceData.smoothness = specGloss.a;
outSurfaceData.normal = Normal(uv);
outSurfaceData.occlusion = Occlusion(uv);
outSurfaceData.emission = Emission(uv);
outSurfaceData.alpha = Alpha(albedoAlpha.a);
}
LightweightVertexOutput LitPassVertex(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef LIGHTMAP_ON
o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
float3 positionWS = mul(unity_ObjectToWorld, v.vertex).xyz;
half3 viewDirectionWS = SafeNormalize(_WorldSpaceCameraPos - positionWS);
#if _NORMALMAP
OutputTangentToWorld(v.tangent, v.normal, o.tangent, o.binormal, o.normal);
#else
o.normal = UnityObjectToWorldNormal(v.normal);
#endif
float4 clipPos = UnityObjectToClipPos(v.vertex);
#if defined(EVALUATE_SH_VERTEX) || defined(EVALUATE_SH_MIXED)
o.vertexSH = half4(EvaluateSHPerVertex(o.normal), 0.0);
#endif
o.posWS = positionWS;
o.viewDir = viewDirectionWS;
o.fogFactorAndVertexLight.yzw = VertexLighting(positionWS, o.normal);
o.fogFactorAndVertexLight.x = ComputeFogFactor(clipPos.z);
o.clipPos = clipPos;
return o;
}
half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target
{
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(IN, surfaceData);
#if _NORMALMAP
half3 normalWS = TangentToWorldNormal(surfaceData.normal, IN.tangent, IN.binormal, IN.normal);
#else
half3 normalWS = normalize(IN.normal);
#endif
#if LIGHTMAP_ON
half3 indirectDiffuse = SampleLightmap(IN.uv01.zw, normalWS);
#else
half3 indirectDiffuse = EvaluateSHPerPixel(normalWS, IN.vertexSH);
#endif
float fogFactor = IN.fogFactorAndVertexLight.x;
return LightweightFragmentPBR(IN.posWS, normalWS, IN.viewDir, fogFactor, indirectDiffuse, IN.fogFactorAndVertexLight.yzw, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
}
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target
{
float2 uv = IN.uv01.xy;
float2 lightmapUV = IN.uv01.zw;
half4 diffuseAlpha = tex2D(_MainTex, uv);
half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb;
#ifdef _GLOSSINESS_FROM_BASE_ALPHA
half alpha = _Color.a;
#else
half alpha = diffuseAlpha.a * _Color.a;
#endif
#ifdef _ALPHATEST_ON
clip(alpha - _Cutoff);
#endif
#if _NORMALMAP
half3 normalTangent = Normal(uv);
half3 normalWS = TangentToWorldNormal(normalTangent, IN.tangent, IN.binormal, IN.normal);
#else
half3 normalWS = normalize(IN.normal);
#endif
half3 emission = Emission(uv);
half3 viewDirectionWS = SafeNormalize(IN.viewDir.xyz);
float3 positionWS = IN.posWS.xyz;
#if defined(LIGHTMAP_ON)
half3 diffuseGI = SampleLightmap(lightmapUV, normalWS);
#else
half3 diffuseGI = EvaluateSHPerPixel(normalWS, IN.vertexSH);
#endif
#if _VERTEX_LIGHTS
diffuseGI += IN.fogFactorAndVertexLight.yzw;
#endif
half shininess = _Shininess * 128.0h;
half fogFactor = IN.fogFactorAndVertexLight.x;
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
half4 specularGloss = SpecularGloss(uv, alpha);
return LightweightFragmentBlinnPhong(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, specularGloss, shininess, emission, alpha);
#else
return LightweightFragmentLambert(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, emission, alpha);
#endif
};
#endif