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38 行
1.3 KiB

#if SHADERPASS != SHADERPASS_FORWARD
#error SHADERPASS_is_not_correctly_define
#endif
void Frag( PackedVaryings packedInput,
out float4 outColor : SV_Target
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
FragInputs input = UnpackVaryings(packedInput);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
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);
float3 diffuseLighting;
float3 specularLighting;
float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData);
LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, diffuseLighting, specularLighting);
outColor = float4(diffuseLighting + specularLighting, builtinData.opacity);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.depthRaw;
#endif
}