您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
69 行
2.2 KiB
69 行
2.2 KiB
#ifndef LIGHTWEIGHT_INPUT_INCLUDED
|
|
#define LIGHTWEIGHT_INPUT_INCLUDED
|
|
|
|
#define MAX_VISIBLE_LIGHTS 16
|
|
|
|
// Must match check of use compute buffer in LightweightPipeline.cs
|
|
// GLES check here because of WebGL 1.0 support
|
|
// TODO: check performance of using StructuredBuffer on mobile as well
|
|
#if defined(SHADER_API_MOBILE) || defined(SHADER_API_GLES)
|
|
#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
|
|
#else
|
|
#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 1
|
|
#endif
|
|
|
|
struct InputData
|
|
{
|
|
float3 positionWS;
|
|
half3 normalWS;
|
|
half3 viewDirectionWS;
|
|
float4 shadowCoord;
|
|
half fogCoord;
|
|
half3 vertexLighting;
|
|
half3 bakedGI;
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Constant Buffers //
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
CBUFFER_START(_PerFrame)
|
|
half4 _GlossyEnvironmentColor;
|
|
half4 _SubtractiveShadowColor;
|
|
CBUFFER_END
|
|
|
|
CBUFFER_START(_PerCamera)
|
|
float4 _MainLightPosition;
|
|
half4 _MainLightColor;
|
|
float4x4 _WorldToLight;
|
|
|
|
half4 _AdditionalLightCount;
|
|
float4 _AdditionalLightPosition[MAX_VISIBLE_LIGHTS];
|
|
half4 _AdditionalLightColor[MAX_VISIBLE_LIGHTS];
|
|
half4 _AdditionalLightDistanceAttenuation[MAX_VISIBLE_LIGHTS];
|
|
half4 _AdditionalLightSpotDir[MAX_VISIBLE_LIGHTS];
|
|
half4 _AdditionalLightSpotAttenuation[MAX_VISIBLE_LIGHTS];
|
|
|
|
float4 _ScaledScreenParams;
|
|
CBUFFER_END
|
|
|
|
StructuredBuffer<int> _LightIndexBuffer;
|
|
|
|
#define UNITY_MATRIX_M unity_ObjectToWorld
|
|
#define UNITY_MATRIX_I_M unity_WorldToObject
|
|
#define UNITY_MATRIX_V unity_MatrixV
|
|
#define UNITY_MATRIX_I_V unity_MatrixInvV
|
|
#define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection)
|
|
#define UNITY_MATRIX_I_P ERROR_UNITY_MATRIX_I_P_IS_NOT_DEFINED
|
|
#define UNITY_MATRIX_VP unity_MatrixVP
|
|
#define UNITY_MATRIX_I_VP ERROR_UNITY_MATRIX_I_VP_IS_NOT_DEFINED
|
|
#define UNITY_MATRIX_MV mul(UNITY_MATRIX_V, UNITY_MATRIX_M)
|
|
#define UNITY_MATRIX_T_MV transpose(UNITY_MATRIX_MV)
|
|
#define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V))
|
|
#define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M)
|
|
|
|
#include "InputBuiltin.hlsl"
|
|
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
|
|
#include "CoreFunctions.hlsl"
|
|
|
|
#endif
|