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#ifndef LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#define LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#include "UnityCG.cginc"
#if defined(UNITY_COLORSPACE_GAMMA)
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(gammaColor) gammaColor * gammaColor
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linColor) sqrt(linColor)
#define OUTPUT_COLOR(color) half4(LIGHTWEIGHT_LINEAR_TO_GAMMA(color.rgb), color.a)
#else
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(color) color
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(color) color
#define OUTPUT_COLOR(color) color
#endif
half _Pow4(half x)
{
return x * x * x * x;
}
half _LerpOneTo(half b, half t)
{
half oneMinusT = 1 - t;
return oneMinusT + b * t;
}
half3 SafeNormalize(half3 inVec)
{
half dp3 = max(1.e-4h, dot(inVec, inVec));
return inVec * rsqrt(dp3);
}
half3 UnpackNormalScale(half4 packednormal, half bumpScale)
{
#if defined(UNITY_NO_DXT5nm)
half3 normal = packednormal.xyz * 2 - 1;
#if (SHADER_TARGET >= 30)
// SM2.0: instruction count limitation
// SM2.0: normal scaler is not supported
normal.xy *= bumpScale;
#endif
return normal;
#else
// This do the trick
packednormal.x *= packednormal.w;
half3 normal;
normal.xy = (packednormal.xy * 2 - 1);
#if (SHADER_TARGET >= 30)
// SM2.0: instruction count limitation
// SM2.0: normal scaler is not supported
normal.xy *= bumpScale;
#endif
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return normal;
#endif
}
half3 EvaluateSHPerVertex(half3 normalWS)
{
#if defined(EVALUATE_SH_VERTEX)
return max(half3(0, 0, 0), ShadeSH9(half4(normalWS, 1.0)));
#elif defined(EVALUATE_SH_MIXED)
// no max since this is only L2 contribution
return SHEvalLinearL2(half4(normalWS, 1.0));
#endif
// Fully per-pixel. Nothing to compute.
return half3(0.0, 0.0, 0.0);
}
half3 EvaluateSHPerPixel(half3 normalWS)
{
return max(half3(0, 0, 0), ShadeSH9(half4(normalWS, 1.0)));
}
half3 EvaluateSHPerPixel(half3 normalWS, half3 L2Term)
{
#ifdef EVALUATE_SH_MIXED
return = max(half3(0, 0, 0), L2Term + SHEvalLinearL0L1(half4(normalWS, 1.0)));
#endif
// Default: Evaluate SH fully per-pixel
return max(half3(0, 0, 0), ShadeSH9(half4(normalWS, 1.0)));
}
half3 SampleLightmap(float2 lightmapUV, half3 normalWS)
{
half4 encodedBakedColor = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV);
half3 bakedColor = DecodeLightmap(encodedBakedColor);
#if DIRLIGHTMAP_COMBINED
half4 bakedDirection = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, lightmapUV);
bakedColor = DecodeDirectionalLightmap(bakedColor, bakedDirection, normalWS);
#endif
return bakedColor;
}
void OutputTangentToWorld(half4 vertexTangent, half3 vertexNormal, out half3 tangentWS, out half3 binormalWS, out half3 normalWS)
{
half sign = vertexTangent.w * unity_WorldTransformParams.w;
normalWS = normalize(UnityObjectToWorldNormal(vertexNormal));
tangentWS = normalize(mul((half3x3)unity_ObjectToWorld, vertexTangent.xyz));
binormalWS = cross(normalWS, tangentWS) * sign;
}
half3 TangentToWorldNormal(half3 normalTangent, half3 tangent, half3 binormal, half3 normal)
{
half3x3 tangentToWorld = half3x3(tangent, binormal, normal);
return normalize(mul(normalTangent, tangentToWorld));
}
float ComputeFogFactor(float z)
{
float clipZ_01 = UNITY_Z_0_FAR_FROM_CLIPSPACE(z);
#if defined(FOG_LINEAR)
// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
float fogFactor = saturate(clipZ_01 * unity_FogParams.z + unity_FogParams.w);
return half(fogFactor);
#elif defined(FOG_EXP)
// factor = exp(-density*z)
float unityFogFactor = unity_FogParams.y * clipZ_01;
return half(saturate(exp2(-unityFogFactor)));
#elif defined(FOG_EXP2)
// factor = exp(-(density*z)^2)
float unityFogFactor = unity_FogParams.x * clipZ_01;
return half(saturate(exp2(-unityFogFactor*unityFogFactor)));
#else
return 0.0h;
#endif
}
void ApplyFog(inout half3 color, half fogFactor)
{
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
color = lerp(unity_FogColor, color, fogFactor);
#endif
}
#endif