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#ifndef LIGHTWEIGHT_INPUT_INCLUDED
#define LIGHTWEIGHT_INPUT_INCLUDED
#define MAX_VISIBLE_LIGHTS 16
// TODO: Graphics Emulation are breaking structured buffers for now disabling it until we have a fix
#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
// 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) || defined(SHADER_API_GLCORE)
// #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)
float4x4 _InvCameraViewProj;
float4 _ScaledScreenParams;
CBUFFER_END
CBUFFER_START(_LightBuffer)
float4 _MainLightPosition;
half4 _MainLightColor;
float4x4 _WorldToLight;
half4 _AdditionalLightCount;
float4 _AdditionalLightPosition[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightColor[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightAttenuation[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightSpotDir[MAX_VISIBLE_LIGHTS];
CBUFFER_END
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
StructuredBuffer<int> _LightIndexBuffer;
#endif
#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 _InvCameraViewProj
#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