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698 行
21 KiB
698 行
21 KiB
#ifndef UNITY_STANDARD_CORE_INCLUDED
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#define UNITY_STANDARD_CORE_INCLUDED
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#include "UnityCG.cginc"
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#include "UnityShaderVariables.cginc"
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#include "UnityInstancing.cginc"
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#include "UnityStandardConfig.cginc"
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#include "UnityStandardInput.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardUtils.cginc"
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#include "UnityGBuffer.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "AutoLight.cginc"
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//-------------------------------------------------------------------------------------
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// counterpart for NormalizePerPixelNormal
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// skips normalization per-vertex and expects normalization to happen per-pixel
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half3 NormalizePerVertexNormal (float3 n) // takes float to avoid overflow
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{
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#if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE
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return normalize(n);
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#else
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return n; // will normalize per-pixel instead
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#endif
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}
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half3 NormalizePerPixelNormal (half3 n)
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{
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#if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE
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return n;
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#else
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return normalize(n);
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#endif
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}
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//-------------------------------------------------------------------------------------
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UnityLight MainLight ()
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{
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UnityLight l;
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l.color = _LightColor0.rgb;
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l.dir = _WorldSpaceLightPos0.xyz;
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return l;
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}
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UnityLight AdditiveLight (half3 lightDir, half atten)
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{
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UnityLight l;
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l.color = _LightColor0.rgb;
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l.dir = lightDir;
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#ifndef USING_DIRECTIONAL_LIGHT
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l.dir = NormalizePerPixelNormal(l.dir);
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#endif
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// shadow the light
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l.color *= atten;
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return l;
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}
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UnityLight DummyLight ()
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{
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UnityLight l;
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l.color = 0;
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l.dir = half3 (0,1,0);
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return l;
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}
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UnityIndirect ZeroIndirect ()
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{
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UnityIndirect ind;
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ind.diffuse = 0;
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ind.specular = 0;
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return ind;
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}
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//-------------------------------------------------------------------------------------
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// Common fragment setup
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// deprecated
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half3 WorldNormal(half4 tan2world[3])
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{
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return normalize(tan2world[2].xyz);
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}
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// deprecated
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#ifdef _TANGENT_TO_WORLD
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half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3])
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{
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half3 t = tan2world[0].xyz;
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half3 b = tan2world[1].xyz;
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half3 n = tan2world[2].xyz;
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#if UNITY_TANGENT_ORTHONORMALIZE
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n = NormalizePerPixelNormal(n);
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// ortho-normalize Tangent
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t = normalize (t - n * dot(t, n));
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// recalculate Binormal
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half3 newB = cross(n, t);
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b = newB * sign (dot (newB, b));
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#endif
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return half3x3(t, b, n);
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}
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#else
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half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3])
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{
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return half3x3(0,0,0,0,0,0,0,0,0);
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}
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#endif
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half3 PerPixelWorldNormal(float4 i_tex, half4 tangentToWorld[3])
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{
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#ifdef _NORMALMAP
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half3 tangent = tangentToWorld[0].xyz;
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half3 binormal = tangentToWorld[1].xyz;
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half3 normal = tangentToWorld[2].xyz;
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#if UNITY_TANGENT_ORTHONORMALIZE
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normal = NormalizePerPixelNormal(normal);
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// ortho-normalize Tangent
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tangent = normalize (tangent - normal * dot(tangent, normal));
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// recalculate Binormal
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half3 newB = cross(normal, tangent);
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binormal = newB * sign (dot (newB, binormal));
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#endif
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half3 normalTangent = NormalInTangentSpace(i_tex);
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half3 normalWorld = NormalizePerPixelNormal(tangent * normalTangent.x + binormal * normalTangent.y + normal * normalTangent.z); // @TODO: see if we can squeeze this normalize on SM2.0 as well
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#else
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half3 normalWorld = normalize(tangentToWorld[2].xyz);
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#endif
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return normalWorld;
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}
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#ifdef _PARALLAXMAP
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#define IN_VIEWDIR4PARALLAX(i) NormalizePerPixelNormal(half3(i.tangentToWorldAndPackedData[0].w,i.tangentToWorldAndPackedData[1].w,i.tangentToWorldAndPackedData[2].w))
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#define IN_VIEWDIR4PARALLAX_FWDADD(i) NormalizePerPixelNormal(i.viewDirForParallax.xyz)
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#else
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#define IN_VIEWDIR4PARALLAX(i) half3(0,0,0)
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#define IN_VIEWDIR4PARALLAX_FWDADD(i) half3(0,0,0)
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#endif
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#if UNITY_REQUIRE_FRAG_WORLDPOS
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#if UNITY_PACK_WORLDPOS_WITH_TANGENT
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#define IN_WORLDPOS(i) half3(i.tangentToWorldAndPackedData[0].w,i.tangentToWorldAndPackedData[1].w,i.tangentToWorldAndPackedData[2].w)
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#else
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#define IN_WORLDPOS(i) i.posWorld
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#endif
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#define IN_WORLDPOS_FWDADD(i) i.posWorld
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#else
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#define IN_WORLDPOS(i) half3(0,0,0)
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#define IN_WORLDPOS_FWDADD(i) half3(0,0,0)
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#endif
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#define IN_LIGHTDIR_FWDADD(i) half3(i.tangentToWorldAndLightDir[0].w, i.tangentToWorldAndLightDir[1].w, i.tangentToWorldAndLightDir[2].w)
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#define FRAGMENT_SETUP(x) FragmentCommonData x = \
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FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndPackedData, IN_WORLDPOS(i));
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#define FRAGMENT_SETUP_FWDADD(x) FragmentCommonData x = \
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FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX_FWDADD(i), i.tangentToWorldAndLightDir, IN_WORLDPOS_FWDADD(i));
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struct FragmentCommonData
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{
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half3 diffColor, specColor;
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// Note: smoothness & oneMinusReflectivity for optimization purposes, mostly for DX9 SM2.0 level.
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// Most of the math is being done on these (1-x) values, and that saves a few precious ALU slots.
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half oneMinusReflectivity, smoothness;
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half3 normalWorld, eyeVec, posWorld;
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half alpha;
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#if UNITY_STANDARD_SIMPLE
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half3 reflUVW;
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#endif
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#if UNITY_STANDARD_SIMPLE
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half3 tangentSpaceNormal;
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#endif
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};
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#ifndef UNITY_SETUP_BRDF_INPUT
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#define UNITY_SETUP_BRDF_INPUT SpecularSetup
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#endif
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inline FragmentCommonData SpecularSetup (float4 i_tex)
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{
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half4 specGloss = SpecularGloss(i_tex.xy);
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half3 specColor = specGloss.rgb;
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half smoothness = specGloss.a;
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half oneMinusReflectivity;
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half3 diffColor = EnergyConservationBetweenDiffuseAndSpecular (Albedo(i_tex), specColor, /*out*/ oneMinusReflectivity);
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FragmentCommonData o = (FragmentCommonData)0;
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o.diffColor = diffColor;
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o.specColor = specColor;
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o.oneMinusReflectivity = oneMinusReflectivity;
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o.smoothness = smoothness;
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return o;
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}
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inline FragmentCommonData MetallicSetup (float4 i_tex)
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{
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half2 metallicGloss = MetallicGloss(i_tex.xy);
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half metallic = metallicGloss.x;
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half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
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half oneMinusReflectivity;
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half3 specColor;
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half3 diffColor = DiffuseAndSpecularFromMetallic (Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
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FragmentCommonData o = (FragmentCommonData)0;
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o.diffColor = diffColor;
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o.specColor = specColor;
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o.oneMinusReflectivity = oneMinusReflectivity;
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o.smoothness = smoothness;
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return o;
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}
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inline FragmentCommonData FragmentSetup (float4 i_tex, half3 i_eyeVec, half3 i_viewDirForParallax, half4 tangentToWorld[3], half3 i_posWorld)
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{
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i_tex = Parallax(i_tex, i_viewDirForParallax);
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half alpha = Alpha(i_tex.xy);
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#if defined(_ALPHATEST_ON)
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clip (alpha - _Cutoff);
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#endif
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FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex);
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o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld);
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o.eyeVec = NormalizePerPixelNormal(i_eyeVec);
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o.posWorld = i_posWorld;
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// NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
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o.diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha);
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return o;
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}
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inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light, bool reflections)
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{
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UnityGIInput d;
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d.light = light;
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d.worldPos = s.posWorld;
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d.worldViewDir = -s.eyeVec;
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d.atten = atten;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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d.ambient = 0;
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d.lightmapUV = i_ambientOrLightmapUV;
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#else
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d.ambient = i_ambientOrLightmapUV.rgb;
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d.lightmapUV = 0;
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#endif
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d.probeHDR[0] = unity_SpecCube0_HDR;
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d.probeHDR[1] = unity_SpecCube1_HDR;
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#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
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d.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
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#endif
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#ifdef UNITY_SPECCUBE_BOX_PROJECTION
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d.boxMax[0] = unity_SpecCube0_BoxMax;
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d.probePosition[0] = unity_SpecCube0_ProbePosition;
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d.boxMax[1] = unity_SpecCube1_BoxMax;
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d.boxMin[1] = unity_SpecCube1_BoxMin;
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d.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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if(reflections)
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{
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Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.smoothness, -s.eyeVec, s.normalWorld, s.specColor);
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// Replace the reflUVW if it has been compute in Vertex shader. Note: the compiler will optimize the calcul in UnityGlossyEnvironmentSetup itself
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#if UNITY_STANDARD_SIMPLE
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g.reflUVW = s.reflUVW;
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#endif
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return UnityGlobalIllumination (d, occlusion, s.normalWorld, g);
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}
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else
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{
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return UnityGlobalIllumination (d, occlusion, s.normalWorld);
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}
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}
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inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light)
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{
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return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, true);
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}
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//-------------------------------------------------------------------------------------
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half4 OutputForward (half4 output, half alphaFromSurface)
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{
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#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
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output.a = alphaFromSurface;
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#else
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UNITY_OPAQUE_ALPHA(output.a);
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#endif
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return output;
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}
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inline half4 VertexGIForward(VertexInput v, float3 posWorld, half3 normalWorld)
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{
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half4 ambientOrLightmapUV = 0;
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// Static lightmaps
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#ifdef LIGHTMAP_ON
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ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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ambientOrLightmapUV.zw = 0;
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// Sample light probe for Dynamic objects only (no static or dynamic lightmaps)
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#elif UNITY_SHOULD_SAMPLE_SH
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#ifdef VERTEXLIGHT_ON
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// Approximated illumination from non-important point lights
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ambientOrLightmapUV.rgb = Shade4PointLights (
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unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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unity_4LightAtten0, posWorld, normalWorld);
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#endif
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ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, ambientOrLightmapUV.rgb);
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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return ambientOrLightmapUV;
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}
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// ------------------------------------------------------------------
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// Base forward pass (directional light, emission, lightmaps, ...)
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struct VertexOutputForwardBase
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{
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UNITY_POSITION(pos);
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float4 tex : TEXCOORD0;
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half3 eyeVec : TEXCOORD1;
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half4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos]
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half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV
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UNITY_SHADOW_COORDS(6)
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UNITY_FOG_COORDS(7)
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// next ones would not fit into SM2.0 limits, but they are always for SM3.0+
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#if UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT
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float3 posWorld : TEXCOORD8;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutputForwardBase vertForwardBase (VertexInput v)
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{
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UNITY_SETUP_INSTANCE_ID(v);
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VertexOutputForwardBase o;
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UNITY_INITIALIZE_OUTPUT(VertexOutputForwardBase, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
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#if UNITY_REQUIRE_FRAG_WORLDPOS
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#if UNITY_PACK_WORLDPOS_WITH_TANGENT
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o.tangentToWorldAndPackedData[0].w = posWorld.x;
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o.tangentToWorldAndPackedData[1].w = posWorld.y;
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o.tangentToWorldAndPackedData[2].w = posWorld.z;
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#else
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o.posWorld = posWorld.xyz;
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#endif
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#endif
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o.pos = UnityObjectToClipPos(v.vertex);
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o.tex = TexCoords(v);
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o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
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float3 normalWorld = UnityObjectToWorldNormal(v.normal);
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#ifdef _TANGENT_TO_WORLD
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float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
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float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
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o.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0];
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o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1];
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o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2];
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#else
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o.tangentToWorldAndPackedData[0].xyz = 0;
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o.tangentToWorldAndPackedData[1].xyz = 0;
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o.tangentToWorldAndPackedData[2].xyz = normalWorld;
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#endif
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//We need this for shadow receving
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UNITY_TRANSFER_SHADOW(o, v.uv1);
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o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
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#ifdef _PARALLAXMAP
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TANGENT_SPACE_ROTATION;
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half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
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o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x;
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o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y;
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o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z;
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#endif
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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half4 fragForwardBaseInternal (VertexOutputForwardBase i)
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{
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FRAGMENT_SETUP(s)
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UNITY_SETUP_INSTANCE_ID(i);
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UnityLight mainLight = MainLight ();
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UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld);
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half occlusion = Occlusion(i.tex.xy);
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UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight);
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half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect);
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c.rgb += Emission(i.tex.xy);
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UNITY_APPLY_FOG(i.fogCoord, c.rgb);
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return OutputForward (c, s.alpha);
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}
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half4 fragForwardBase (VertexOutputForwardBase i) : SV_Target // backward compatibility (this used to be the fragment entry function)
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{
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return fragForwardBaseInternal(i);
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}
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// ------------------------------------------------------------------
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// Additive forward pass (one light per pass)
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struct VertexOutputForwardAdd
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{
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UNITY_POSITION(pos);
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float4 tex : TEXCOORD0;
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half3 eyeVec : TEXCOORD1;
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half4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:lightDir]
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float3 posWorld : TEXCOORD5;
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UNITY_SHADOW_COORDS(6)
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UNITY_FOG_COORDS(7)
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// next ones would not fit into SM2.0 limits, but they are always for SM3.0+
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#if defined(_PARALLAXMAP)
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half3 viewDirForParallax : TEXCOORD8;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutputForwardAdd vertForwardAdd (VertexInput v)
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{
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VertexOutputForwardAdd o;
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UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAdd, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.tex = TexCoords(v);
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o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
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o.posWorld = posWorld.xyz;
|
|
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
|
|
#ifdef _TANGENT_TO_WORLD
|
|
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
|
|
|
|
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
|
|
o.tangentToWorldAndLightDir[0].xyz = tangentToWorld[0];
|
|
o.tangentToWorldAndLightDir[1].xyz = tangentToWorld[1];
|
|
o.tangentToWorldAndLightDir[2].xyz = tangentToWorld[2];
|
|
#else
|
|
o.tangentToWorldAndLightDir[0].xyz = 0;
|
|
o.tangentToWorldAndLightDir[1].xyz = 0;
|
|
o.tangentToWorldAndLightDir[2].xyz = normalWorld;
|
|
#endif
|
|
//We need this for shadow receiving
|
|
UNITY_TRANSFER_SHADOW(o, v.uv1);
|
|
|
|
float3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
lightDir = NormalizePerVertexNormal(lightDir);
|
|
#endif
|
|
o.tangentToWorldAndLightDir[0].w = lightDir.x;
|
|
o.tangentToWorldAndLightDir[1].w = lightDir.y;
|
|
o.tangentToWorldAndLightDir[2].w = lightDir.z;
|
|
|
|
#ifdef _PARALLAXMAP
|
|
TANGENT_SPACE_ROTATION;
|
|
o.viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
|
|
#endif
|
|
|
|
UNITY_TRANSFER_FOG(o,o.pos);
|
|
return o;
|
|
}
|
|
|
|
half4 fragForwardAddInternal (VertexOutputForwardAdd i)
|
|
{
|
|
FRAGMENT_SETUP_FWDADD(s)
|
|
|
|
UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld)
|
|
UnityLight light = AdditiveLight (IN_LIGHTDIR_FWDADD(i), atten);
|
|
UnityIndirect noIndirect = ZeroIndirect ();
|
|
|
|
half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, light, noIndirect);
|
|
|
|
UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass
|
|
return OutputForward (c, s.alpha);
|
|
}
|
|
|
|
half4 fragForwardAdd (VertexOutputForwardAdd i) : SV_Target // backward compatibility (this used to be the fragment entry function)
|
|
{
|
|
return fragForwardAddInternal(i);
|
|
}
|
|
|
|
// ------------------------------------------------------------------
|
|
// Deferred pass
|
|
|
|
struct VertexOutputDeferred
|
|
{
|
|
UNITY_POSITION(pos);
|
|
float4 tex : TEXCOORD0;
|
|
half3 eyeVec : TEXCOORD1;
|
|
half4 tangentToWorldAndPackedData[3]: TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos]
|
|
half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UVs
|
|
|
|
#if UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT
|
|
float3 posWorld : TEXCOORD6;
|
|
#endif
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
|
|
VertexOutputDeferred vertDeferred (VertexInput v)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
VertexOutputDeferred o;
|
|
UNITY_INITIALIZE_OUTPUT(VertexOutputDeferred, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
|
|
#if UNITY_REQUIRE_FRAG_WORLDPOS
|
|
#if UNITY_PACK_WORLDPOS_WITH_TANGENT
|
|
o.tangentToWorldAndPackedData[0].w = posWorld.x;
|
|
o.tangentToWorldAndPackedData[1].w = posWorld.y;
|
|
o.tangentToWorldAndPackedData[2].w = posWorld.z;
|
|
#else
|
|
o.posWorld = posWorld.xyz;
|
|
#endif
|
|
#endif
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
o.tex = TexCoords(v);
|
|
o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
|
|
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
|
|
#ifdef _TANGENT_TO_WORLD
|
|
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
|
|
|
|
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
|
|
o.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0];
|
|
o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1];
|
|
o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2];
|
|
#else
|
|
o.tangentToWorldAndPackedData[0].xyz = 0;
|
|
o.tangentToWorldAndPackedData[1].xyz = 0;
|
|
o.tangentToWorldAndPackedData[2].xyz = normalWorld;
|
|
#endif
|
|
|
|
o.ambientOrLightmapUV = 0;
|
|
#ifdef LIGHTMAP_ON
|
|
o.ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#elif UNITY_SHOULD_SAMPLE_SH
|
|
o.ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, o.ambientOrLightmapUV.rgb);
|
|
#endif
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
o.ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#ifdef _PARALLAXMAP
|
|
TANGENT_SPACE_ROTATION;
|
|
half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
|
|
o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x;
|
|
o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y;
|
|
o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z;
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
// TODO: Remove this after merging in graphics/renderpass branch. This should be defined in hlslSupport.cginc
|
|
#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_VULKAN) || (defined(SHADER_API_METAL) && !defined(SHADER_API_MOBILE))
|
|
#define UNITY_SUPPORT_DEPTH_FETCH 1
|
|
#endif
|
|
|
|
void fragDeferred (
|
|
VertexOutputDeferred i,
|
|
//in float inDepth : SV_Depth,
|
|
out half4 outGBuffer0 : SV_Target0,
|
|
out half4 outGBuffer1 : SV_Target1,
|
|
out half4 outGBuffer2 : SV_Target2,
|
|
out half4 outEmission : SV_Target3 // RT3: emission (rgb), --unused-- (a)
|
|
#if (UNITY_ALLOWED_MRT_COUNT > 4)
|
|
#if !defined(UNITY_SUPPORT_DEPTH_FETCH)
|
|
,out float outDepth : SV_Target4 // RT4: zData (F32)
|
|
#elif defined(SHADOWS_SHADOWMASK)
|
|
,out half4 outShadowMask : SV_Target4 // RT4: shadowmask (rgba)
|
|
#endif
|
|
#endif
|
|
)
|
|
{
|
|
#if (SHADER_TARGET < 30)
|
|
outGBuffer0 = 1;
|
|
outGBuffer1 = 1;
|
|
outGBuffer2 = 0;
|
|
outEmission = 0;
|
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
|
|
outShadowMask = 1;
|
|
#endif
|
|
return;
|
|
#endif
|
|
|
|
FRAGMENT_SETUP(s)
|
|
|
|
// no analytic lights in this pass
|
|
UnityLight dummyLight = DummyLight ();
|
|
half atten = 1;
|
|
|
|
// only GI
|
|
half occlusion = Occlusion(i.tex.xy);
|
|
#if UNITY_ENABLE_REFLECTION_BUFFERS
|
|
bool sampleReflectionsInDeferred = false;
|
|
#else
|
|
bool sampleReflectionsInDeferred = true;
|
|
#endif
|
|
|
|
UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, dummyLight, sampleReflectionsInDeferred);
|
|
|
|
half3 emissiveColor = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect).rgb;
|
|
|
|
#ifdef _EMISSION
|
|
emissiveColor += Emission (i.tex.xy);
|
|
#endif
|
|
|
|
#ifndef UNITY_HDR_ON
|
|
emissiveColor.rgb = exp2(-emissiveColor.rgb);
|
|
#endif
|
|
|
|
UnityStandardData data;
|
|
data.diffuseColor = s.diffColor;
|
|
data.occlusion = occlusion;
|
|
data.specularColor = s.specColor;
|
|
data.smoothness = s.smoothness;
|
|
data.normalWorld = s.normalWorld;
|
|
|
|
UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2);
|
|
|
|
// Emissive lighting buffer
|
|
outEmission = half4(emissiveColor, 1);
|
|
|
|
// Baked direct lighting occlusion if any
|
|
#if (UNITY_ALLOWED_MRT_COUNT > 4)
|
|
#if !defined(UNITY_SUPPORT_DEPTH_FETCH)
|
|
outDepth = i.pos.z;
|
|
#elif defined(SHADOWS_SHADOWMASK)
|
|
outShadowMask = UnityGetRawBakedOcclusions(i.ambientOrLightmapUV.xy, IN_WORLDPOS(i));
|
|
#endif
|
|
#endif
|
|
|
|
}
|
|
|
|
//
|
|
// Old FragmentGI signature. Kept only for backward compatibility and will be removed soon
|
|
//
|
|
|
|
inline UnityGI FragmentGI(
|
|
float3 posWorld,
|
|
half occlusion, half4 i_ambientOrLightmapUV, half atten, half smoothness, half3 normalWorld, half3 eyeVec,
|
|
UnityLight light,
|
|
bool reflections)
|
|
{
|
|
// we init only fields actually used
|
|
FragmentCommonData s = (FragmentCommonData)0;
|
|
s.smoothness = smoothness;
|
|
s.normalWorld = normalWorld;
|
|
s.eyeVec = eyeVec;
|
|
s.posWorld = posWorld;
|
|
return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, reflections);
|
|
}
|
|
inline UnityGI FragmentGI (
|
|
float3 posWorld,
|
|
half occlusion, half4 i_ambientOrLightmapUV, half atten, half smoothness, half3 normalWorld, half3 eyeVec,
|
|
UnityLight light)
|
|
{
|
|
return FragmentGI (posWorld, occlusion, i_ambientOrLightmapUV, atten, smoothness, normalWorld, eyeVec, light, true);
|
|
}
|
|
|
|
#endif // UNITY_STANDARD_CORE_INCLUDED
|