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160 行
4.9 KiB
160 行
4.9 KiB
#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
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#define LIGHTWEIGHT_PASS_LIT_INCLUDED
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#include "LightweightSurfaceInput.cginc"
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#include "LightweightLighting.cginc"
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struct LightweightVertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct LightweightVertexOutput
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{
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float4 uv01 : TEXCOORD0; // xy: main UV, zw: lightmap UV (directional / non-directional)
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float3 posWS : TEXCOORD1;
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#if _NORMALMAP
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half3 tangent : TEXCOORD2;
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half3 binormal : TEXCOORD3;
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half3 normal : TEXCOORD4;
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#else
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half3 normal : TEXCOORD2;
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#endif
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half3 viewDir : TEXCOORD5;
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
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#ifndef LIGHTMAP_ON
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half4 vertexSH : TEXCOORD7;
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#endif
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Vertex: Used for Standard and StandardSimpleLighting shaders
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LightweightVertexOutput LitPassVertex(LightweightVertexInput v)
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{
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LightweightVertexOutput o = (LightweightVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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#ifdef LIGHTMAP_ON
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o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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float4 positionWS = mul(unity_ObjectToWorld, v.vertex);
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half3 viewDirectionWS = SafeNormalize(_WorldSpaceCameraPos - positionWS.xyz);
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#if _NORMALMAP
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OutputTangentToWorld(v.tangent, v.normal, o.tangent, o.binormal, o.normal);
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#else
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o.normal = UnityObjectToWorldNormal(v.normal);
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#endif
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float4 clipPos = mul(UNITY_MATRIX_VP, positionWS);
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#ifndef LIGHTMAP_ON
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o.vertexSH = half4(EvaluateSHPerVertex(o.normal), 0.0);
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#endif
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o.posWS = positionWS;
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o.viewDir = viewDirectionWS;
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o.fogFactorAndVertexLight.yzw = VertexLighting(positionWS.xyz, o.normal);
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o.fogFactorAndVertexLight.x = ComputeFogFactor(clipPos.z);
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o.clipPos = clipPos;
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return o;
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}
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// Used for Standard shader
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half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target
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{
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SurfaceData surfaceData;
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InitializeStandardLitSurfaceData(IN.uv01.xy, surfaceData);
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#if _NORMALMAP
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half3 normalWS = TangentToWorldNormal(surfaceData.normal, IN.tangent, IN.binormal, IN.normal);
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#else
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half3 normalWS = normalize(IN.normal);
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#endif
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#if LIGHTMAP_ON
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half3 indirectDiffuse = SampleLightmap(IN.uv01.zw, normalWS);
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#else
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half3 indirectDiffuse = EvaluateSHPerPixel(normalWS, IN.vertexSH);
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#endif
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float fogFactor = IN.fogFactorAndVertexLight.x;
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half4 color = LightweightFragmentPBR(IN.posWS, normalWS, IN.viewDir, indirectDiffuse, IN.fogFactorAndVertexLight.yzw, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
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// Computes fog factor per-vertex
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ApplyFog(color.rgb, fogFactor);
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return OUTPUT_COLOR(color);
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}
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// Used for StandardSimpleLighting shader
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half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target
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{
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float2 uv = IN.uv01.xy;
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float2 lightmapUV = IN.uv01.zw;
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half4 diffuseAlpha = tex2D(_MainTex, uv);
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half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb;
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#ifdef _GLOSSINESS_FROM_BASE_ALPHA
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half alpha = _Color.a;
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#else
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half alpha = diffuseAlpha.a * _Color.a;
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#endif
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#ifdef _ALPHATEST_ON
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clip(alpha - _Cutoff);
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#endif
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#if _NORMALMAP
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half3 normalTangent = Normal(uv);
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half3 normalWS = TangentToWorldNormal(normalTangent, IN.tangent, IN.binormal, IN.normal);
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#else
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half3 normalWS = normalize(IN.normal);
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#endif
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half3 emission = Emission(uv);
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half3 viewDirectionWS = SafeNormalize(IN.viewDir.xyz);
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float3 positionWS = IN.posWS.xyz;
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#if defined(LIGHTMAP_ON)
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half3 diffuseGI = SampleLightmap(lightmapUV, normalWS);
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#else
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half3 diffuseGI = EvaluateSHPerPixel(normalWS, IN.vertexSH);
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#endif
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#if _VERTEX_LIGHTS
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diffuseGI += IN.fogFactorAndVertexLight.yzw;
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#endif
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half shininess = _Shininess * 128.0h;
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half fogFactor = IN.fogFactorAndVertexLight.x;
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#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
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half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a);
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return LightweightFragmentBlinnPhong(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, specularGloss, shininess, emission, alpha);
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#else
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return LightweightFragmentLambert(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, emission, alpha);
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#endif
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};
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#endif
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