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294 行
9.7 KiB
294 行
9.7 KiB
#ifndef LIGHTWEIGHT_PASS_LIT_TERRAIN_INCLUDED
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#define LIGHTWEIGHT_PASS_LIT_TERRAIN_INCLUDED
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#include "LWRP/ShaderLibrary/Lighting.hlsl"
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struct VertexInput
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{
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap
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#ifndef TERRAIN_SPLAT_BASEPASS
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float4 uvSplat01 : TEXCOORD1; // xy: splat0, zw: splat1
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float4 uvSplat23 : TEXCOORD2; // xy: splat2, zw: splat3
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#endif
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#if _NORMALMAP
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half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
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half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
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half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z
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#else
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half3 normal : TEXCOORD3;
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half3 viewDir : TEXCOORD4;
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#endif
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
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float3 positionWS : TEXCOORD7;
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float4 shadowCoord : TEXCOORD8;
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float4 clipPos : SV_POSITION;
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};
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void InitializeInputData(VertexOutput IN, half3 normalTS, out InputData input)
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{
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input = (InputData)0;
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input.positionWS = IN.positionWS;
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#ifdef _NORMALMAP
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half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w);
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input.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz);
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#else
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half3 viewDir = IN.viewDir;
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input.normalWS = FragmentNormalWS(IN.normal);
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#endif
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input.viewDirectionWS = FragmentViewDirWS(viewDir);
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#ifdef _SHADOWS_ENABLED
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input.shadowCoord = IN.shadowCoord;
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#else
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input.shadowCoord = float4(0, 0, 0, 0);
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#endif
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input.fogCoord = IN.fogFactorAndVertexLight.x;
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input.vertexLighting = IN.fogFactorAndVertexLight.yzw;
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#ifdef LIGHTMAP_ON
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input.bakedGI = SampleLightmap(IN.uvMainAndLM.zw, input.normalWS);
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#endif
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}
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#ifndef TERRAIN_SPLAT_BASEPASS
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void SplatmapMix(VertexOutput IN, half4 defaultAlpha, out half4 splatControl, out half weight, out half4 mixedDiffuse, inout half3 mixedNormal)
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{
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splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, IN.uvMainAndLM.xy);
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weight = dot(splatControl, 1.0h);
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#if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS)
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clip(weight == 0.0h ? -1.0h : 1.0h);
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#endif
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// Normalize weights before lighting and restore weights in final modifier functions so that the overal
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// lighting result can be correctly weighted.
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splatControl /= (weight + HALF_MIN);
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half4 alpha = defaultAlpha * splatControl;
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mixedDiffuse = 0.0h;
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mixedDiffuse += SAMPLE_TEXTURE2D(_Splat0, sampler_Splat0, IN.uvSplat01.xy) * half4(splatControl.rrr, alpha.r);
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mixedDiffuse += SAMPLE_TEXTURE2D(_Splat1, sampler_Splat0, IN.uvSplat01.zw) * half4(splatControl.ggg, alpha.g);
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mixedDiffuse += SAMPLE_TEXTURE2D(_Splat2, sampler_Splat0, IN.uvSplat23.xy) * half4(splatControl.bbb, alpha.b);
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mixedDiffuse += SAMPLE_TEXTURE2D(_Splat3, sampler_Splat0, IN.uvSplat23.zw) * half4(splatControl.aaa, alpha.a);
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#ifdef _NORMALMAP
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half4 nrm = 0.0f;
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nrm += SAMPLE_TEXTURE2D(_Normal0, sampler_Normal0, IN.uvSplat01.xy) * splatControl.r;
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nrm += SAMPLE_TEXTURE2D(_Normal1, sampler_Normal0, IN.uvSplat01.zw) * splatControl.g;
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nrm += SAMPLE_TEXTURE2D(_Normal2, sampler_Normal0, IN.uvSplat23.xy) * splatControl.b;
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nrm += SAMPLE_TEXTURE2D(_Normal3, sampler_Normal0, IN.uvSplat23.zw) * splatControl.a;
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mixedNormal = UnpackNormal(nrm);
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#else
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mixedNormal = half3(0.0h, 0.0h, 1.0h);
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#endif
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}
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#endif
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void SplatmapFinalColor(inout half4 color, half fogCoord)
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{
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color.rgb *= color.a;
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#ifdef TERRAIN_SPLAT_ADDPASS
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ApplyFogColor(color.rgb, half3(0,0,0), fogCoord);
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#else
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ApplyFog(color.rgb, fogCoord);
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#endif
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}
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#ifdef UNITY_INSTANCING_ENABLED
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TEXTURE2D(_TerrainHeightmapTexture);
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TEXTURE2D(_TerrainNormalmapTexture);
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float4 _TerrainHeightmapRecipSize; // float4(1.0f/width, 1.0f/height, 1.0f/(width-1), 1.0f/(height-1))
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float4 _TerrainHeightmapScale; // float4(hmScale.x, hmScale.y / (float)(kMaxHeight), hmScale.z, 0.0f)
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#endif
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UNITY_INSTANCING_BUFFER_START(Terrain)
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UNITY_DEFINE_INSTANCED_PROP(float4, _TerrainPatchInstanceData) // float4(xBase, yBase, skipScale, ~)
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UNITY_INSTANCING_BUFFER_END(Terrain)
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void TerrainInstancing(inout float4 vertex, inout float3 normal, inout float2 uv)
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{
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#ifdef UNITY_INSTANCING_ENABLED
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float2 patchVertex = vertex.xy;
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float4 instanceData = UNITY_ACCESS_INSTANCED_PROP(Terrain, _TerrainPatchInstanceData);
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float2 sampleCoords = (patchVertex.xy + instanceData.xy) * instanceData.z; // (xy + float2(xBase,yBase)) * skipScale
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float height = UnpackHeightmap(_TerrainHeightmapTexture.Load(int3(sampleCoords, 0)));
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vertex.xz = sampleCoords * _TerrainHeightmapScale.xz;
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vertex.y = height * _TerrainHeightmapScale.y;
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normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb * 2 - 1;
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uv = sampleCoords * _TerrainHeightmapRecipSize.zw;
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#endif
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}
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void TerrainInstancing(inout float4 vertex, inout float3 normal)
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{
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float2 uv = { 0, 0 };
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TerrainInstancing(vertex, normal, uv);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Used in Standard Terrain shader
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VertexOutput SplatmapVert(VertexInput v)
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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TerrainInstancing(v.vertex, v.normal, v.texcoord);
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float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
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float4 clipPos = TransformWorldToHClip(positionWS);
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o.uvMainAndLM.xy = v.texcoord;
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o.uvMainAndLM.zw = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
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#ifndef TERRAIN_SPLAT_BASEPASS
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o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
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o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
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o.uvSplat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
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o.uvSplat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
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#endif
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half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - positionWS.xyz);
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#ifdef _NORMALMAP
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float4 vertexTangent = float4(cross(v.normal, float3(0, 0, 1)), -1.0);
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OutputTangentToWorld(vertexTangent, v.normal, o.tangent.xyz, o.binormal.xyz, o.normal.xyz);
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o.normal.w = viewDir.x;
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o.tangent.w = viewDir.y;
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o.binormal.w = viewDir.z;
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#else
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o.normal = TransformObjectToWorldNormal(v.normal);
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o.viewDir = viewDir;
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#endif
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o.fogFactorAndVertexLight.x = ComputeFogFactor(clipPos.z);
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o.fogFactorAndVertexLight.yzw = VertexLighting(positionWS, o.normal);
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o.positionWS = positionWS;
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o.clipPos = clipPos;
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#ifdef _SHADOWS_ENABLED
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#if SHADOWS_SCREEN
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o.shadowCoord = ComputeShadowCoord(o.clipPos);
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#else
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o.shadowCoord = TransformWorldToShadowCoord(positionWS);
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#endif
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#endif
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return o;
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}
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TEXTURE2D(_MetallicTex); SAMPLER(sampler_MetallicTex);
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// Used in Standard Terrain shader
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half4 SplatmapFragment(VertexOutput IN) : SV_TARGET
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{
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#ifdef TERRAIN_SPLAT_BASEPASS
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half3 normalTS = float3(0, 1, 0);
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half3 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uvMainAndLM.xy).rgb;
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half smoothness = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uvMainAndLM.xy).a;
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half metallic = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, IN.uvMainAndLM.xy).r;
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half alpha = 1;
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#else
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half4 splatControl;
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half weight;
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half4 mixedDiffuse;
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half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
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half3 normalTS;
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SplatmapMix(IN, defaultSmoothness, splatControl, weight, mixedDiffuse, normalTS);
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half3 albedo = mixedDiffuse.rgb;
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half smoothness = mixedDiffuse.a;
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half metallic = dot(splatControl, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3));
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half alpha = weight;
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#endif
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InputData inputData;
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InitializeInputData(IN, normalTS, inputData);
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half4 color = LightweightFragmentPBR(inputData, albedo, metallic, half3(0.0h, 0.0h, 0.0h), smoothness, /* occlusion */ 1.0, /* emission */ half3(0, 0, 0), alpha);
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SplatmapFinalColor(color, inputData.fogCoord);
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return half4(color.rgb, 1.0h);
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}
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// Shadow pass
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// x: global clip space bias, y: normal world space bias
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float4 _ShadowBias;
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float3 _LightDirection;
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struct VertexInputLean
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{
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float4 position : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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float4 ShadowPassVertex(VertexInputLean v) : SV_POSITION
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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TerrainInstancing(v.position, v.normal);
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float3 positionWS = TransformObjectToWorld(v.position.xyz);
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float3 normalWS = TransformObjectToWorldDir(v.normal);
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float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS));
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float scale = invNdotL * _ShadowBias.y;
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// normal bias is negative since we want to apply an inset normal offset
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positionWS = normalWS * scale.xxx + positionWS;
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float4 clipPos = TransformWorldToHClip(positionWS);
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// _ShadowBias.x sign depens on if platform has reversed z buffer
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clipPos.z += _ShadowBias.x;
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#if UNITY_REVERSED_Z
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clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#else
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clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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return clipPos;
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}
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half4 ShadowPassFragment() : SV_TARGET
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{
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return 0;
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}
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// Depth pass
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float4 DepthOnlyVertex(VertexInputLean v) : SV_POSITION
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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TerrainInstancing(v.position, v.normal);
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return TransformObjectToHClip(v.position.xyz);
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}
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half4 DepthOnlyFragment() : SV_TARGET
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{
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return 0;
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}
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#endif // LIGHTWEIGHT_PASS_LIT_TERRAIN_INCLUDED
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