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193 行
6.8 KiB
193 行
6.8 KiB
#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
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#define LIGHTWEIGHT_PASS_LIT_INCLUDED
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#include "LightweightCore.cginc"
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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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o.hpos = UnityObjectToClipPos(v.vertex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.posWS.xyz = worldPos;
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half3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
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o.viewDir.xyz = viewDir;
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half3 normal = normalize(UnityObjectToWorldNormal(v.normal));
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#if _NORMALMAP
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half sign = v.tangent.w * unity_WorldTransformParams.w;
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half3 tangent = UnityObjectToWorldDir(v.tangent);
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half3 binormal = cross(normal, tangent) * sign;
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// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code
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o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x);
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o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y);
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o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z);
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#else
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o.normal = normal;
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#endif
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// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU
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//#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS)
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// half3 diffuse = half3(1.0, 1.0, 1.0);
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// // pixel lights shaded = min(pixelLights, perObjectLights)
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// // vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded
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// // Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights)
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// int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
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// int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y);
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// for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter)
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// {
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// int lightIndex = unity_4LightIndices0[lightIter];
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// LightInput lightInput;
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// INITIALIZE_LIGHT(lightInput, lightIndex);
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//
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// half3 lightDirection;
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// half atten = ComputeLightAttenuationVertex(lightInput, normal, worldPos, lightDirection);
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// o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, normal, atten);
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// }
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//#endif
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#if !defined(LIGHTMAP_ON)
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o.fogCoord.yzw = SHEvalLinearL2(half4(normal, 1.0));
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#endif
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UNITY_TRANSFER_FOG(o, o.hpos);
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return o;
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}
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half4 LitPassFragment(LightweightVertexOutput i) : SV_Target
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{
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SurfaceData surfaceData;
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InitializeSurfaceData(i, surfaceData);
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BRDFData brdfData;
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InitializeBRDFData(surfaceData, brdfData);
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float2 lightmapUV = i.uv01.zw;
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half3 normal = surfaceData.normalWorld;
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half3 reflectVec = reflect(-i.viewDir.xyz, normal);
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half roughness2 = brdfData.roughness * brdfData.roughness;
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UnityIndirect indirectLight = LightweightGI(lightmapUV, i.fogCoord.yzw, normal, reflectVec, surfaceData.ao, brdfData.perceptualRoughness);
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// PBS
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half fresnelTerm = Pow4(1.0 - saturate(dot(normal, i.viewDir.xyz)));
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half3 color = LightweightBRDFIndirect(brdfData, indirectLight, roughness2, fresnelTerm);
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half3 lightDirection;
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#ifdef _MAIN_LIGHT
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LightInput light;
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INITIALIZE_MAIN_LIGHT(light);
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half lightAtten = ComputeMainLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
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#ifdef _SHADOWS
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lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
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#endif
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half NdotL = saturate(dot(normal, lightDirection));
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half3 radiance = light.color * (lightAtten * NdotL);
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color += LightweightBDRF(brdfData, roughness2, normal, lightDirection, i.viewDir.xyz) * radiance;
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#endif
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#ifdef _ADDITIONAL_PIXEL_LIGHTS
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int pixelLightCount = min(_AdditionalLightCount.x, unity_LightIndicesOffsetAndCount.y);
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for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
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{
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LightInput light;
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int lightIndex = unity_4LightIndices0[lightIter];
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INITIALIZE_LIGHT(light, lightIndex);
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half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
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half NdotL = saturate(dot(normal, lightDirection));
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half3 radiance = light.color * (lightAtten * NdotL);
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color += LightweightBDRF(brdfData, roughness2, normal, lightDirection, i.viewDir.xyz) * radiance;
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}
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#endif
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color += surfaceData.emission;
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UNITY_APPLY_FOG(i.fogCoord, color);
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return OutputColor(color, surfaceData.alpha);
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}
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half4 LitPassFragmentSimple(LightweightVertexOutput i) : SV_Target
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{
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half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy);
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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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// Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff
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// due overdraw performance impact.
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#ifdef _ALPHATEST_ON
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clip(alpha - _Cutoff);
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#endif
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half3 normal = Normal(i);
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half4 specularGloss;
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SpecularGloss(i.uv01.xy, alpha, specularGloss);
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half3 viewDir = i.viewDir.xyz;
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float3 worldPos = i.posWS.xyz;
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half3 lightDirection;
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#if defined(LIGHTMAP_ON)
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half3 color = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) * diffuse;
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#else
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half3 color = (SHEvalLinearL0L1(half4(normal, 1.0)) + i.fogCoord.yzw) * diffuse;
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#endif
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#ifdef _MAIN_LIGHT
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LightInput lightInput;
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INITIALIZE_MAIN_LIGHT(lightInput);
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half lightAtten = ComputeMainLightAttenuation(lightInput, normal, worldPos, lightDirection);
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#ifdef _SHADOWS
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lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
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#endif
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#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
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color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightInput.color;
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#else
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color += LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightInput.color;
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#endif
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#endif
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#ifdef _ADDITIONAL_PIXEL_LIGHTS
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int pixelLightCount = min(_AdditionalLightCount.x, unity_LightIndicesOffsetAndCount.y);
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for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
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{
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LightInput lightData;
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int lightIndex = unity_4LightIndices0[lightIter];
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INITIALIZE_LIGHT(lightData, lightIndex);
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half lightAtten = ComputeLightAttenuation(lightData, normal, worldPos, lightDirection);
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#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
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color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightData.color;
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#else
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color += LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightData.color;
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#endif
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}
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#endif // _ADDITIONAL_PIXEL_LIGHTS
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color += EmissionLW(i.uv01.xy);
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UNITY_APPLY_FOG(i.fogCoord, color);
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return OutputColor(color, alpha);
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};
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#endif
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