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#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
#define LIGHTWEIGHT_PASS_LIT_INCLUDED
#include "LightweightCore.cginc"
LightweightVertexOutput LitPassVertex(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef LIGHTMAP_ON
o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
o.hpos = UnityObjectToClipPos(v.vertex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.posWS.xyz = worldPos;
half3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
o.viewDir.xyz = viewDir;
half3 normal = normalize(UnityObjectToWorldNormal(v.normal));
#if _NORMALMAP
half sign = v.tangent.w * unity_WorldTransformParams.w;
half3 tangent = UnityObjectToWorldDir(v.tangent);
half3 binormal = cross(normal, tangent) * sign;
// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code
o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x);
o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y);
o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z);
#else
o.normal = normal;
#endif
// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU
//#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS)
// half3 diffuse = half3(1.0, 1.0, 1.0);
// // pixel lights shaded = min(pixelLights, perObjectLights)
// // vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded
// // Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights)
// int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
// int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y);
// for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter)
// {
// int lightIndex = unity_4LightIndices0[lightIter];
// LightInput lightInput;
// INITIALIZE_LIGHT(lightInput, lightIndex);
//
// half3 lightDirection;
// half atten = ComputeLightAttenuationVertex(lightInput, normal, worldPos, lightDirection);
// o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, normal, atten);
// }
//#endif
#if !defined(LIGHTMAP_ON)
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1)));
#endif
UNITY_TRANSFER_FOG(o, o.hpos);
return o;
}
half4 LitPassFragment(LightweightVertexOutput i) : SV_Target
{
float2 uv = i.uv01.xy;
float2 lightmapUV = i.uv01.zw;
half4 albedoTex = tex2D(_MainTex, i.uv01.xy);
half3 albedo = LIGHTWEIGHT_GAMMA_TO_LINEAR(albedoTex.rgb) * _Color.rgb;
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
half alpha = _Color.a;
#else
half alpha = albedoTex.a * _Color.a;
#endif
#if defined(_ALPHATEST_ON)
clip(alpha - _Cutoff);
#endif
half3 specColor;
half smoothness;
half oneMinusReflectivity;
#ifdef _METALLIC_SETUP
half3 diffColor = MetallicSetup(uv, albedo, alpha, specColor, smoothness, oneMinusReflectivity);
#else
half3 diffColor = SpecularSetup(uv, albedo, alpha, specColor, smoothness, oneMinusReflectivity);
#endif
diffColor = PreMultiplyAlpha(diffColor, alpha, oneMinusReflectivity, /*out*/ alpha);
// Roughness is (1.0 - smoothness)²
half perceptualRoughness = 1.0h - smoothness;
half3 normal;
NormalMap(i, normal);
// TODO: shader keyword for occlusion
// TODO: Reflection Probe blend support.
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
half occlusion = Occlusion(uv);
UnityIndirect indirectLight = LightweightGI(lightmapUV, i.fogCoord.yzw, reflectVec, occlusion, perceptualRoughness);
// PBS
// grazingTerm = F90
half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity));
half fresnelTerm = Pow4(1.0 - saturate(dot(normal, i.viewDir.xyz)));
half3 color = LightweightBRDFIndirect(diffColor, specColor, indirectLight, perceptualRoughness * perceptualRoughness, grazingTerm, fresnelTerm);
half3 lightDirection;
#ifndef _MULTIPLE_LIGHTS
LightInput light;
INITIALIZE_MAIN_LIGHT(light);
half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
#ifdef _SHADOWS
lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
half NdotL = saturate(dot(normal, lightDirection));
half3 radiance = light.color * (lightAtten * NdotL);
color += LightweightBDRF(diffColor, specColor, oneMinusReflectivity, perceptualRoughness, normal, lightDirection, i.viewDir.xyz) * radiance;
#else
#ifdef _SHADOWS
half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
{
LightInput light;
int lightIndex = unity_4LightIndices0[lightIter];
INITIALIZE_LIGHT(light, lightIndex);
half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
#ifdef _SHADOWS
lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x));
#endif
half NdotL = saturate(dot(normal, lightDirection));
half3 radiance = light.color * (lightAtten * NdotL);
color += LightweightBDRF(diffColor, specColor, oneMinusReflectivity, perceptualRoughness, normal, lightDirection, i.viewDir.xyz) * radiance;
}
#endif
color += Emission(uv);
UNITY_APPLY_FOG(i.fogCoord, color);
return OutputColor(color, alpha);
}
half4 LitPassFragmentSimple(LightweightVertexOutput i) : SV_Target
{
half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy);
half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb;
half alpha = diffuseAlpha.a * _Color.a;
// Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff
// due overdraw performance impact.
#ifdef _ALPHATEST_ON
clip(alpha - _Cutoff);
#endif
half3 normal;
NormalMap(i, normal);
half4 specularGloss;
SpecularGloss(i.uv01.xy, alpha, specularGloss);
half3 viewDir = i.viewDir.xyz;
float3 worldPos = i.posWS.xyz;
half3 lightDirection;
#ifndef _MULTIPLE_LIGHTS
LightInput lightInput;
INITIALIZE_MAIN_LIGHT(lightInput);
half lightAtten = ComputeLightAttenuation(lightInput, normal, worldPos, lightDirection);
#ifdef _SHADOWS
lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
half3 color = LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightInput.color;
#else
half3 color = LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightInput.color;
#endif
#else
half3 color = half3(0, 0, 0);
#ifdef _SHADOWS
half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
{
LightInput lightData;
int lightIndex = unity_4LightIndices0[lightIter];
INITIALIZE_LIGHT(lightData, lightIndex);
half lightAtten = ComputeLightAttenuation(lightData, normal, worldPos, lightDirection);
#ifdef _SHADOWS
lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x));
#endif
#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightData.color;
#else
color += LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightData.color;
#endif
}
#endif // _MULTIPLE_LIGHTS
#ifdef _EMISSION
color += LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, i.uv01.xy).rgb) * _EmissionColor;
#else
color += _EmissionColor;
#endif
#if defined(LIGHTMAP_ON)
color += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse;
#endif
#if defined(_VERTEX_LIGHTS) || !defined(LIGHTMAP_ON)
color += i.fogCoord.yzw * diffuse;
#endif
#if _REFLECTION_CUBEMAP
// TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
color += texCUBE(_Cube, reflectVec).rgb * specularGloss.rgb;
#elif defined(_REFLECTION_PROBE)
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
half4 reflectionProbe = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflectVec);
color += reflectionProbe.rgb * (reflectionProbe.a * unity_SpecCube0_HDR.x) * specularGloss.rgb;
#endif
UNITY_APPLY_FOG(i.fogCoord, color);
return OutputColor(color, alpha);
};
#endif