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155 行
5.0 KiB
155 行
5.0 KiB
#ifndef SHADERPASS
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#error Undefine_SHADERPASS
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#endif
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//-------------------------------------------------------------------------------------
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// Attribute/Varying
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//-------------------------------------------------------------------------------------
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL)
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float2 uv2 : TEXCOORD2;
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#endif
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#ifdef _REQUIRE_UV3
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float2 uv3 : TEXCOORD3;
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#endif
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float4 tangentOS : TANGENT; // Always present as we require it also in case of anisotropic lighting
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float4 color : COLOR;
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// UNITY_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS;
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float3 positionWS;
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float2 texCoord0;
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float2 texCoord1;
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#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL)
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float2 texCoord2;
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#endif
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#ifdef _REQUIRE_UV3
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float2 texCoord3;
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#endif
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float3 tangentToWorld[3];
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float4 color;
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};
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struct PackedVaryings
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{
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float4 positionCS : SV_Position;
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#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) || defined(_REQUIRE_UV3)
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float4 interpolators[6] : TEXCOORD0;
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#else
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float4 interpolators[5] : TEXCOORD0;
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#endif
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#if SHADER_STAGE_FRAGMENT
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#if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR)
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FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMATIC;
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#endif
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#endif
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};
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// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
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PackedVaryings PackVaryings(Varyings input)
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{
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PackedVaryings output;
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output.positionCS = input.positionCS;
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output.interpolators[0].xyz = input.positionWS.xyz;
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output.interpolators[1].xyz = input.tangentToWorld[0];
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output.interpolators[2].xyz = input.tangentToWorld[1];
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output.interpolators[3].xyz = input.tangentToWorld[2];
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output.interpolators[0].w = input.texCoord0.x;
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output.interpolators[1].w = input.texCoord0.y;
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output.interpolators[2].w = input.texCoord1.x;
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output.interpolators[3].w = input.texCoord1.y;
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output.interpolators[4] = input.color;
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#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) || defined(_REQUIRE_UV3)
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output.interpolators[5] = float4(0.0, 0.0, 0.0, 0.0);
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#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL)
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output.interpolators[5].xy = input.texCoord2.xy;
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#endif
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#ifdef _REQUIRE_UV3
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output.interpolators[5].zw = input.texCoord3.xy;
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#endif
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#endif
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return output;
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}
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FragInput UnpackVaryings(PackedVaryings input)
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{
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FragInput output;
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ZERO_INITIALIZE(FragInput, output);
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output.unPositionSS = input.positionCS; // as input we have the vpos
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output.positionWS.xyz = input.interpolators[0].xyz;
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output.tangentToWorld[0] = input.interpolators[1].xyz;
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output.tangentToWorld[1] = input.interpolators[2].xyz;
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output.tangentToWorld[2] = input.interpolators[3].xyz;
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output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
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output.texCoord1.xy = float2(input.interpolators[2].w, input.interpolators[3].w);
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output.vertexColor = input.interpolators[4];
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#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL)
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output.texCoord2 = input.interpolators[5].xy;
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#endif
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#ifdef _REQUIRE_UV3
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output.texCoord3 = input.interpolators[5].zw;
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#endif
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#if SHADER_STAGE_FRAGMENT
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#if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR)
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output.isFrontFace = IS_FRONT_VFACE(input.cullFace, true, false);
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#endif
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#endif
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return output;
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}
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//-------------------------------------------------------------------------------------
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// Vertex shader
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//-------------------------------------------------------------------------------------
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// TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16)
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PackedVaryings VertDefault(Attributes input)
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{
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Varyings output;
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output.positionWS = TransformObjectToWorld(input.positionOS);
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// TODO deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix)
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output.positionCS = TransformWorldToHClip(output.positionWS);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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output.texCoord0 = input.uv0;
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output.texCoord1 = input.uv1;
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#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL)
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output.texCoord2 = input.uv2;
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#endif
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float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
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float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
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output.tangentToWorld[0] = tangentToWorld[0];
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output.tangentToWorld[1] = tangentToWorld[1];
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output.tangentToWorld[2] = tangentToWorld[2];
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output.color = input.color;
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return PackVaryings(output);
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}
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