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25 行
896 B
25 行
896 B
#if SHADERPASS != SHADERPASS_FORWARD_UNLIT
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#error SHADERPASS_is_not_correctly_define
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#endif
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float4 Frag(PackedVaryings packedInput) : SV_Target
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{
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FragInputs input = UnpackVaryings(packedInput);
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// input.unPositionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
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UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
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// Not lit here (but emissive is allowed)
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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// TODO: we must not access bsdfData here, it break the genericity of the code!
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return float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity);
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}
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