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127 行
4.6 KiB
127 行
4.6 KiB
#ifndef LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
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#define LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "CoreRP/ShaderLibrary/Packing.hlsl"
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#include "Input.hlsl"
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///////////////////////////////////////////////////////////////////////////////
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// Light Classification defines //
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// //
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// In order to reduce shader variations main light keywords were combined //
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// here we define main light type keywords. //
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// Main light is either a shadow casting light or the brighest directional. //
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// Lightweight pipeline doesn't support point light shadows so they can't be //
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// classified as main light. //
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///////////////////////////////////////////////////////////////////////////////
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#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT)
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#define _MAIN_LIGHT_DIRECTIONAL
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#endif
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#if defined(_MAIN_LIGHT_SPOT_SHADOW) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT)
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#define _MAIN_LIGHT_SPOT
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#endif
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// In case no shadow casting light we classify main light as directional
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#if !defined(_MAIN_LIGHT_DIRECTIONAL) && !defined(_MAIN_LIGHT_SPOT)
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#define _MAIN_LIGHT_DIRECTIONAL
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#endif
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#ifdef _NORMALMAP
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#define OUTPUT_NORMAL(IN, OUT) OutputTangentToWorld(IN.tangent, IN.normal, OUT.tangent, OUT.binormal, OUT.normal)
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#else
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#define OUTPUT_NORMAL(IN, OUT) OUT.normal = TransformObjectToWorldNormal(IN.normal)
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#endif
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#if defined(UNITY_REVERSED_Z)
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#if UNITY_REVERSED_Z == 1
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//D3d with reversed Z => z clip range is [near, 0] -> remapping to [0, far]
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//max is required to protect ourselves from near plane not being correct/meaningfull in case of oblique matrices.
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((1.0-(coord)/_ProjectionParams.y)*_ProjectionParams.z),0)
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#else
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//GL with reversed z => z clip range is [near, -far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(-(coord), 0)
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#endif
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#elif UNITY_UV_STARTS_AT_TOP
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//D3d without reversed z => z clip range is [0, far] -> nothing to do
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
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#else
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//Opengl => z clip range is [-near, far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
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#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
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#endif
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void AlphaDiscard(half alpha, half cutoff)
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{
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#ifdef _ALPHATEST_ON
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clip(alpha - cutoff);
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#endif
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}
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half3 UnpackNormal(half4 packedNormal)
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{
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// Compiler will optimize the scale away
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#if defined(UNITY_NO_DXT5nm)
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return UnpackNormalRGB(packedNormal, 1.0);
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#else
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return UnpackNormalmapRGorAG(packedNormal, 1.0);
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#endif
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}
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half3 UnpackNormalScale(half4 packedNormal, half bumpScale)
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{
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#if defined(UNITY_NO_DXT5nm)
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return UnpackNormalRGB(packedNormal, bumpScale);
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#else
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return UnpackNormalmapRGorAG(packedNormal, bumpScale);
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#endif
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}
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void OutputTangentToWorld(half4 vertexTangent, half3 vertexNormal, out half3 tangentWS, out half3 binormalWS, out half3 normalWS)
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{
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half sign = vertexTangent.w * GetOddNegativeScale();
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normalWS = TransformObjectToWorldNormal(vertexNormal);
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tangentWS = normalize(mul((half3x3)UNITY_MATRIX_M, vertexTangent.xyz));
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binormalWS = cross(normalWS, tangentWS) * sign;
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}
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half3 TangentToWorldNormal(half3 normalTangent, half3 tangent, half3 binormal, half3 normal)
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{
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half3x3 tangentToWorld = half3x3(tangent, binormal, normal);
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return normalize(mul(normalTangent, tangentToWorld));
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}
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half ComputeFogFactor(float z)
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{
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float clipZ_01 = UNITY_Z_0_FAR_FROM_CLIPSPACE(z);
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#if defined(FOG_LINEAR)
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// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
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float fogFactor = saturate(clipZ_01 * unity_FogParams.z + unity_FogParams.w);
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return half(fogFactor);
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#elif defined(FOG_EXP2)
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// factor = exp(-(density*z)^2)
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// -density * z computed at vertex
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return half(unity_FogParams.x * clipZ_01);
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#else
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return 0.0h;
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#endif
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}
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void ApplyFogColor(inout half3 color, half3 fogColor, half fogFactor)
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{
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#if defined (FOG_LINEAR) || defined(FOG_EXP2)
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#if defined(FOG_EXP2)
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// factor = exp(-(density*z)^2)
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// fogFactor = density*z compute at vertex
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fogFactor = saturate(exp2(-fogFactor*fogFactor));
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#endif
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color = lerp(fogColor, color, fogFactor);
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#endif
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}
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void ApplyFog(inout half3 color, half fogFactor)
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{
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ApplyFogColor(color, unity_FogColor.rgb, fogFactor);
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}
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#endif
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