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120 行
3.2 KiB
120 行
3.2 KiB
#ifndef LIGHTWEIGHT_PASS_META_INCLUDED
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#define LIGHTWEIGHT_PASS_META_INCLUDED
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#include "LWRP/ShaderLibrary/InputSurface.hlsl"
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#include "LWRP/ShaderLibrary/Lighting.hlsl"
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CBUFFER_START(UnityMetaPass)
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// x = use uv1 as raster position
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// y = use uv2 as raster position
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bool4 unity_MetaVertexControl;
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// x = return albedo
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// y = return normal
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bool4 unity_MetaFragmentControl;
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CBUFFER_END
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float unity_OneOverOutputBoost;
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float unity_MaxOutputValue;
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float unity_UseLinearSpace;
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struct MetaInput
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{
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half3 Albedo;
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half3 Emission;
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half3 SpecularColor;
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};
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struct MetaVertexInput
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{
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float4 vertex : POSITION;
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half3 normal : NORMAL;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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#ifdef _TANGENT_TO_WORLD
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half4 tangent : TANGENT;
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#endif
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};
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struct MetaVertexOuput
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 MetaVertexPosition(float4 vertex, float2 uv1, float2 uv2, float4 lightmapST, float4 dynlightmapST)
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{
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if (unity_MetaVertexControl.x)
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{
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vertex.xy = uv1 * lightmapST.xy + lightmapST.zw;
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// OpenGL right now needs to actually use incoming vertex position,
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// so use it in a very dummy way
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vertex.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
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}
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if (unity_MetaVertexControl.y)
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{
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vertex.xy = uv2 * dynlightmapST.xy + dynlightmapST.zw;
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// OpenGL right now needs to actually use incoming vertex position,
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// so use it in a very dummy way
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vertex.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
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}
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return TransformObjectToHClip(vertex.xyz);
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}
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half4 MetaFragment(MetaInput IN)
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{
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half4 res = 0;
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if (unity_MetaFragmentControl.x)
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{
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res = half4(IN.Albedo, 1);
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// d3d9 shader compiler doesn't like NaNs and infinity.
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unity_OneOverOutputBoost = saturate(unity_OneOverOutputBoost);
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// Apply Albedo Boost from LightmapSettings.
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res.rgb = clamp(pow(res.rgb, unity_OneOverOutputBoost), 0, unity_MaxOutputValue);
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}
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if (unity_MetaFragmentControl.y)
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{
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res = half4(IN.Emission, 1.0);
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}
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return res;
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}
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MetaVertexOuput LightweightVertexMeta(MetaVertexInput v)
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{
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MetaVertexOuput o;
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o.pos = MetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
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o.uv = TRANSFORM_TEX(v.uv0, _MainTex);
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return o;
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}
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half4 LightweightFragmentMeta(MetaVertexOuput i) : SV_Target
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{
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SurfaceData surfaceData;
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InitializeStandardLitSurfaceData(i.uv, surfaceData);
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BRDFData brdfData;
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InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
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MetaInput o;
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o.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5;
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o.SpecularColor = surfaceData.specular;
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o.Emission = surfaceData.emission;
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return MetaFragment(o);
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}
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half4 LightweightFragmentMetaSimple(MetaVertexOuput i) : SV_Target
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{
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float2 uv = i.uv;
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MetaInput o;
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o.Albedo = _Color.rgb * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb;
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o.SpecularColor = SpecularGloss(uv, 1.0).xyz;
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o.Emission = Emission(uv);
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return MetaFragment(o);
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}
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#endif
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