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#if SHADERPASS != SHADERPASS_LIGHT_TRANSPORT
#error SHADERPASS_is_not_correctly_define
#endif
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
#include "VertMesh.hlsl"
PackedVaryingsToPS Vert(AttributesMesh inputMesh)
{
VaryingsToPS output;
// Output UV coordinate in vertex shader
float2 uv;
if (unity_MetaVertexControl.x)
{
uv = inputMesh.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
// OpenGL right now needs to actually use the incoming vertex position
// so we create a fake dependency on it here that haven't any impact.
output.vmesh.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0);
#ifdef VARYINGS_NEED_POSITION_WS
float3 positionWS = GetCameraRelativePositionWS(TransformObjectToWorld(inputMesh.positionOS));
output.vmesh.positionWS = positionWS;
#endif
// Not required for meta pass but to silent the shader compiler warning in case it is declare
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
output.vmesh.normalWS = float3(0.0, 0.0, 0.0);
output.vmesh.tangentWS = float4(0.0, 0.0, 0.0, 0.0);
#endif
#ifdef VARYINGS_NEED_TEXCOORD0
output.vmesh.texCoord0 = inputMesh.uv0;
#endif
#ifdef VARYINGS_NEED_TEXCOORD1
output.vmesh.texCoord1 = inputMesh.uv1;
#endif
#ifdef VARYINGS_NEED_TEXCOORD2
output.vmesh.texCoord2 = inputMesh.uv2;
#endif
#ifdef VARYINGS_NEED_TEXCOORD3
output.vmesh.texCoord3 = inputMesh.uv3;
#endif
#ifdef VARYINGS_NEED_COLOR
output.vmesh.color = inputMesh.color;
#endif
return PackVaryingsToPS(output);
}
float4 Frag(PackedVaryingsToPS packedInput) : SV_Target
{
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw);
UpdatePositionInput(input.positionSS.z, input.positionSS.w, input.positionWS, posInput);
// No position and depth in case of light transport
float3 V = float3(0.0, 0.0, 1.0); // No vector view in case of light transport
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
// This shader is call two times. Once for getting emissiveColor, the other time to get diffuseColor
// We use unity_MetaFragmentControl to make the distinction.
float4 res = float4(0.0, 0.0, 0.0, 1.0);
if (unity_MetaFragmentControl.x)
{
// Apply diffuseColor Boost from LightmapSettings.
// put abs here to silent a warning, no cost, no impact as color is assume to be positive.
res.rgb = clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue);
}
if (unity_MetaFragmentControl.y)
{
// emissive use HDR format
res.rgb = lightTransportData.emissiveColor;
}
return res;
}