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#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
#define LIGHTWEIGHT_PASS_LIT_INCLUDED
#include "LightweightLighting.cginc"
struct LightweightVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct LightweightVertexOutput
{
float2 uv : TEXCOORD0;
float4 ambientOrLightmapUV : TEXCOORD1; // xy: lightmapUV, zw: dynamicLightmapUV OR color from SH
float4 posWS : TEXCOORD2;
#if _NORMALMAP
half3 tangent : TEXCOORD3;
half3 binormal : TEXCOORD4;
half3 normal : TEXCOORD5;
#else
half3 normal : TEXCOORD3;
#endif
half4 viewDir : TEXCOORD6; // xyz: viewDir
half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
float4 clipPos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
inline void InitializeStandardLitSurfaceData(LightweightVertexOutput IN, out SurfaceData outSurfaceData)
{
float2 uv = IN.uv;
half4 albedoAlpha = tex2D(_MainTex, uv);
half4 specGloss = MetallicSpecGloss(uv, albedoAlpha);
outSurfaceData.albedo = LIGHTWEIGHT_GAMMA_TO_LINEAR(albedoAlpha.rgb) * _Color.rgb;
#if _METALLIC_SETUP
outSurfaceData.metallic = specGloss.r;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
#else
outSurfaceData.metallic = 1.0h;
outSurfaceData.specular = specGloss.rgb;
#endif
outSurfaceData.smoothness = specGloss.a;
outSurfaceData.normal = Normal(uv);
outSurfaceData.occlusion = OcclusionLW(uv);
outSurfaceData.emission = EmissionLW(uv);
outSurfaceData.emission += IN.fogFactorAndVertexLight.yzw;
outSurfaceData.alpha = Alpha(albedoAlpha.a);
}
void InitializeSurfaceInput(LightweightVertexOutput IN, out SurfaceInput outSurfaceInput)
{
#if LIGHTMAP_ON
outSurfaceInput.lightmapUV = float4(IN.ambientOrLightmapUV.xy, 0.0, 0.0);
#else
outSurfaceInput.lightmapUV = float4(0.0, 0.0, 0.0, 0.0);
#endif
#if _NORMALMAP
outSurfaceInput.tangentWS = IN.tangent;
outSurfaceInput.bitangentWS = IN.binormal;
#else
outSurfaceInput.tangentWS = half3(1.0h, 0.0h, 0.0h);
outSurfaceInput.bitangentWS = half3(0.0h, 1.0h, 0.0h);
#endif
outSurfaceInput.normalWS = IN.normal;
outSurfaceInput.positionWS = IN.posWS;
outSurfaceInput.viewDirectionWS = IN.viewDir;
outSurfaceInput.fogFactor = IN.fogFactorAndVertexLight.x;
}
LightweightVertexOutput LitPassVertex(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.posWS.xyz = worldPos;
half3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
o.viewDir.xyz = viewDir;
half3 normal = normalize(UnityObjectToWorldNormal(v.normal));
#if _NORMALMAP
half sign = v.tangent.w * unity_WorldTransformParams.w;
o.tangent = normalize(mul((half3x3)unity_ObjectToWorld, v.tangent.xyz));
o.binormal = cross(normal, o.tangent) * sign;
o.normal = normal;
#else
o.normal = normal;
#endif
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
// TODO: Dynamic Lightmap
o.ambientOrLightmapUV.zw = float2(0.0, 0.0);
// TODO: Currently there's no way to pass in ambient contribution to fragmentPBR.
// We should allow to create custom ambient computation for things like SH evaluation, lightmap, ambient color etc.
//#else
// o.ambientOrLightmapUV = half4(SHEvalLinearL2(half4(normal, 1.0)), 0.0h);
#endif
o.fogFactorAndVertexLight.yzw = half3(0.0h, 0.0h, 0.0h);
#if defined(_VERTEX_LIGHTS)
half3 diffuse = half3(1.0, 1.0, 1.0);
int vertexLightStart = _AdditionalLightCount.x;
int vertexLightEnd = min(_AdditionalLightCount.y, unity_LightIndicesOffsetAndCount.y);
for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter)
{
LightInput lightData;
INITIALIZE_LIGHT(lightData, lightIter);
half3 lightDirection;
half atten = ComputeVertexLightAttenuation(lightData, normal, worldPos, lightDirection);
o.fogFactorAndVertexLight.yzw += LightingLambert(diffuse, lightDirection, normal, atten) * lightData.color;
}
#endif
float4 clipPos = UnityObjectToClipPos(v.vertex);
o.fogFactorAndVertexLight.x = ComputeFogFactor(clipPos.z);
o.clipPos = clipPos;
return o;
}
half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target
{
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(IN, surfaceData);
SurfaceInput surfaceInput;
InitializeSurfaceInput(IN, surfaceInput);
return LightweightFragmentPBR(surfaceInput.lightmapUV, surfaceInput.positionWS, surfaceInput.normalWS, surfaceInput.tangentWS, surfaceInput.bitangentWS, surfaceInput.viewDirectionWS, surfaceInput.fogFactor, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.normal, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
}
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target
{
float2 uv = IN.uv;
half4 diffuseAlpha = tex2D(_MainTex, uv);
half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb;
#ifdef _GLOSSINESS_FROM_BASE_ALPHA
half alpha = _Color.a;
#else
half alpha = diffuseAlpha.a * _Color.a;
#endif
// Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff
// due overdraw performance impact.
#ifdef _ALPHATEST_ON
clip(alpha - _Cutoff);
#endif
#if _NORMALMAP
half3 normalTangent = Normal(uv);
half3 normalWorld = TangentToWorldNormal(normalTangent, IN.tangent, IN.binormal, IN.normal);
#else
half3 normalWorld = normalize(IN.normal);
#endif
half4 specularGloss;
SpecularGloss(uv, alpha, specularGloss);
half3 viewDir = IN.viewDir.xyz;
float3 worldPos = IN.posWS.xyz;
half3 lightDirection;
#if defined(LIGHTMAP_ON)
half3 color = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.ambientOrLightmapUV.xy)) * diffuse;
#else
half3 color = (ShadeSH9(half4(normalWorld, 1.0)) + IN.ambientOrLightmapUV.xyz) * diffuse;
#endif
LightInput lightInput;
INITIALIZE_MAIN_LIGHT(lightInput);
half lightAtten = ComputeMainLightAttenuation(lightInput, normalWorld, worldPos, lightDirection);
lightAtten *= LIGHTWEIGHT_SHADOW_ATTENUATION(worldPos, normalize(IN.normal), _ShadowLightDirection.xyz);
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normalWorld, viewDir, lightAtten) * lightInput.color;
#else
color += LightingLambert(diffuse, lightDirection, normalWorld, lightAtten) * lightInput.color;
#endif
#ifdef _ADDITIONAL_LIGHTS
int pixelLightCount = min(_AdditionalLightCount.x, unity_LightIndicesOffsetAndCount.y);
for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
{
LightInput lightData;
INITIALIZE_LIGHT(lightData, lightIter);
half lightAtten = ComputePixelLightAttenuation(lightData, normalWorld, worldPos, lightDirection);
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normalWorld, viewDir, lightAtten) * lightData.color;
#else
color += LightingLambert(diffuse, lightDirection, normalWorld, lightAtten) * lightData.color;
#endif
}
#endif // _ADDITIONAL_LIGHTS
color += EmissionLW(uv);
color += IN.fogFactorAndVertexLight.yzw;
// Computes Fog Factor per vextex
ApplyFog(color, IN.fogFactorAndVertexLight.x);
return OutputColor(color, alpha);
};
#endif