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44 行
1.7 KiB
44 行
1.7 KiB
#if SHADERPASS != SHADERPASS_LIGHT_TRANSPORT
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#error SHADERPASS_is_not_correctly_define
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#endif
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#include "Color.hlsl"
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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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// No position and depth in case of light transport
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float3 V = float3(0, 0, 1); // No vector view in case of light transport
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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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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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LighTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
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// This shader is call two time. Once for getting emissiveColor, the other time to get diffuseColor
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// We use unity_MetaFragmentControl to make the distinction.
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float4 res = float4(0.0, 0.0, 0.0, 1.0);
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// TODO: No if / else in original code from Unity, why ? keep like original code but should be either diffuse or emissive
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if (unity_MetaFragmentControl.x)
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{
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// Apply diffuseColor Boost from LightmapSettings.
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// put abs here to silent a warning, no cost, no impact as color is assume to be positive.
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res.rgb = Clamp(pow(abs(lightTransportData.diffuseColor), saturate(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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// TODO: THIS LIMIT MUST BE REMOVE, IT IS NOT HDR, change when RGB9e5 is here.
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// Do we assume here that emission is [0..1] ?
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res = PackEmissiveRGBM(lightTransportData.emissiveColor);
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}
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return res;
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}
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