您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
120 行
3.9 KiB
120 行
3.9 KiB
#ifndef UNITY_STANDARD_FORWARDNEW_INCLUDED
|
|
#define UNITY_STANDARD_FORWARDNEW_INCLUDED
|
|
|
|
|
|
// NOTE: had to split shadow functions into separate file,
|
|
// otherwise compiler gives trouble with LIGHTING_COORDS macro (in UnityStandardCore.cginc)
|
|
|
|
#include "UnityStandardConfig.cginc"
|
|
#include "UnityStandardCore.cginc"
|
|
|
|
struct VertexOutputForwardNew
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
float4 tex : TEXCOORD0;
|
|
half4 ambientOrLightmapUV : TEXCOORD1; // SH or Lightmap UV
|
|
half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:empty]
|
|
|
|
LIGHTING_COORDS(5,6)
|
|
UNITY_FOG_COORDS(7)
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
|
|
|
|
VertexOutputForwardNew vertForward(VertexInput v)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
VertexOutputForwardNew o;
|
|
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardNew, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
o.tex = TexCoords(v);
|
|
|
|
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
|
|
#ifdef _TANGENT_TO_WORLD
|
|
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
|
|
|
|
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
|
|
o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0];
|
|
o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1];
|
|
o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2];
|
|
#else
|
|
o.tangentToWorldAndParallax[0].xyz = 0;
|
|
o.tangentToWorldAndParallax[1].xyz = 0;
|
|
o.tangentToWorldAndParallax[2].xyz = normalWorld;
|
|
#endif
|
|
|
|
o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
|
|
|
|
UNITY_TRANSFER_FOG(o,o.pos);
|
|
|
|
return o;
|
|
}
|
|
|
|
|
|
static FragmentCommonData gdata;
|
|
|
|
|
|
float3 EvalMaterial(UnityLight light, UnityIndirect ind)
|
|
{
|
|
return UNITY_BRDF_PBS(gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, light, ind);
|
|
}
|
|
|
|
float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind)
|
|
{
|
|
float occlusion = 1.0; // have none for now
|
|
return occlusion * UNITY_BRDF_PBS(gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, light, ind);
|
|
}
|
|
|
|
|
|
|
|
#include "TiledLightingTemplate.hlsl"
|
|
#include "TiledReflectionTemplate.hlsl"
|
|
|
|
|
|
half4 fragForward(VertexOutputForwardNew i) : SV_Target
|
|
{
|
|
float linZ = GetLinearZFromSVPosW(i.pos.w); // matching script side where camera space is right handed.
|
|
float3 vP = GetViewPosFromLinDepth(i.pos.xy, linZ);
|
|
float3 vPw = mul(g_mViewToWorld, float4(vP,1.0)).xyz;
|
|
float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); // not same as unity_CameraToWorld
|
|
|
|
#ifdef _PARALLAXMAP
|
|
half3 tangent = i.tangentToWorldAndParallax[0].xyz;
|
|
half3 bitangent = i.tangentToWorldAndParallax[1].xyz;
|
|
half3 normal = i.tangentToWorldAndParallax[2].xyz;
|
|
float3 vDirForParallax = float3( dot(tangent, Vworld), dot(bitangent, Vworld), dot(normal, Vworld));
|
|
#else
|
|
float3 vDirForParallax = Vworld;
|
|
#endif
|
|
gdata = FragmentSetup(i.tex, -Vworld, vDirForParallax, i.tangentToWorldAndParallax, vPw); // eyeVec = -Vworld
|
|
|
|
|
|
uint2 pixCoord = ((uint2) i.pos.xy);
|
|
|
|
//float atten = 0.0;
|
|
//half occlusion = Occlusion(i.tex.xy);
|
|
//UnityGI gi = FragmentGI (gdata, occlusion, i.ambientOrLightmapUV, atten, mainLight);
|
|
|
|
uint numLightsProcessed = 0, numReflectionsProcessed = 0;
|
|
float3 res = 0;
|
|
res += ExecuteLightListTiled(numLightsProcessed, pixCoord, vP, vPw, Vworld);
|
|
res += ExecuteReflectionListTiled(numReflectionsProcessed, pixCoord, vP, gdata.normalWorld, Vworld, gdata.smoothness);
|
|
|
|
// don't really have a handle on this yet
|
|
//UnityLight mainLight = MainLight ();
|
|
//res += UNITY_BRDF_GI (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, occlusion, gi);
|
|
res += Emission(i.tex.xy);
|
|
|
|
//res = OverlayHeatMap(numLightsProcessed, res);
|
|
|
|
//UNITY_APPLY_FOG(i.fogCoord, res);
|
|
return OutputForward (float4(res,1.0), gdata.alpha);
|
|
}
|
|
|
|
#endif // UNITY_STANDARD_SHADOW_INCLUDED
|