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#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
#define LIGHTWEIGHT_PASS_LIT_INCLUDED
#include "LWRP/ShaderLibrary/Lighting.hlsl"
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;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128
#ifdef _NORMALMAP
half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z
#else
half3 normal : TEXCOORD3;
half3 viewDir : TEXCOORD4;
#endif
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#ifdef _SHADOWS_ENABLED
float4 shadowCoord : TEXCOORD7;
#endif
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(LightweightVertexOutput IN, half3 normalTS, out InputData inputData)
{
inputData.positionWS = IN.posWSShininess.xyz;
#ifdef _NORMALMAP
half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w);
inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz);
#else
half3 viewDir = IN.viewDir;
inputData.normalWS = FragmentNormalWS(IN.normal);
#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Used in Standard (Simple Lighting) shader
LightweightVertexOutput LitPassVertexSimple(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.posWSShininess.xyz = TransformObjectToWorld(v.vertex.xyz);
o.posWSShininess.w = _Shininess * 128.0;
o.clipPos = TransformWorldToHClip(o.posWSShininess.xyz);
half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - o.posWSShininess.xyz);
#ifdef _NORMALMAP
o.normal.w = viewDir.x;
o.tangent.w = viewDir.y;
o.binormal.w = viewDir.z;
#else
o.viewDir = viewDir;
#endif
// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal
OUTPUT_NORMAL(v, o);
// We either sample GI from lightmap or SH.
// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
// see DECLARE_LIGHTMAP_OR_SH macro.
// The following funcions initialize the correct variable with correct data
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(o.normal.xyz, o.vertexSH);
half3 vertexLight = VertexLighting(o.posWSShininess.xyz, o.normal.xyz);
half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else
o.shadowCoord = TransformWorldToShadowCoord(o.posWSShininess.xyz);
#endif
#endif
return o;
}
// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
float2 uv = IN.uv;
half4 diffuseAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_PARAM(_MainTex, sampler_MainTex));
half3 diffuse = diffuseAlpha.rgb * _Color.rgb;
half alpha = diffuseAlpha.a * _Color.a;
AlphaDiscard(alpha, _Cutoff);
#ifdef _ALPHAPREMULTIPLY_ON
diffuse *= alpha;
#endif
half3 normalTS = SampleNormal(uv, TEXTURE2D_PARAM(_BumpMap, sampler_BumpMap));
half3 emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_PARAM(_EmissionMap, sampler_EmissionMap));
half4 specularGloss = SampleSpecularGloss(uv, diffuseAlpha.a, _SpecColor, TEXTURE2D_PARAM(_SpecGlossMap, sampler_SpecGlossMap));
half shininess = IN.posWSShininess.w;
InputData inputData;
InitializeInputData(IN, normalTS, inputData);
half4 color = LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
ApplyFog(color.rgb, inputData.fogCoord);
return color;
};
#endif