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76 行
2.4 KiB
76 行
2.4 KiB
#if SHADERPASS != SHADERPASS_FORWARD_UNLIT
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#error SHADERPASS_is_not_correctly_define
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#endif
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#include "VertMesh.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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return PackVaryingsType(varyingsType);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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return PackVaryingsToPS(output);
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}
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#include "TessellationShare.hlsl"
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#endif // TESSELLATION_ON
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float4 Frag(PackedVaryingsToPS packedInput) : SV_Target
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{
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FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
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// input.positionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
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#else
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float3 V = 0; // Avoid the division by 0
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#endif
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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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// Not lit here (but emissive is allowed)
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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// TODO: we must not access bsdfData here, it break the genericity of the code!
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float4 outColor = ApplyBlendMode(bsdfData.color + builtinData.emissiveColor, builtinData.opacity);
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outColor = EvaluateAtmosphericScattering(posInput, outColor);
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#ifdef DEBUG_DISPLAY
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// Same code in ShaderPassForward.shader
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if (_DebugViewMaterial != 0)
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{
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float3 result = float3(1.0, 0.0, 1.0);
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bool needLinearToSRGB = false;
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GetPropertiesDataDebug(_DebugViewMaterial, result, needLinearToSRGB);
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GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB);
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GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB);
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GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB);
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GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB);
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// TEMP!
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// For now, the final blit in the backbuffer performs an sRGB write
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// So in the meantime we apply the inverse transform to linear data to compensate.
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if (!needLinearToSRGB)
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result = SRGBToLinear(max(0, result));
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outColor = float4(result, 1.0);
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}
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#endif
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return outColor;
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}
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