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
116 行
3.7 KiB
116 行
3.7 KiB
#if SHADERPASS != SHADERPASS_LIGHT_TRANSPORT
|
|
#error SHADERPASS_is_not_correctly_define
|
|
#endif
|
|
|
|
CBUFFER_START(UnityMetaPass)
|
|
// x = use uv1 as raster position
|
|
// y = use uv2 as raster position
|
|
bool4 unity_MetaVertexControl;
|
|
|
|
// x = return albedo
|
|
// y = return normal
|
|
bool4 unity_MetaFragmentControl;
|
|
CBUFFER_END
|
|
|
|
|
|
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
|
|
float unity_OneOverOutputBoost;
|
|
float unity_MaxOutputValue;
|
|
|
|
#include "VertMesh.hlsl"
|
|
|
|
PackedVaryingsToPS Vert(AttributesMesh inputMesh)
|
|
{
|
|
VaryingsToPS output;
|
|
|
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output.vmesh);
|
|
|
|
// Output UV coordinate in vertex shader
|
|
float2 uv;
|
|
|
|
if (unity_MetaVertexControl.x)
|
|
{
|
|
uv = inputMesh.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
}
|
|
else if (unity_MetaVertexControl.y)
|
|
{
|
|
uv = inputMesh.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
}
|
|
|
|
// OpenGL right now needs to actually use the incoming vertex position
|
|
// so we create a fake dependency on it here that haven't any impact.
|
|
output.vmesh.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0);
|
|
|
|
#ifdef VARYINGS_NEED_POSITION_WS
|
|
float3 positionWS = GetCameraRelativePositionWS(TransformObjectToWorld(inputMesh.positionOS));
|
|
output.vmesh.positionWS = positionWS;
|
|
#endif
|
|
|
|
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
|
|
// Normal is required for triplanar mapping
|
|
output.vmesh.normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
|
// Not required but assign to silent compiler warning
|
|
output.vmesh.tangentWS = float4(1.0, 0.0, 0.0, 0.0);
|
|
#endif
|
|
|
|
#ifdef VARYINGS_NEED_TEXCOORD0
|
|
output.vmesh.texCoord0 = inputMesh.uv0;
|
|
#endif
|
|
#ifdef VARYINGS_NEED_TEXCOORD1
|
|
output.vmesh.texCoord1 = inputMesh.uv1;
|
|
#endif
|
|
#ifdef VARYINGS_NEED_TEXCOORD2
|
|
output.vmesh.texCoord2 = inputMesh.uv2;
|
|
#endif
|
|
#ifdef VARYINGS_NEED_TEXCOORD3
|
|
output.vmesh.texCoord3 = inputMesh.uv3;
|
|
#endif
|
|
#ifdef VARYINGS_NEED_COLOR
|
|
output.vmesh.color = inputMesh.color;
|
|
#endif
|
|
|
|
return PackVaryingsToPS(output);
|
|
}
|
|
|
|
float4 Frag(PackedVaryingsToPS packedInput) : SV_Target
|
|
{
|
|
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
|
|
|
|
// input.positionSS is SV_Position
|
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
|
|
|
|
#ifdef VARYINGS_NEED_POSITION_WS
|
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
|
#else
|
|
float3 V = 0; // Avoid the division by 0
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
BuiltinData builtinData;
|
|
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
|
|
|
|
// no debug apply during light transport pass
|
|
|
|
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
|
|
LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
|
|
|
|
// This shader is call two times. Once for getting emissiveColor, the other time to get diffuseColor
|
|
// We use unity_MetaFragmentControl to make the distinction.
|
|
float4 res = float4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
if (unity_MetaFragmentControl.x)
|
|
{
|
|
// Apply diffuseColor Boost from LightmapSettings.
|
|
// put abs here to silent a warning, no cost, no impact as color is assume to be positive.
|
|
res.rgb = clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue);
|
|
}
|
|
|
|
if (unity_MetaFragmentControl.y)
|
|
{
|
|
// emissive use HDR format
|
|
res.rgb = lightTransportData.emissiveColor;
|
|
}
|
|
|
|
return res;
|
|
}
|