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115 行
3.6 KiB
115 行
3.6 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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CBUFFER_START(UnityMetaPass)
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// x = use uv1 as raster position
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// y = use uv2 as raster position
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bool4 unity_MetaVertexControl;
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// x = return albedo
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// y = return normal
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bool4 unity_MetaFragmentControl;
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CBUFFER_END
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// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
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float unity_OneOverOutputBoost;
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float unity_MaxOutputValue;
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#include "VertMesh.hlsl"
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PackedVaryingsToPS Vert(AttributesMesh inputMesh)
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{
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VaryingsToPS output;
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UNITY_SETUP_INSTANCE_ID(inputMesh);
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UNITY_TRANSFER_INSTANCE_ID(inputMesh, output.vmesh);
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// Output UV coordinate in vertex shader
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float2 uv;
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if (unity_MetaVertexControl.x)
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{
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uv = inputMesh.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
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}
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else if (unity_MetaVertexControl.y)
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{
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uv = inputMesh.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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}
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// OpenGL right now needs to actually use the incoming vertex position
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// so we create a fake dependency on it here that haven't any impact.
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output.vmesh.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0);
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#ifdef VARYINGS_NEED_POSITION_WS
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output.vmesh.positionRWS = TransformObjectToWorld(inputMesh.positionOS);
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#endif
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#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
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// Normal is required for triplanar mapping
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output.vmesh.normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
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// Not required but assign to silent compiler warning
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output.vmesh.tangentWS = float4(1.0, 0.0, 0.0, 0.0);
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD0
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output.vmesh.texCoord0 = inputMesh.uv0;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD1
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output.vmesh.texCoord1 = inputMesh.uv1;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD2
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output.vmesh.texCoord2 = inputMesh.uv2;
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#endif
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#ifdef VARYINGS_NEED_TEXCOORD3
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output.vmesh.texCoord3 = inputMesh.uv3;
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#endif
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#ifdef VARYINGS_NEED_COLOR
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output.vmesh.color = inputMesh.color;
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#endif
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return PackVaryingsToPS(output);
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}
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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.positionRWS);
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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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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// no debug apply during light transport pass
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
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LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
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// This shader is call two times. 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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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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// emissive use HDR format
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res.rgb = lightTransportData.emissiveColor;
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}
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return res;
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}
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