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75 行
2.4 KiB
75 行
2.4 KiB
#ifndef LIGHTWEIGHT_INPUT_INCLUDED
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#define LIGHTWEIGHT_INPUT_INCLUDED
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#define MAX_VISIBLE_LIGHTS 16
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// TODO: Graphics Emulation are breaking structured buffers for now disabling it until we have a fix
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#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
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// Must match check of use compute buffer in LightweightPipeline.cs
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// GLES check here because of WebGL 1.0 support
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// TODO: check performance of using StructuredBuffer on mobile as well
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// #if defined(SHADER_API_MOBILE) || defined(SHADER_API_GLES) || defined(SHADER_API_GLCORE)
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// #define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
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// #else
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// #define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 1
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// #endif
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struct InputData
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{
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float3 positionWS;
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half3 normalWS;
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half3 viewDirectionWS;
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float4 shadowCoord;
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half fogCoord;
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half3 vertexLighting;
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half3 bakedGI;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Constant Buffers //
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///////////////////////////////////////////////////////////////////////////////
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CBUFFER_START(_PerFrame)
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half4 _GlossyEnvironmentColor;
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half4 _SubtractiveShadowColor;
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CBUFFER_END
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CBUFFER_START(_PerCamera)
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float4x4 _InvCameraViewProj;
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float4 _ScaledScreenParams;
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CBUFFER_END
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CBUFFER_START(_LightBuffer)
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float4 _MainLightPosition;
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half4 _MainLightColor;
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half4 _AdditionalLightCount;
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float4 _AdditionalLightPosition[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightColor[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightAttenuation[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightSpotDir[MAX_VISIBLE_LIGHTS];
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CBUFFER_END
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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StructuredBuffer<int> _LightIndexBuffer;
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#endif
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#define UNITY_MATRIX_M unity_ObjectToWorld
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#define UNITY_MATRIX_I_M unity_WorldToObject
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#define UNITY_MATRIX_V unity_MatrixV
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#define UNITY_MATRIX_I_V unity_MatrixInvV
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#define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection)
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#define UNITY_MATRIX_I_P ERROR_UNITY_MATRIX_I_P_IS_NOT_DEFINED
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#define UNITY_MATRIX_VP unity_MatrixVP
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#define UNITY_MATRIX_I_VP _InvCameraViewProj
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#define UNITY_MATRIX_MV mul(UNITY_MATRIX_V, UNITY_MATRIX_M)
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#define UNITY_MATRIX_T_MV transpose(UNITY_MATRIX_MV)
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#define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V))
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#define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M)
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#include "InputBuiltin.hlsl"
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#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
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#include "CoreFunctions.hlsl"
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#endif
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