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Pass
{
// based on HDPBRPass.template
Name "$splice(PassName)"
Tags { "LightMode" = "$splice(LightMode)" }
//-------------------------------------------------------------------------------------
// Render Modes (Blend, Cull, ZTest, Stencil, etc)
//-------------------------------------------------------------------------------------
$splice(Blending)
$splice(Culling)
$splice(ZTest)
$splice(ZWrite)
$splice(Stencil)
$splice(ColorMask)
//-------------------------------------------------------------------------------------
// End Render Modes
//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Variant Definitions (active field translations to HDRP defines)
//-------------------------------------------------------------------------------------
$AlphaTest: #define _ALPHATEST_ON 1
$Material.SubsurfaceScattering: #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
$Material.Transmission: #define _MATERIAL_FEATURE_TRANSMISSION 1
$Material.Anisotropy: #define _MATERIAL_FEATURE_ANISOTROPY 1
$Material.ClearCoat: #define _MATERIAL_FEATURE_CLEAR_COAT 1
$Material.Iridescence: #define _MATERIAL_FEATURE_IRIDESCENCE 1
$Material.SpecularColor: #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
$SurfaceType.Transparent: #define _SURFACE_TYPE_TRANSPARENT 1
$BlendMode.Alpha: #define _BLENDMODE_ALPHA 1
$BlendMode.Add: #define _BLENDMODE_ADD 1
//-------------------------------------------------------------------------------------
// End Variant Definitions
//-------------------------------------------------------------------------------------
#pragma vertex Vert
#pragma fragment Frag
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
// Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet
// this modifies the normal calculation
// #define SURFACE_GRADIENT
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATID_SSS) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Wind.hlsl"
#include "CoreRP/ShaderLibrary/NormalSurfaceGradient.hlsl"
// define FragInputs structure
#include "HDRP/ShaderPass/FragInputs.hlsl"
#include "HDRP/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// Defines
//-------------------------------------------------------------------------------------
$splice(Defines)
// this translates the new dependency tracker into the old preprocessor definitions for the existing HDRP shader code
$AttributesMesh.normalOS: #define ATTRIBUTES_NEED_NORMAL
$AttributesMesh.tangentOS: #define ATTRIBUTES_NEED_TANGENT
$AttributesMesh.uv0: #define ATTRIBUTES_NEED_TEXCOORD0
$AttributesMesh.uv1: #define ATTRIBUTES_NEED_TEXCOORD1
$AttributesMesh.uv2: #define ATTRIBUTES_NEED_TEXCOORD2
$AttributesMesh.uv3: #define ATTRIBUTES_NEED_TEXCOORD3
$AttributesMesh.color: #define ATTRIBUTES_NEED_COLOR
$VaryingsMeshToPS.positionRWS: #define VARYINGS_NEED_POSITION_WS
$VaryingsMeshToPS.normalWS: #define VARYINGS_NEED_TANGENT_TO_WORLD
$VaryingsMeshToPS.texCoord0: #define VARYINGS_NEED_TEXCOORD0
$VaryingsMeshToPS.texCoord1: #define VARYINGS_NEED_TEXCOORD1
$VaryingsMeshToPS.texCoord2: #define VARYINGS_NEED_TEXCOORD2
$VaryingsMeshToPS.texCoord3: #define VARYINGS_NEED_TEXCOORD3
$VaryingsMeshToPS.color: #define VARYINGS_NEED_COLOR
$VaryingsMeshToPS.cullFace: #define VARYINGS_NEED_CULLFACE
$features.modifyMesh: #define HAVE_MESH_MODIFICATION
//-------------------------------------------------------------------------------------
// End Defines
//-------------------------------------------------------------------------------------
#include "HDRP/ShaderVariables.hlsl"
#include "HDRP/ShaderGraphFunctions.hlsl"
#ifdef DEBUG_DISPLAY
#include "HDRP/Debug/DebugDisplay.hlsl"
#endif
#if (SHADERPASS == SHADERPASS_FORWARD)
// used for shaders that want to do lighting (and materials)
#include "HDRP/Lighting/Lighting.hlsl"
#else
// used for shaders that don't need lighting
#include "HDRP/Material/Material.hlsl"
#endif
#include "HDRP/Material/BuiltinUtilities.hlsl"
#include "HDRP/Material/MaterialUtilities.hlsl"
// this function assumes the bitangent flip is encoded in tangentWS.w
// TODO: move this function to HDRP shared file, once we merge with HDRP repo
float3x3 BuildWorldToTangent(float4 tangentWS, float3 normalWS)
{
// tangentWS must not be normalized (mikkts requirement)
// Normalize normalWS vector but keep the renormFactor to apply it to bitangent and tangent
float3 unnormalizedNormalWS = normalWS;
float renormFactor = 1.0 / length(unnormalizedNormalWS);
// bitangent on the fly option in xnormal to reduce vertex shader outputs.
// this is the mikktspace transformation (must use unnormalized attributes)
float3x3 worldToTangent = CreateWorldToTangent(unnormalizedNormalWS, tangentWS.xyz, tangentWS.w > 0.0 ? 1.0 : -1.0);
// surface gradient based formulation requires a unit length initial normal. We can maintain compliance with mikkts
// by uniformly scaling all 3 vectors since normalization of the perturbed normal will cancel it.
worldToTangent[0] = worldToTangent[0] * renormFactor;
worldToTangent[1] = worldToTangent[1] * renormFactor;
worldToTangent[2] = worldToTangent[2] * renormFactor; // normalizes the interpolated vertex normal
return worldToTangent;
}
//-------------------------------------------------------------------------------------
// Interpolator Packing And Struct Declarations
//-------------------------------------------------------------------------------------
$buildType(AttributesMesh)
$buildType(VaryingsMeshToPS)
$buildType(VaryingsMeshToDS)
//-------------------------------------------------------------------------------------
// End Interpolator Packing And Struct Declarations
//-------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------
// Graph generated code
//-------------------------------------------------------------------------------------
$splice(Graph)
//-------------------------------------------------------------------------------------
// End graph generated code
//-------------------------------------------------------------------------------------
$features.modifyMesh: $include("VertexAnimation.template.hlsl")
$include("SharedCode.template.hlsl")
void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
{
// setup defaults -- these are used if the graph doesn't output a value
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.ambientOcclusion = 1.0f;
surfaceData.subsurfaceMask = 1.0f;
// copy across graph values, if defined
$SurfaceDescription.Albedo: surfaceData.baseColor = surfaceDescription.Albedo;
$SurfaceDescription.Smoothness: surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
$SurfaceDescription.Occlusion: surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
$SurfaceDescription.Metallic: surfaceData.metallic = surfaceDescription.Metallic;
// surfaceData.thickness = surfaceDescription.Thickness;
// surfaceData.diffusionProfile = surfaceDescription.DiffusionProfile;
// surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
$SurfaceDescription.Specular: surfaceData.specularColor = surfaceDescription.Specular;
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// tangent-space normal
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
$SurfaceDescription.Normal: normalTS = surfaceDescription.Normal;
// compute world space normal
GetNormalWS(fragInputs, normalTS, surfaceData.normalWS);
// TODO: use surfaceDescription tangent definition for anisotropy
surfaceData.tangentWS = normalize(fragInputs.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
// Init other parameters
surfaceData.anisotropy = 0;
surfaceData.coatMask = 0.0f;
surfaceData.iridescenceThickness = 0.0;
surfaceData.iridescenceMask = 1.0;
// Transparency parameters
// Use thickness from SSS
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1000000.0;
surfaceData.transmittanceMask = 0.0;
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
surfaceData.specularOcclusion = 1.0;
#if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData);
#elif defined(_MASKMAP)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
}
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
// this applies the double sided tangent space correction -- see 'ApplyDoubleSidedFlipOrMirror()'
$DoubleSided: if (!fragInputs.isFrontFace) {
$DoubleSided.Flip: fragInputs.worldToTangent[1] = -fragInputs.worldToTangent[1]; // bitangent
$DoubleSided.Flip: fragInputs.worldToTangent[2] = -fragInputs.worldToTangent[2]; // normal
$DoubleSided.Mirror: fragInputs.worldToTangent[2] = -fragInputs.worldToTangent[2]; // normal
$DoubleSided: }
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
$AlphaTest: DoAlphaTest(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(surfaceDescription.Alpha, surfaceData.normalWS, -fragInputs.worldToTangent[2], fragInputs.positionRWS, fragInputs.texCoord1, fragInputs.texCoord2, builtinData);
$SurfaceDescription.Emission: builtinData.emissiveColor = surfaceDescription.Emission;
builtinData.distortion = float2(0.0, 0.0); // surfaceDescription.Distortion -- if distortion pass
builtinData.distortionBlur = 0.0; // surfaceDescription.DistortionBlur -- if distortion pass
builtinData.depthOffset = 0.0; // ApplyPerPixelDisplacement(input, V, layerTexCoord, blendMasks); #ifdef _DEPTHOFFSET_ON : ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput);
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
//-------------------------------------------------------------------------------------
// Pass Includes
//-------------------------------------------------------------------------------------
$splice(Includes)
//-------------------------------------------------------------------------------------
// End Pass Includes
//-------------------------------------------------------------------------------------
ENDHLSL
}