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#ifndef UNITY_STANDARD_FORWARDNEW_INCLUDED
#define UNITY_STANDARD_FORWARDNEW_INCLUDED
// NOTE: had to split shadow functions into separate file,
// otherwise compiler gives trouble with LIGHTING_COORDS macro (in UnityStandardCore.cginc)
#include "UnityStandardConfig.cginc"
#include "UnityStandardCore.cginc"
struct VertexOutputForwardNew
{
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
half4 ambientOrLightmapUV : TEXCOORD1; // SH or Lightmap UV
half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:empty]
LIGHTING_COORDS(5,6)
UNITY_FOG_COORDS(7)
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutputForwardNew vertForward(VertexInput v)
{
UNITY_SETUP_INSTANCE_ID(v);
VertexOutputForwardNew o;
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardNew, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.tex = TexCoords(v);
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
#ifdef _TANGENT_TO_WORLD
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0];
o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1];
o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2];
#else
o.tangentToWorldAndParallax[0].xyz = 0;
o.tangentToWorldAndParallax[1].xyz = 0;
o.tangentToWorldAndParallax[2].xyz = normalWorld;
#endif
o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
static FragmentCommonData gdata;
float3 EvalMaterial(UnityLight light, UnityIndirect ind)
{
return UNITY_BRDF_PBS(gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, light, ind);
}
float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind)
{
float occlusion = 1.0; // have none for now
return occlusion * UNITY_BRDF_PBS(gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, light, ind);
}
#include "TiledLightingTemplate.hlsl"
#include "TiledReflectionTemplate.hlsl"
half4 fragForward(VertexOutputForwardNew i) : SV_Target
{
float linZ = GetLinearZFromSVPosW(i.pos.w); // matching script side where camera space is right handed.
float3 vP = GetViewPosFromLinDepth(i.pos.xy, linZ);
float3 vPw = mul(g_mViewToWorld, float4(vP,1.0)).xyz;
float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); // not same as unity_CameraToWorld
#ifdef _PARALLAXMAP
half3 tangent = i.tangentToWorldAndParallax[0].xyz;
half3 bitangent = i.tangentToWorldAndParallax[1].xyz;
half3 normal = i.tangentToWorldAndParallax[2].xyz;
float3 vDirForParallax = float3( dot(tangent, Vworld), dot(bitangent, Vworld), dot(normal, Vworld));
#else
float3 vDirForParallax = Vworld;
#endif
gdata = FragmentSetup(i.tex, -Vworld, vDirForParallax, i.tangentToWorldAndParallax, vPw); // eyeVec = -Vworld
uint2 pixCoord = ((uint2) i.pos.xy);
//float atten = 0.0;
//half occlusion = Occlusion(i.tex.xy);
//UnityGI gi = FragmentGI (gdata, occlusion, i.ambientOrLightmapUV, atten, mainLight);
uint numLightsProcessed = 0, numReflectionsProcessed = 0;
float3 res = 0;
res += ExecuteLightListTiled(numLightsProcessed, pixCoord, vP, vPw, Vworld);
res += ExecuteReflectionListTiled(numReflectionsProcessed, pixCoord, vP, gdata.normalWorld, Vworld, gdata.smoothness);
// don't really have a handle on this yet
//UnityLight mainLight = MainLight ();
//res += UNITY_BRDF_GI (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, occlusion, gi);
res += Emission(i.tex.xy);
//res = OverlayHeatMap(numLightsProcessed, res);
//UNITY_APPLY_FOG(i.fogCoord, res);
return OutputForward (float4(res,1.0), gdata.alpha);
}
#endif // UNITY_STANDARD_SHADOW_INCLUDED