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89 行
3.2 KiB
89 行
3.2 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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#include "Color.hlsl"
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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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// Output UV coordinate in vertex shader
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if (unity_MetaVertexControl.x)
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{
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inputMesh.positionOS.xy = inputMesh.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
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// OpenGL right now needs to actually use incoming vertex position,
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// so use it in a very dummy way
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//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
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}
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if (unity_MetaVertexControl.y)
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{
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inputMesh.positionOS.xy = inputMesh.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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// OpenGL right now needs to actually use incoming vertex position,
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// so use it in a very dummy way
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//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
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}
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float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
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output.vmesh.positionCS = TransformWorldToHClip(positionWS);
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output.vmesh.texCoord0 = inputMesh.uv0;
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output.vmesh.texCoord1 = inputMesh.uv1;
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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.unPositionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
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// No position and depth in case of light transport
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float3 V = float3(0, 0, 1); // No vector view in case of light transport
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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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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
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LighTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
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// This shader is call two time. 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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// TODO: No if / else in original code from Unity, why ? keep like original code but should be either diffuse or emissive
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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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// TODO: THIS LIMIT MUST BE REMOVE, IT IS NOT HDR, change when RGB9e5 is here.
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// Do we assume here that emission is [0..1] ?
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res = PackEmissiveRGBM(lightTransportData.emissiveColor);
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}
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return res;
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}
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