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158 行
5.1 KiB
158 行
5.1 KiB
#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
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#define LIGHTWEIGHT_PASS_LIT_INCLUDED
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#include "LWRP/ShaderLibrary/Lighting.hlsl"
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struct GrassVertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct GrassVertexOutput
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{
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float2 uv : TEXCOORD0;
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
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float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128
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half3 normal : TEXCOORD3;
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half3 viewDir : TEXCOORD4;
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half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
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#ifdef _SHADOWS_ENABLED
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float4 shadowCoord : TEXCOORD6;
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#endif
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half4 color : TEXCOORD7;
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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void InitializeInputData(GrassVertexOutput IN, out InputData inputData)
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{
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inputData.positionWS = IN.posWSShininess.xyz;
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half3 viewDir = IN.viewDir;
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inputData.normalWS = FragmentNormalWS(IN.normal);
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inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
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#ifdef _SHADOWS_ENABLED
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inputData.shadowCoord = IN.shadowCoord;
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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inputData.fogCoord = IN.fogFactorAndVertexLight.x;
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inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
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inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
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}
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void InitializeVertData(GrassVertexInput IN, inout GrassVertexOutput vertData)
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{
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vertData.uv = IN.texcoord;
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vertData.posWSShininess.xyz = TransformObjectToWorld(IN.vertex.xyz);
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vertData.posWSShininess.w = 32;
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vertData.clipPos = TransformWorldToHClip(vertData.posWSShininess.xyz);
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half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - vertData.posWSShininess.xyz);
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vertData.viewDir = viewDir;
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// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal
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OUTPUT_NORMAL(IN, vertData);
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// We either sample GI from lightmap or SH.
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// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
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// see DECLARE_LIGHTMAP_OR_SH macro.
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// The following funcions initialize the correct variable with correct data
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OUTPUT_LIGHTMAP_UV(IN.lightmapUV, unity_LightmapST, vertData.lightmapUV);
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OUTPUT_SH(vertData.normal.xyz, vertData.vertexSH);
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half3 vertexLight = VertexLighting(vertData.posWSShininess.xyz, vertData.normal.xyz);
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half fogFactor = ComputeFogFactor(vertData.clipPos.z);
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vertData.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#ifdef _SHADOWS_ENABLED
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#if SHADOWS_SCREEN
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vertData.shadowCoord = ComputeShadowCoord(vertData.clipPos);
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#else
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vertData.shadowCoord = TransformWorldToShadowCoord(vertData.posWSShininess.xyz);
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#endif
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Grass: appdata_full usage
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// color - .xyz = color, .w = wave scale
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// normal - normal
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// tangent.xy - billboard extrusion
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// texcoord - UV coords
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// texcoord1 - 2nd UV coords
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GrassVertexOutput WavingGrassVert(GrassVertexInput v)
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{
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GrassVertexOutput o = (GrassVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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// MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
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// _WaveAndDistance.z == 0 for MeshLit
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float waveAmount = v.color.a * _WaveAndDistance.z;
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o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
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InitializeVertData(v, o);
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return o;
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}
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GrassVertexOutput WavingGrassBillboardVert(GrassVertexInput v)
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{
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GrassVertexOutput o = (GrassVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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TerrainBillboardGrass (v.vertex, v.tangent.xy);
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// wave amount defined by the grass height
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float waveAmount = v.tangent.y;
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o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
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InitializeVertData(v, o);
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return o;
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}
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// Used for StandardSimpleLighting shader
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half4 LitPassFragmentGrass(GrassVertexOutput IN) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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float2 uv = IN.uv;
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half4 diffuseAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_PARAM(_MainTex, sampler_MainTex));
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half3 diffuse = diffuseAlpha.rgb * IN.color.rgb;
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half alpha = diffuseAlpha.a;
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AlphaDiscard(alpha, _Cutoff);
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alpha *= IN.color.a;
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half3 emission = 0;
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half4 specularGloss = 0.1;// SampleSpecularGloss(uv, diffuseAlpha.a, _SpecColor, TEXTURE2D_PARAM(_SpecGlossMap, sampler_SpecGlossMap));
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half shininess = IN.posWSShininess.w;
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InputData inputData;
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InitializeInputData(IN, inputData);
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return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
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};
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#endif
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