OldBlueWater/BlueWater/Assets/Quibli/Shaders/LibraryUrp/LitForwardPass_DR.hlsl
2023-08-02 18:12:26 +09:00

171 lines
5.3 KiB
HLSL

#ifndef LIT_FORWARD_PASS_DR
#define LIT_FORWARD_PASS_DR
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
// Check is needed because in Unity 2021 they use two different URP versions - 14 on desktop and 12 on mobile.
#if !VERSION_LOWER(13, 0)
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#endif
#include "Lighting_DR.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 staticLightmapUV : TEXCOORD1;
float2 dynamicLightmapUV : TEXCOORD2;
#if defined(DR_VERTEX_COLORS_ON)
float4 color : COLOR;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
float3 positionWS : TEXCOORD1;
#endif
float3 normalWS : TEXCOORD2;
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
float4 tangentWS : TEXCOORD3; // xyz: tangent, w: sign
#endif
float3 viewDirWS : TEXCOORD4;
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
#else
half fogFactor : TEXCOORD5;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7);
#ifdef DYNAMICLIGHTMAP_ON
float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs
#endif
float4 positionCS : SV_POSITION;
// ---
#if defined(DR_VERTEX_COLORS_ON)
float4 VertexColor : COLOR;
#endif
// ---
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/// ---------------------------------------------------------------------------
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
inputData.positionWS = input.positionWS;
#endif
half3 viewDirWS = SafeNormalize(input.viewDirWS);
#if defined(_NORMALMAP) || defined(_DETAIL)
float sgn = input.tangentWS.w; // should be either +1 or -1
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
#else
inputData.normalWS = input.normalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#else
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor);
inputData.vertexLighting = half3(0, 0, 0);
#endif
// Note: This needs to not interfere with _ADDITIONAL_LIGHTS_VERTEX
#if defined(DR_VERTEX_COLORS_ON)
inputData.vertexLighting = input.VertexColor.rgb;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.staticLightmapUV;
#else
inputData.vertexSH = input.vertexSH;
#endif
#endif
}
half4 StylizedPassFragment(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
SurfaceData surfaceData;
InitializeSimpleLitSurfaceData(input.uv, surfaceData);
#if defined(LOD_FADE_CROSSFADE) && !VERSION_LOWER(13, 0)
LODFadeCrossFade(input.positionCS);
#endif
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
#ifdef _DBUFFER
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
#endif
half4 color = UniversalFragment_DSTRM(inputData, surfaceData, input.uv);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
#if UNITY_VERSION >= 202220
color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface));
#else
color.a = OutputAlpha(color.a, _Surface);
#endif
return color;
}
#endif // LIT_FORWARD_PASS_DR