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724 lines
24 KiB
724 lines
24 KiB
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) |
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#ifndef UNITY_STANDARD_CORE_INCLUDED |
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#define UNITY_STANDARD_CORE_INCLUDED |
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#include "UnityCG.cginc" |
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#include "UnityShaderVariables.cginc" |
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#include "UnityInstancing.cginc" |
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#include "UnityStandardConfig.cginc" |
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#include "UnityStandardInput.cginc" |
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#include "UnityPBSLighting.cginc" |
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#include "UnityStandardUtils.cginc" |
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#include "UnityGBuffer.cginc" |
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#include "UnityStandardBRDF.cginc" |
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#include "AutoLight.cginc" |
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//------------------------------------------------------------------------------------- |
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// counterpart for NormalizePerPixelNormal |
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// skips normalization per-vertex and expects normalization to happen per-pixel |
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half3 NormalizePerVertexNormal (float3 n) // takes float to avoid overflow |
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{ |
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#if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE |
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return normalize(n); |
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#else |
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return n; // will normalize per-pixel instead |
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#endif |
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} |
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float3 NormalizePerPixelNormal (float3 n) |
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{ |
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#if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE |
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return n; |
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#else |
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return normalize(n); |
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#endif |
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} |
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//------------------------------------------------------------------------------------- |
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UnityLight MainLight () |
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{ |
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UnityLight l; |
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l.color = _LightColor0.rgb; |
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l.dir = _WorldSpaceLightPos0.xyz; |
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return l; |
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} |
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UnityLight AdditiveLight (half3 lightDir, half atten) |
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{ |
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UnityLight l; |
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l.color = _LightColor0.rgb; |
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l.dir = lightDir; |
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#ifndef USING_DIRECTIONAL_LIGHT |
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l.dir = NormalizePerPixelNormal(l.dir); |
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#endif |
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// shadow the light |
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l.color *= atten; |
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return l; |
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} |
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UnityLight DummyLight () |
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{ |
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UnityLight l; |
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l.color = 0; |
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l.dir = half3 (0,1,0); |
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return l; |
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} |
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UnityIndirect ZeroIndirect () |
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{ |
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UnityIndirect ind; |
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ind.diffuse = 0; |
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ind.specular = 0; |
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return ind; |
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} |
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//------------------------------------------------------------------------------------- |
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// Common fragment setup |
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// deprecated |
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half3 WorldNormal(half4 tan2world[3]) |
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{ |
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return normalize(tan2world[2].xyz); |
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} |
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// deprecated |
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#ifdef _TANGENT_TO_WORLD |
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half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3]) |
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{ |
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half3 t = tan2world[0].xyz; |
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half3 b = tan2world[1].xyz; |
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half3 n = tan2world[2].xyz; |
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#if UNITY_TANGENT_ORTHONORMALIZE |
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n = NormalizePerPixelNormal(n); |
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// ortho-normalize Tangent |
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t = normalize (t - n * dot(t, n)); |
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// recalculate Binormal |
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half3 newB = cross(n, t); |
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b = newB * sign (dot (newB, b)); |
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#endif |
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return half3x3(t, b, n); |
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} |
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#else |
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half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3]) |
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{ |
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return half3x3(0,0,0,0,0,0,0,0,0); |
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} |
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#endif |
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float3 PerPixelWorldNormal(float4 i_tex, float4 tangentToWorld[3]) |
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{ |
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#ifdef _NORMALMAP |
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half3 tangent = tangentToWorld[0].xyz; |
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half3 binormal = tangentToWorld[1].xyz; |
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half3 normal = tangentToWorld[2].xyz; |
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#if UNITY_TANGENT_ORTHONORMALIZE |
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normal = NormalizePerPixelNormal(normal); |
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// ortho-normalize Tangent |
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tangent = normalize (tangent - normal * dot(tangent, normal)); |
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// recalculate Binormal |
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half3 newB = cross(normal, tangent); |
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binormal = newB * sign (dot (newB, binormal)); |
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#endif |
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half3 normalTangent = NormalInTangentSpace(i_tex); |
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float3 normalWorld = NormalizePerPixelNormal(tangent * normalTangent.x + binormal * normalTangent.y + normal * normalTangent.z); // @TODO: see if we can squeeze this normalize on SM2.0 as well |
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#else |
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float3 normalWorld = normalize(tangentToWorld[2].xyz); |
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#endif |
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return normalWorld; |
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} |
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#ifdef _PARALLAXMAP |
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#define IN_VIEWDIR4PARALLAX(i) NormalizePerPixelNormal(half3(i.tangentToWorldAndPackedData[0].w,i.tangentToWorldAndPackedData[1].w,i.tangentToWorldAndPackedData[2].w)) |
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#define IN_VIEWDIR4PARALLAX_FWDADD(i) NormalizePerPixelNormal(i.viewDirForParallax.xyz) |
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#else |
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#define IN_VIEWDIR4PARALLAX(i) half3(0,0,0) |
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#define IN_VIEWDIR4PARALLAX_FWDADD(i) half3(0,0,0) |
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#endif |
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#if UNITY_REQUIRE_FRAG_WORLDPOS |
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#if UNITY_PACK_WORLDPOS_WITH_TANGENT |
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#define IN_WORLDPOS(i) half3(i.tangentToWorldAndPackedData[0].w,i.tangentToWorldAndPackedData[1].w,i.tangentToWorldAndPackedData[2].w) |
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#else |
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#define IN_WORLDPOS(i) i.posWorld |
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#endif |
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#define IN_WORLDPOS_FWDADD(i) i.posWorld |
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#else |
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#define IN_WORLDPOS(i) half3(0,0,0) |
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#define IN_WORLDPOS_FWDADD(i) half3(0,0,0) |
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#endif |
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#define IN_LIGHTDIR_FWDADD(i) half3(i.tangentToWorldAndLightDir[0].w, i.tangentToWorldAndLightDir[1].w, i.tangentToWorldAndLightDir[2].w) |
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#define FRAGMENT_SETUP(x) FragmentCommonData x = \ |
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FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndPackedData, IN_WORLDPOS(i)); |
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#define FRAGMENT_SETUP_FWDADD(x) FragmentCommonData x = \ |
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FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX_FWDADD(i), i.tangentToWorldAndLightDir, IN_WORLDPOS_FWDADD(i)); |
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struct FragmentCommonData |
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{ |
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half3 diffColor, specColor; |
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// Note: smoothness & oneMinusReflectivity for optimization purposes, mostly for DX9 SM2.0 level. |
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// Most of the math is being done on these (1-x) values, and that saves a few precious ALU slots. |
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half oneMinusReflectivity, smoothness; |
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float3 normalWorld; |
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float3 eyeVec; |
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half alpha; |
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float3 posWorld; |
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#if UNITY_STANDARD_SIMPLE |
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half3 reflUVW; |
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#endif |
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#if UNITY_STANDARD_SIMPLE |
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half3 tangentSpaceNormal; |
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#endif |
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}; |
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#ifndef UNITY_SETUP_BRDF_INPUT |
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#define UNITY_SETUP_BRDF_INPUT SpecularSetup |
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#endif |
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inline FragmentCommonData SpecularSetup (float4 i_tex) |
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{ |
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half4 specGloss = SpecularGloss(i_tex.xy); |
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half3 specColor = specGloss.rgb; |
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half smoothness = specGloss.a; |
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half oneMinusReflectivity; |
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half3 diffColor = EnergyConservationBetweenDiffuseAndSpecular (Albedo(i_tex), specColor, /*out*/ oneMinusReflectivity); |
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FragmentCommonData o = (FragmentCommonData)0; |
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o.diffColor = diffColor; |
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o.specColor = specColor; |
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o.oneMinusReflectivity = oneMinusReflectivity; |
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o.smoothness = smoothness; |
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return o; |
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} |
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inline FragmentCommonData RoughnessSetup(float4 i_tex) |
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{ |
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half2 metallicGloss = MetallicRough(i_tex.xy); |
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half metallic = metallicGloss.x; |
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half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m. |
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half oneMinusReflectivity; |
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half3 specColor; |
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half3 diffColor = DiffuseAndSpecularFromMetallic(Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); |
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FragmentCommonData o = (FragmentCommonData)0; |
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o.diffColor = diffColor; |
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o.specColor = specColor; |
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o.oneMinusReflectivity = oneMinusReflectivity; |
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o.smoothness = smoothness; |
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return o; |
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} |
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inline FragmentCommonData MetallicSetup (float4 i_tex) |
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{ |
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half2 metallicGloss = MetallicGloss(i_tex.xy); |
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half metallic = metallicGloss.x; |
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half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m. |
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half oneMinusReflectivity; |
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half3 specColor; |
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half3 diffColor = DiffuseAndSpecularFromMetallic (Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); |
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FragmentCommonData o = (FragmentCommonData)0; |
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o.diffColor = diffColor; |
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o.specColor = specColor; |
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o.oneMinusReflectivity = oneMinusReflectivity; |
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o.smoothness = smoothness; |
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return o; |
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} |
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// parallax transformed texcoord is used to sample occlusion |
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inline FragmentCommonData FragmentSetup (inout float4 i_tex, float3 i_eyeVec, half3 i_viewDirForParallax, float4 tangentToWorld[3], float3 i_posWorld) |
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{ |
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i_tex = Parallax(i_tex, i_viewDirForParallax); |
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half alpha = Alpha(i_tex.xy); |
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#if defined(_ALPHATEST_ON) |
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clip (alpha - _Cutoff); |
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#endif |
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FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex); |
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o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld); |
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o.eyeVec = NormalizePerPixelNormal(i_eyeVec); |
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o.posWorld = i_posWorld; |
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// NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) |
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o.diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha); |
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return o; |
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} |
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inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light, bool reflections) |
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{ |
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UnityGIInput d; |
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d.light = light; |
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d.worldPos = s.posWorld; |
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d.worldViewDir = -s.eyeVec; |
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d.atten = atten; |
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) |
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d.ambient = 0; |
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d.lightmapUV = i_ambientOrLightmapUV; |
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#else |
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d.ambient = i_ambientOrLightmapUV.rgb; |
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d.lightmapUV = 0; |
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#endif |
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d.probeHDR[0] = unity_SpecCube0_HDR; |
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d.probeHDR[1] = unity_SpecCube1_HDR; |
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#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) |
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d.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending |
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#endif |
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#ifdef UNITY_SPECCUBE_BOX_PROJECTION |
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d.boxMax[0] = unity_SpecCube0_BoxMax; |
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d.probePosition[0] = unity_SpecCube0_ProbePosition; |
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d.boxMax[1] = unity_SpecCube1_BoxMax; |
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d.boxMin[1] = unity_SpecCube1_BoxMin; |
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d.probePosition[1] = unity_SpecCube1_ProbePosition; |
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#endif |
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if(reflections) |
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{ |
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Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.smoothness, -s.eyeVec, s.normalWorld, s.specColor); |
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// Replace the reflUVW if it has been compute in Vertex shader. Note: the compiler will optimize the calcul in UnityGlossyEnvironmentSetup itself |
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#if UNITY_STANDARD_SIMPLE |
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g.reflUVW = s.reflUVW; |
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#endif |
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return UnityGlobalIllumination (d, occlusion, s.normalWorld, g); |
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} |
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else |
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{ |
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return UnityGlobalIllumination (d, occlusion, s.normalWorld); |
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} |
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} |
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inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light) |
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{ |
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return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, true); |
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} |
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//------------------------------------------------------------------------------------- |
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half4 OutputForward (half4 output, half alphaFromSurface) |
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{ |
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#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) |
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output.a = alphaFromSurface; |
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#else |
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UNITY_OPAQUE_ALPHA(output.a); |
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#endif |
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return output; |
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} |
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inline half4 VertexGIForward(VertexInput v, float3 posWorld, half3 normalWorld) |
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{ |
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half4 ambientOrLightmapUV = 0; |
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// Static lightmaps |
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#ifdef LIGHTMAP_ON |
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ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; |
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ambientOrLightmapUV.zw = 0; |
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// Sample light probe for Dynamic objects only (no static or dynamic lightmaps) |
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#elif UNITY_SHOULD_SAMPLE_SH |
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#ifdef VERTEXLIGHT_ON |
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// Approximated illumination from non-important point lights |
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ambientOrLightmapUV.rgb = Shade4PointLights ( |
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unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, |
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, |
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unity_4LightAtten0, posWorld, normalWorld); |
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#endif |
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ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, ambientOrLightmapUV.rgb); |
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#endif |
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#ifdef DYNAMICLIGHTMAP_ON |
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ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; |
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#endif |
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return ambientOrLightmapUV; |
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} |
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// ------------------------------------------------------------------ |
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// Base forward pass (directional light, emission, lightmaps, ...) |
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struct VertexOutputForwardBase |
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{ |
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UNITY_POSITION(pos); |
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float4 tex : TEXCOORD0; |
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float3 eyeVec : TEXCOORD1; |
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float4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos] |
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half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV |
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UNITY_SHADOW_COORDS(6) |
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UNITY_FOG_COORDS(7) |
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// next ones would not fit into SM2.0 limits, but they are always for SM3.0+ |
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#if UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT |
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float3 posWorld : TEXCOORD8; |
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#endif |
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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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VertexOutputForwardBase vertForwardBase (VertexInput v) |
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{ |
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UNITY_SETUP_INSTANCE_ID(v); |
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VertexOutputForwardBase o; |
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UNITY_INITIALIZE_OUTPUT(VertexOutputForwardBase, o); |
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UNITY_TRANSFER_INSTANCE_ID(v, o); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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float4 posWorld = mul(unity_ObjectToWorld, v.vertex); |
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#if UNITY_REQUIRE_FRAG_WORLDPOS |
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#if UNITY_PACK_WORLDPOS_WITH_TANGENT |
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o.tangentToWorldAndPackedData[0].w = posWorld.x; |
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o.tangentToWorldAndPackedData[1].w = posWorld.y; |
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o.tangentToWorldAndPackedData[2].w = posWorld.z; |
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#else |
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o.posWorld = posWorld.xyz; |
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#endif |
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#endif |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.tex = TexCoords(v); |
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o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); |
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float3 normalWorld = UnityObjectToWorldNormal(v.normal); |
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#ifdef _TANGENT_TO_WORLD |
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float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); |
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float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); |
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o.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0]; |
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o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1]; |
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o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2]; |
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#else |
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o.tangentToWorldAndPackedData[0].xyz = 0; |
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o.tangentToWorldAndPackedData[1].xyz = 0; |
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o.tangentToWorldAndPackedData[2].xyz = normalWorld; |
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#endif |
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//We need this for shadow receving |
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UNITY_TRANSFER_SHADOW(o, v.uv1); |
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o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld); |
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#ifdef _PARALLAXMAP |
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TANGENT_SPACE_ROTATION; |
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half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); |
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o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x; |
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o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y; |
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o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z; |
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#endif |
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UNITY_TRANSFER_FOG(o,o.pos); |
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return o; |
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} |
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half4 fragForwardBaseInternal (VertexOutputForwardBase i) |
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{ |
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UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy); |
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FRAGMENT_SETUP(s) |
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UNITY_SETUP_INSTANCE_ID(i); |
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); |
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UnityLight mainLight = MainLight (); |
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UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld); |
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half occlusion = Occlusion(i.tex.xy); |
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UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight); |
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half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect); |
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c.rgb += Emission(i.tex.xy); |
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UNITY_APPLY_FOG(i.fogCoord, c.rgb); |
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// Azure[Sky] Start: Applying the fog in the output color of the fragment shader. |
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float3 posWorld = float3(i.tangentToWorldAndPackedData[0].w, i.tangentToWorldAndPackedData[1].w, i.tangentToWorldAndPackedData[2].w); |
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return ApplyAzureFog(OutputForward (c, s.alpha), posWorld); |
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// Azure[Sky] End: |
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} |
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half4 fragForwardBase (VertexOutputForwardBase i) : SV_Target // backward compatibility (this used to be the fragment entry function) |
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{ |
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return fragForwardBaseInternal(i); |
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} |
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// ------------------------------------------------------------------ |
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// Additive forward pass (one light per pass) |
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struct VertexOutputForwardAdd |
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{ |
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UNITY_POSITION(pos); |
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float4 tex : TEXCOORD0; |
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float3 eyeVec : TEXCOORD1; |
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float4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:lightDir] |
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float3 posWorld : TEXCOORD5; |
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UNITY_SHADOW_COORDS(6) |
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UNITY_FOG_COORDS(7) |
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// next ones would not fit into SM2.0 limits, but they are always for SM3.0+ |
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#if defined(_PARALLAXMAP) |
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half3 viewDirForParallax : TEXCOORD8; |
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#endif |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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VertexOutputForwardAdd vertForwardAdd (VertexInput v) |
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{ |
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UNITY_SETUP_INSTANCE_ID(v); |
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VertexOutputForwardAdd o; |
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UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAdd, o); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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float4 posWorld = mul(unity_ObjectToWorld, v.vertex); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.tex = TexCoords(v); |
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o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); |
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o.posWorld = posWorld.xyz; |
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float3 normalWorld = UnityObjectToWorldNormal(v.normal); |
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#ifdef _TANGENT_TO_WORLD |
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float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); |
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float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); |
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o.tangentToWorldAndLightDir[0].xyz = tangentToWorld[0]; |
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o.tangentToWorldAndLightDir[1].xyz = tangentToWorld[1]; |
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o.tangentToWorldAndLightDir[2].xyz = tangentToWorld[2]; |
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#else |
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o.tangentToWorldAndLightDir[0].xyz = 0; |
|
o.tangentToWorldAndLightDir[1].xyz = 0; |
|
o.tangentToWorldAndLightDir[2].xyz = normalWorld; |
|
#endif |
|
//We need this for shadow receiving |
|
UNITY_TRANSFER_SHADOW(o, v.uv1); |
|
|
|
float3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w; |
|
#ifndef USING_DIRECTIONAL_LIGHT |
|
lightDir = NormalizePerVertexNormal(lightDir); |
|
#endif |
|
o.tangentToWorldAndLightDir[0].w = lightDir.x; |
|
o.tangentToWorldAndLightDir[1].w = lightDir.y; |
|
o.tangentToWorldAndLightDir[2].w = lightDir.z; |
|
|
|
#ifdef _PARALLAXMAP |
|
TANGENT_SPACE_ROTATION; |
|
o.viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); |
|
#endif |
|
|
|
UNITY_TRANSFER_FOG(o,o.pos); |
|
return o; |
|
} |
|
|
|
half4 fragForwardAddInternal (VertexOutputForwardAdd i) |
|
{ |
|
UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy); |
|
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); |
|
|
|
FRAGMENT_SETUP_FWDADD(s) |
|
|
|
UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld) |
|
UnityLight light = AdditiveLight (IN_LIGHTDIR_FWDADD(i), atten); |
|
UnityIndirect noIndirect = ZeroIndirect (); |
|
|
|
half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, light, noIndirect); |
|
|
|
UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass |
|
|
|
// Azure[Sky] Start: Applying the fog in the output color of the fragment shader. |
|
return ApplyAzureFog(OutputForward (c, s.alpha), i.posWorld, float4(0, 0, 0, 0)); |
|
// Azure[Sky] End: |
|
} |
|
|
|
half4 fragForwardAdd (VertexOutputForwardAdd i) : SV_Target // backward compatibility (this used to be the fragment entry function) |
|
{ |
|
return fragForwardAddInternal(i); |
|
} |
|
|
|
// ------------------------------------------------------------------ |
|
// Deferred pass |
|
|
|
struct VertexOutputDeferred |
|
{ |
|
UNITY_POSITION(pos); |
|
float4 tex : TEXCOORD0; |
|
float3 eyeVec : TEXCOORD1; |
|
float4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos] |
|
half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UVs |
|
|
|
#if UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT |
|
float3 posWorld : TEXCOORD6; |
|
#endif |
|
|
|
UNITY_VERTEX_OUTPUT_STEREO |
|
}; |
|
|
|
|
|
VertexOutputDeferred vertDeferred (VertexInput v) |
|
{ |
|
UNITY_SETUP_INSTANCE_ID(v); |
|
VertexOutputDeferred o; |
|
UNITY_INITIALIZE_OUTPUT(VertexOutputDeferred, o); |
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
|
|
|
float4 posWorld = mul(unity_ObjectToWorld, v.vertex); |
|
#if UNITY_REQUIRE_FRAG_WORLDPOS |
|
#if UNITY_PACK_WORLDPOS_WITH_TANGENT |
|
o.tangentToWorldAndPackedData[0].w = posWorld.x; |
|
o.tangentToWorldAndPackedData[1].w = posWorld.y; |
|
o.tangentToWorldAndPackedData[2].w = posWorld.z; |
|
#else |
|
o.posWorld = posWorld.xyz; |
|
#endif |
|
#endif |
|
o.pos = UnityObjectToClipPos(v.vertex); |
|
|
|
o.tex = TexCoords(v); |
|
o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); |
|
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.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0]; |
|
o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1]; |
|
o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2]; |
|
#else |
|
o.tangentToWorldAndPackedData[0].xyz = 0; |
|
o.tangentToWorldAndPackedData[1].xyz = 0; |
|
o.tangentToWorldAndPackedData[2].xyz = normalWorld; |
|
#endif |
|
|
|
o.ambientOrLightmapUV = 0; |
|
#ifdef LIGHTMAP_ON |
|
o.ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; |
|
#elif UNITY_SHOULD_SAMPLE_SH |
|
o.ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, o.ambientOrLightmapUV.rgb); |
|
#endif |
|
#ifdef DYNAMICLIGHTMAP_ON |
|
o.ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; |
|
#endif |
|
|
|
#ifdef _PARALLAXMAP |
|
TANGENT_SPACE_ROTATION; |
|
half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); |
|
o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x; |
|
o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y; |
|
o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z; |
|
#endif |
|
|
|
return o; |
|
} |
|
|
|
void fragDeferred ( |
|
VertexOutputDeferred i, |
|
out half4 outGBuffer0 : SV_Target0, |
|
out half4 outGBuffer1 : SV_Target1, |
|
out half4 outGBuffer2 : SV_Target2, |
|
out half4 outEmission : SV_Target3 // RT3: emission (rgb), --unused-- (a) |
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) |
|
,out half4 outShadowMask : SV_Target4 // RT4: shadowmask (rgba) |
|
#endif |
|
) |
|
{ |
|
#if (SHADER_TARGET < 30) |
|
outGBuffer0 = 1; |
|
outGBuffer1 = 1; |
|
outGBuffer2 = 0; |
|
outEmission = 0; |
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) |
|
outShadowMask = 1; |
|
#endif |
|
return; |
|
#endif |
|
|
|
UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy); |
|
|
|
FRAGMENT_SETUP(s) |
|
|
|
// no analytic lights in this pass |
|
UnityLight dummyLight = DummyLight (); |
|
half atten = 1; |
|
|
|
// only GI |
|
half occlusion = Occlusion(i.tex.xy); |
|
#if UNITY_ENABLE_REFLECTION_BUFFERS |
|
bool sampleReflectionsInDeferred = false; |
|
#else |
|
bool sampleReflectionsInDeferred = true; |
|
#endif |
|
|
|
UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, dummyLight, sampleReflectionsInDeferred); |
|
|
|
half3 emissiveColor = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect).rgb; |
|
|
|
#ifdef _EMISSION |
|
emissiveColor += Emission (i.tex.xy); |
|
#endif |
|
|
|
#ifndef UNITY_HDR_ON |
|
emissiveColor.rgb = exp2(-emissiveColor.rgb); |
|
#endif |
|
|
|
UnityStandardData data; |
|
data.diffuseColor = s.diffColor; |
|
data.occlusion = occlusion; |
|
data.specularColor = s.specColor; |
|
data.smoothness = s.smoothness; |
|
data.normalWorld = s.normalWorld; |
|
|
|
UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); |
|
|
|
// Emissive lighting buffer |
|
outEmission = half4(emissiveColor, 1); |
|
|
|
// Baked direct lighting occlusion if any |
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) |
|
outShadowMask = UnityGetRawBakedOcclusions(i.ambientOrLightmapUV.xy, IN_WORLDPOS(i)); |
|
#endif |
|
} |
|
|
|
|
|
// |
|
// Old FragmentGI signature. Kept only for backward compatibility and will be removed soon |
|
// |
|
|
|
inline UnityGI FragmentGI( |
|
float3 posWorld, |
|
half occlusion, half4 i_ambientOrLightmapUV, half atten, half smoothness, half3 normalWorld, half3 eyeVec, |
|
UnityLight light, |
|
bool reflections) |
|
{ |
|
// we init only fields actually used |
|
FragmentCommonData s = (FragmentCommonData)0; |
|
s.smoothness = smoothness; |
|
s.normalWorld = normalWorld; |
|
s.eyeVec = eyeVec; |
|
s.posWorld = posWorld; |
|
return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, reflections); |
|
} |
|
inline UnityGI FragmentGI ( |
|
float3 posWorld, |
|
half occlusion, half4 i_ambientOrLightmapUV, half atten, half smoothness, half3 normalWorld, half3 eyeVec, |
|
UnityLight light) |
|
{ |
|
return FragmentGI (posWorld, occlusion, i_ambientOrLightmapUV, atten, smoothness, normalWorld, eyeVec, light, true); |
|
} |
|
|
|
#endif // UNITY_STANDARD_CORE_INCLUDED
|
|
|