testss
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#ifndef UNIVERSAL_LIT_GBUFFER_PASS_INCLUDED
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#define UNIVERSAL_LIT_GBUFFER_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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// TODO: Currently we support viewDirTS caclulated in vertex shader and in fragments shader.
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// As both solutions have their advantages and disadvantages (etc. shader target 2.0 has only 8 interpolators).
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// We need to find out if we can stick to one solution, which we needs testing.
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// So keeping this until I get manaul QA pass.
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#if defined(_PARALLAXMAP) && (SHADER_TARGET >= 30)
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#define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR
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#endif
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#if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL)
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#define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR
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#endif
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// keep this file in sync with LitForwardPass.hlsl
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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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 Varyings
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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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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
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float3 positionWS : TEXCOORD2;
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#endif
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float3 normalWS : TEXCOORD3;
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
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float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign
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#endif
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float3 viewDirWS : TEXCOORD5;
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half3 vertexLighting : TEXCOORD6; // xyz: vertex lighting
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD7;
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#endif
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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float3 viewDirTS : TEXCOORD8;
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#endif
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float4 positionCS : 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(Varyings input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
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inputData.positionWS = input.positionWS;
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#endif
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half3 viewDirWS = SafeNormalize(input.viewDirWS);
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#if defined(_NORMALMAP) || defined(_DETAIL)
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float sgn = input.tangentWS.w; // should be either +1 or -1
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
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#else
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inputData.normalWS = input.normalWS;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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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 = 0.0; // we don't apply fog in the guffer pass
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inputData.vertexLighting = input.vertexLighting.xyz;
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inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Used in Standard (Physically Based) shader
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Varyings LitGBufferPassVertex(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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// normalWS and tangentWS already normalize.
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// this is required to avoid skewing the direction during interpolation
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// also required for per-vertex lighting and SH evaluation
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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// already normalized from normal transform to WS.
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output.normalWS = normalInput.normalWS;
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output.viewDirWS = viewDirWS;
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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real sign = input.tangentOS.w * GetOddNegativeScale();
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half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
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#endif
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
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output.tangentWS = tangentWS;
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#endif
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
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output.viewDirTS = viewDirTS;
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#endif
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OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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output.vertexLighting = vertexLight;
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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
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output.positionWS = vertexInput.positionWS;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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output.positionCS = vertexInput.positionCS;
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return output;
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}
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// Used in Standard (Physically Based) shader
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FragmentOutput LitGBufferPassFragment(Varyings input)
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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#if defined(_PARALLAXMAP)
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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half3 viewDirTS = input.viewDirTS;
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#else
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half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS);
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#endif
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ApplyPerPixelDisplacement(viewDirTS, input.uv);
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#endif
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SurfaceData surfaceData;
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InitializeStandardLitSurfaceData(input.uv, surfaceData);
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InputData inputData;
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InitializeInputData(input, surfaceData.normalTS, inputData);
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// Stripped down version of UniversalFragmentPBR().
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#ifdef _SPECULARHIGHLIGHTS_OFF
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bool specularHighlightsOff = true;
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#else
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bool specularHighlightsOff = false;
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#endif
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// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
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// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer
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BRDFData brdfData;
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InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
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Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
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MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
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half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.normalWS, inputData.viewDirectionWS);
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return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color);
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}
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#endif
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