95 lines
3.5 KiB
HLSL
95 lines
3.5 KiB
HLSL
#ifndef UNIVERSAL_INPUT_INCLUDED
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#define UNIVERSAL_INPUT_INCLUDED
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#define MAX_VISIBLE_LIGHTS_UBO 32
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#define MAX_VISIBLE_LIGHTS_SSBO 256
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// Keep in sync with RenderingUtils.useStructuredBuffer
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#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl"
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#if defined(SHADER_API_MOBILE) && (defined(SHADER_API_GLES) || defined(SHADER_API_GLES30))
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#define MAX_VISIBLE_LIGHTS 16
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#elif defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround for bug on Nintendo Switch where SHADER_API_GLCORE is mistakenly defined
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#define MAX_VISIBLE_LIGHTS 32
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#else
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#define MAX_VISIBLE_LIGHTS 256
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#endif
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struct InputData
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{
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float3 positionWS;
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half3 normalWS;
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half3 viewDirectionWS;
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float4 shadowCoord;
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half fogCoord;
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half3 vertexLighting;
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half3 bakedGI;
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float2 normalizedScreenSpaceUV;
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half4 shadowMask;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Constant Buffers //
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///////////////////////////////////////////////////////////////////////////////
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half4 _GlossyEnvironmentColor;
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half4 _SubtractiveShadowColor;
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#define _InvCameraViewProj unity_MatrixInvVP
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float4 _ScaledScreenParams;
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float4 _MainLightPosition;
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half4 _MainLightColor;
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half4 _MainLightOcclusionProbes;
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// xyz are currently unused
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// w: directLightStrength
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half4 _AmbientOcclusionParam;
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half4 _AdditionalLightsCount;
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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StructuredBuffer<LightData> _AdditionalLightsBuffer;
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StructuredBuffer<int> _AdditionalLightsIndices;
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#else
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// GLES3 causes a performance regression in some devices when using CBUFFER.
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#ifndef SHADER_API_GLES3
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CBUFFER_START(AdditionalLights)
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#endif
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float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS];
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#ifndef SHADER_API_GLES3
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CBUFFER_END
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#endif
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#endif
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#define UNITY_MATRIX_M unity_ObjectToWorld
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#define UNITY_MATRIX_I_M unity_WorldToObject
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#define UNITY_MATRIX_V unity_MatrixV
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#define UNITY_MATRIX_I_V unity_MatrixInvV
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#define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection)
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#define UNITY_MATRIX_I_P unity_MatrixInvP
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#define UNITY_MATRIX_VP unity_MatrixVP
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#define UNITY_MATRIX_I_VP unity_MatrixInvVP
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#define UNITY_MATRIX_MV mul(UNITY_MATRIX_V, UNITY_MATRIX_M)
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#define UNITY_MATRIX_T_MV transpose(UNITY_MATRIX_MV)
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#define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V))
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#define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M)
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// Note: #include order is important here.
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// UnityInput.hlsl must be included before UnityInstancing.hlsl, so constant buffer
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// declarations don't fail because of instancing macros.
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// UniversalDOTSInstancing.hlsl must be included after UnityInstancing.hlsl
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"
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#endif
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