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PixelJumperHero/Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Shaders/Particles/ParticlesLitGbufferPass.hlsl
2021-06-13 10:28:03 +02:00

135 lines
5.0 KiB
HLSL

#ifndef UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output)
{
output = (InputData)0;
output.positionWS = input.positionWS.xyz;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
output.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
half3 viewDirWS = input.viewDirWS;
output.normalWS = input.normalWS;
#endif
output.normalWS = NormalizeNormalPerPixel(output.normalWS);
#if SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
output.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
output.shadowCoord = TransformWorldToShadowCoord(output.positionWS);
#else
output.shadowCoord = float4(0, 0, 0, 0);
#endif
output.fogCoord = 0.0; // not used for deferred shading
output.vertexLighting = half3(0.0h, 0.0h, 0.0h);
output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS);
output.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
output.shadowMask = half4(1, 1, 1, 1);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
VaryingsParticle ParticlesGBufferVertex(AttributesParticle input)
{
VaryingsParticle output = (VaryingsParticle)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
#if !SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
#ifdef _NORMALMAP
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = normalInput.normalWS;
output.viewDirWS = viewDirWS;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.positionWS.xyz = vertexInput.positionWS;
output.clipPos = vertexInput.positionCS;
output.color = input.color;
#if defined(_FLIPBOOKBLENDING_ON)
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
#else
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
#endif
#else
GetParticleTexcoords(output.texcoord, input.texcoords.xy);
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
return output;
}
FragmentOutput ParticlesGBufferFragment(VaryingsParticle input)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float3 blendUv = float3(0, 0, 0);
#if defined(_FLIPBOOKBLENDING_ON)
blendUv = input.texcoord2AndBlend;
#endif
float4 projectedPosition = float4(0,0,0,0);
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
projectedPosition = input.projectedPosition;
#endif
SurfaceData surfaceData;
InitializeParticleLitSurfaceData(input.texcoord, blendUv, input.color, projectedPosition, surfaceData);
InputData inputData = (InputData)0;
InitializeInputData(input, surfaceData.normalTS, inputData);
// Stripped down version of UniversalFragmentPBR().
// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.normalWS, inputData.viewDirectionWS);
return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color);
}
#endif // UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED