Flatkit 추가 및 설정
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#ifndef FLATKIT_LIGHT_PASS_DR_INCLUDED
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#define FLATKIT_LIGHT_PASS_DR_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/Lighting.hlsl"
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// Check is needed because in Unity 2021 they use two different URP versions - 14 on desktop and 12 on mobile.
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#if !VERSION_LOWER(13, 0)
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#endif
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#include "Lighting_DR.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 staticLightmapUV : TEXCOORD1;
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float2 dynamicLightmapUV : TEXCOORD2;
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#if defined(DR_VERTEX_COLORS_ON)
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float4 color : COLOR;
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#endif
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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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float3 positionWS : TEXCOORD1; // xyz: posWS
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#ifdef _NORMALMAP
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float4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
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float4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
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float4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
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#else
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float3 normalWS : TEXCOORD2;
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float3 viewDir : TEXCOORD3;
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
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#else
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half fogFactor : TEXCOORD5;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD6;
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#endif
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7);
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#ifdef DYNAMICLIGHTMAP_ON
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float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs
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#endif
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float4 positionCS : SV_POSITION;
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#if defined(DR_VERTEX_COLORS_ON)
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float4 VertexColor : COLOR;
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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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/// ---------------------------------------------------------------------------
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// Library/PackageCache/com.unity.render-pipelines.universal@16.0.5/Shaders/SimpleLitForwardPass.hlsl
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void InitializeInputData_DR(Varyings input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.positionWS;
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inputData.positionCS = input.positionCS;
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#ifdef _NORMALMAP
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half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
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#if VERSION_GREATER_EQUAL(12, 0)
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inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
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inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
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#else
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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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#endif
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#else
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
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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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viewDirWS = SafeNormalize(viewDirWS);
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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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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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#else
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#if VERSION_GREATER_EQUAL(12, 0)
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inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor);
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#endif
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inputData.vertexLighting = half3(0, 0, 0);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
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#if UNITY_VERSION >= 60000012
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inputData.bakedGI = SAMPLE_GI(input.vertexSH,
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GetAbsolutePositionWS(inputData.positionWS),
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inputData.normalWS,
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inputData.viewDirectionWS,
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input.positionCS.xy,
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/* probeOcclusion */ 0,
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inputData.shadowMask);
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#else // UNITY_VERSION >= 60000012
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inputData.bakedGI = SAMPLE_GI(input.vertexSH,
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GetAbsolutePositionWS(inputData.positionWS),
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inputData.normalWS,
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inputData.viewDirectionWS,
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input.positionCS.xy
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);
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#endif // UNITY_VERSION >= 60000012
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#else // !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#endif // !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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#if defined(DEBUG_DISPLAY)
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
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#endif
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#if defined(LIGHTMAP_ON)
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inputData.staticLightmapUV = input.staticLightmapUV;
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#else
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inputData.vertexSH = input.vertexSH;
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#endif
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#endif
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}
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Varyings StylizedPassVertex(Attributes input)
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{
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(input.positionOS, input.normalOS, input.tangentOS)
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#else
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CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
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#endif
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#endif
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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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const VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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#if defined(_FOG_FRAGMENT)
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half fogFactor = 0;
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#else
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half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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output.positionWS.xyz = vertexInput.positionWS;
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output.positionCS = vertexInput.positionCS;
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half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
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#ifdef _NORMALMAP
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output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
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output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
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output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
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#else
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output.normal = NormalizeNormalPerVertex(normalInput.normalWS);
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output.viewDir = viewDirWS;
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#endif
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OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
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#ifdef DYNAMICLIGHTMAP_ON
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output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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#if UNITY_VERSION >= 60000010
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float4 probeOcclusion;
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OUTPUT_SH4(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, probeOcclusion);
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#elif UNITY_VERSION >= 202317
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OUTPUT_SH4(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH);
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#elif UNITY_VERSION >= 202310
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OUTPUT_SH(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH);
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#else
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#else
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output.fogFactor = fogFactor;
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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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#if defined(DR_VERTEX_COLORS_ON)
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output.VertexColor = input.color;
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#endif
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return output;
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}
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half4 StylizedPassFragment(Varyings input) : SV_Target
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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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SurfaceData surfaceData;
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InitializeSimpleLitSurfaceData(input.uv, surfaceData);
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#if defined(LOD_FADE_CROSSFADE) && !VERSION_LOWER(13, 0)
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LODFadeCrossFade(input.positionCS);
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#endif
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InputData inputData;
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InitializeInputData_DR(input, surfaceData.normalTS, inputData);
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#if UNITY_VERSION >= 202330
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv);
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#elif UNITY_VERSION >= 202210
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
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#endif
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// Apply vertex color before shading (default behavior). Remove the #if block and uncomment below to apply after
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// shading.
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#if defined(DR_VERTEX_COLORS_ON)
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_BaseColor.rgb *= input.VertexColor.rgb;
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#endif
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// Computes direct light contribution.
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half4 color = UniversalFragment_DSTRM(inputData, surfaceData, input.uv);
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/*
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#if defined(DR_VERTEX_COLORS_ON)
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color.rgb *= input.VertexColor.rgb;
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#endif
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*/
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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#if UNITY_VERSION >= 202220
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color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface));
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#else
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color.a = OutputAlpha(color.a, _Surface);
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#endif
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return color;
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}
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#endif // FLATKIT_LIGHT_PASS_DR_INCLUDED
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