ArabDesert/Assets/USharpVideo/Shaders/StandardVideoCore.cginc

793 lines
27 KiB
HLSL

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
#ifndef VIDEO_STANDARD_CORE_INCLUDED
#define VIDEO_STANDARD_CORE_INCLUDED
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityStandardConfig.cginc"
#include "UnityStandardInput.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityGBuffer.cginc"
#include "UnityStandardBRDF.cginc"
#include "AutoLight.cginc"
int _IsAVProInput;
float _TargetAspectRatio;
float4 _EmissionMap_TexelSize;
half3 VideoEmission(float2 uv)
{
#ifndef _EMISSION
return 0;
#else
float2 emissionRes = _EmissionMap_TexelSize.zw;
float currentAspectRatio = emissionRes.x / emissionRes.y;
float visibility = 1.0;
// If the aspect ratio does not match the target ratio, then we fit the UVs to maintain the aspect ratio while fitting the range 0-1
if (abs(currentAspectRatio - _TargetAspectRatio) > 0.001)
{
float2 normalizedVideoRes = float2(emissionRes.x / _TargetAspectRatio, emissionRes.y);
float2 correctiveScale;
// Find which axis is greater, we will clamp to that
if (normalizedVideoRes.x > normalizedVideoRes.y)
correctiveScale = float2(1, normalizedVideoRes.y / normalizedVideoRes.x);
else
correctiveScale = float2(normalizedVideoRes.x / normalizedVideoRes.y, 1);
uv = ((uv - 0.5) / correctiveScale) + 0.5;
// Antialiasing on UV clipping
float2 uvPadding = (1 / emissionRes) * 0.1;
float2 uvfwidth = fwidth(uv.xy);
float2 maxFactor = smoothstep(uvfwidth + uvPadding + 1, uvPadding + 1, uv.xy);
float2 minFactor = smoothstep(-uvfwidth - uvPadding, -uvPadding, uv.xy);
visibility = maxFactor.x * maxFactor.y * minFactor.x * minFactor.y;
//if (any(uv <= 0) || any(uv >= 1))
// return float3(0, 0, 0);
}
float3 texColor = tex2D(_EmissionMap, _IsAVProInput ? float2(uv.x, 1 - uv.y) : uv).rgb;
if (_IsAVProInput)
texColor = pow(texColor, 2.2f);
return texColor * _EmissionColor.rgb * visibility;
#endif
}
//-------------------------------------------------------------------------------------
// counterpart for NormalizePerPixelNormal
// skips normalization per-vertex and expects normalization to happen per-pixel
half3 NormalizePerVertexNormal (float3 n) // takes float to avoid overflow
{
#if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE
return normalize(n);
#else
return n; // will normalize per-pixel instead
#endif
}
float3 NormalizePerPixelNormal (float3 n)
{
#if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE
return n;
#else
return normalize((float3)n); // takes float to avoid overflow
#endif
}
//-------------------------------------------------------------------------------------
UnityLight MainLight ()
{
UnityLight l;
l.color = _LightColor0.rgb;
l.dir = _WorldSpaceLightPos0.xyz;
return l;
}
UnityLight AdditiveLight (half3 lightDir, half atten)
{
UnityLight l;
l.color = _LightColor0.rgb;
l.dir = lightDir;
#ifndef USING_DIRECTIONAL_LIGHT
l.dir = NormalizePerPixelNormal(l.dir);
#endif
// shadow the light
l.color *= atten;
return l;
}
UnityLight DummyLight ()
{
UnityLight l;
l.color = 0;
l.dir = half3 (0,1,0);
return l;
}
UnityIndirect ZeroIndirect ()
{
UnityIndirect ind;
ind.diffuse = 0;
ind.specular = 0;
return ind;
}
//-------------------------------------------------------------------------------------
// Common fragment setup
// deprecated
half3 WorldNormal(half4 tan2world[3])
{
return normalize(tan2world[2].xyz);
}
// deprecated
#ifdef _TANGENT_TO_WORLD
half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3])
{
half3 t = tan2world[0].xyz;
half3 b = tan2world[1].xyz;
half3 n = tan2world[2].xyz;
#if UNITY_TANGENT_ORTHONORMALIZE
n = NormalizePerPixelNormal(n);
// ortho-normalize Tangent
t = normalize (t - n * dot(t, n));
// recalculate Binormal
half3 newB = cross(n, t);
b = newB * sign (dot (newB, b));
#endif
return half3x3(t, b, n);
}
#else
half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3])
{
return half3x3(0,0,0,0,0,0,0,0,0);
}
#endif
float3 PerPixelWorldNormal(float4 i_tex, float4 tangentToWorld[3])
{
#ifdef _NORMALMAP
half3 tangent = tangentToWorld[0].xyz;
half3 binormal = tangentToWorld[1].xyz;
half3 normal = tangentToWorld[2].xyz;
#if UNITY_TANGENT_ORTHONORMALIZE
normal = NormalizePerPixelNormal(normal);
// ortho-normalize Tangent
tangent = normalize (tangent - normal * dot(tangent, normal));
// recalculate Binormal
half3 newB = cross(normal, tangent);
binormal = newB * sign (dot (newB, binormal));
#endif
half3 normalTangent = NormalInTangentSpace(i_tex);
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
#else
float3 normalWorld = normalize(tangentToWorld[2].xyz);
#endif
return normalWorld;
}
#ifdef _PARALLAXMAP
#define IN_VIEWDIR4PARALLAX(i) NormalizePerPixelNormal(half3(i.tangentToWorldAndPackedData[0].w,i.tangentToWorldAndPackedData[1].w,i.tangentToWorldAndPackedData[2].w))
#define IN_VIEWDIR4PARALLAX_FWDADD(i) NormalizePerPixelNormal(i.viewDirForParallax.xyz)
#else
#define IN_VIEWDIR4PARALLAX(i) half3(0,0,0)
#define IN_VIEWDIR4PARALLAX_FWDADD(i) half3(0,0,0)
#endif
#if UNITY_REQUIRE_FRAG_WORLDPOS
#if UNITY_PACK_WORLDPOS_WITH_TANGENT
#define IN_WORLDPOS(i) half3(i.tangentToWorldAndPackedData[0].w,i.tangentToWorldAndPackedData[1].w,i.tangentToWorldAndPackedData[2].w)
#else
#define IN_WORLDPOS(i) i.posWorld
#endif
#define IN_WORLDPOS_FWDADD(i) i.posWorld
#else
#define IN_WORLDPOS(i) half3(0,0,0)
#define IN_WORLDPOS_FWDADD(i) half3(0,0,0)
#endif
#define IN_LIGHTDIR_FWDADD(i) half3(i.tangentToWorldAndLightDir[0].w, i.tangentToWorldAndLightDir[1].w, i.tangentToWorldAndLightDir[2].w)
#define FRAGMENT_SETUP(x) FragmentCommonData x = \
FragmentSetup(i.tex, i.eyeVec.xyz, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndPackedData, IN_WORLDPOS(i));
#define FRAGMENT_SETUP_FWDADD(x) FragmentCommonData x = \
FragmentSetup(i.tex, i.eyeVec.xyz, IN_VIEWDIR4PARALLAX_FWDADD(i), i.tangentToWorldAndLightDir, IN_WORLDPOS_FWDADD(i));
struct FragmentCommonData
{
half3 diffColor, specColor;
// Note: smoothness & oneMinusReflectivity for optimization purposes, mostly for DX9 SM2.0 level.
// Most of the math is being done on these (1-x) values, and that saves a few precious ALU slots.
half oneMinusReflectivity, smoothness;
float3 normalWorld;
float3 eyeVec;
half alpha;
float3 posWorld;
#if UNITY_STANDARD_SIMPLE
half3 reflUVW;
#endif
#if UNITY_STANDARD_SIMPLE
half3 tangentSpaceNormal;
#endif
};
#ifndef UNITY_SETUP_BRDF_INPUT
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
#endif
inline FragmentCommonData SpecularSetup (float4 i_tex)
{
half4 specGloss = SpecularGloss(i_tex.xy);
half3 specColor = specGloss.rgb;
half smoothness = specGloss.a;
half oneMinusReflectivity;
half3 diffColor = EnergyConservationBetweenDiffuseAndSpecular (Albedo(i_tex), specColor, /*out*/ oneMinusReflectivity);
FragmentCommonData o = (FragmentCommonData)0;
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.smoothness = smoothness;
return o;
}
inline FragmentCommonData RoughnessSetup(float4 i_tex)
{
half2 metallicGloss = MetallicRough(i_tex.xy);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
half oneMinusReflectivity;
half3 specColor;
half3 diffColor = DiffuseAndSpecularFromMetallic(Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
FragmentCommonData o = (FragmentCommonData)0;
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.smoothness = smoothness;
return o;
}
inline FragmentCommonData MetallicSetup (float4 i_tex)
{
half2 metallicGloss = MetallicGloss(i_tex.xy);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
half oneMinusReflectivity;
half3 specColor;
half3 diffColor = DiffuseAndSpecularFromMetallic (Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
FragmentCommonData o = (FragmentCommonData)0;
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.smoothness = smoothness;
return o;
}
// parallax transformed texcoord is used to sample occlusion
inline FragmentCommonData FragmentSetup (inout float4 i_tex, float3 i_eyeVec, half3 i_viewDirForParallax, float4 tangentToWorld[3], float3 i_posWorld)
{
i_tex = Parallax(i_tex, i_viewDirForParallax);
half alpha = Alpha(i_tex.xy);
#if defined(_ALPHATEST_ON)
clip (alpha - _Cutoff);
#endif
FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex);
o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld);
o.eyeVec = NormalizePerPixelNormal(i_eyeVec);
o.posWorld = i_posWorld;
// NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
o.diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha);
return o;
}
inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light, bool reflections)
{
UnityGIInput d;
d.light = light;
d.worldPos = s.posWorld;
d.worldViewDir = -s.eyeVec;
d.atten = atten;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i_ambientOrLightmapUV;
#else
d.ambient = i_ambientOrLightmapUV.rgb;
d.lightmapUV = 0;
#endif
d.probeHDR[0] = unity_SpecCube0_HDR;
d.probeHDR[1] = unity_SpecCube1_HDR;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
d.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
if(reflections)
{
Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.smoothness, -s.eyeVec, s.normalWorld, s.specColor);
// Replace the reflUVW if it has been compute in Vertex shader. Note: the compiler will optimize the calcul in UnityGlossyEnvironmentSetup itself
#if UNITY_STANDARD_SIMPLE
g.reflUVW = s.reflUVW;
#endif
return UnityGlobalIllumination (d, occlusion, s.normalWorld, g);
}
else
{
return UnityGlobalIllumination (d, occlusion, s.normalWorld);
}
}
inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light)
{
return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, true);
}
//-------------------------------------------------------------------------------------
half4 OutputForward (half4 output, half alphaFromSurface)
{
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
output.a = alphaFromSurface;
#else
UNITY_OPAQUE_ALPHA(output.a);
#endif
return output;
}
inline half4 VertexGIForward(VertexInput v, float3 posWorld, half3 normalWorld)
{
half4 ambientOrLightmapUV = 0;
// Static lightmaps
#ifdef LIGHTMAP_ON
ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
ambientOrLightmapUV.zw = 0;
// Sample light probe for Dynamic objects only (no static or dynamic lightmaps)
#elif UNITY_SHOULD_SAMPLE_SH
#ifdef VERTEXLIGHT_ON
// Approximated illumination from non-important point lights
ambientOrLightmapUV.rgb = Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, posWorld, normalWorld);
#endif
ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, ambientOrLightmapUV.rgb);
#endif
#ifdef DYNAMICLIGHTMAP_ON
ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
return ambientOrLightmapUV;
}
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
struct VertexOutputForwardBase
{
UNITY_POSITION(pos);
float4 tex : TEXCOORD0;
float4 eyeVec : TEXCOORD1; // eyeVec.xyz | fogCoord
float4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos]
half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV
UNITY_LIGHTING_COORDS(6,7)
// next ones would not fit into SM2.0 limits, but they are always for SM3.0+
#if UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT
float3 posWorld : TEXCOORD8;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutputForwardBase vertForwardBase (VertexInput v)
{
UNITY_SETUP_INSTANCE_ID(v);
VertexOutputForwardBase o;
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardBase, o);
UNITY_TRANSFER_INSTANCE_ID(v, 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.xyz = 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
//We need this for shadow receving
UNITY_TRANSFER_LIGHTING(o, v.uv1);
o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
#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
UNITY_TRANSFER_FOG_COMBINED_WITH_EYE_VEC(o,o.pos);
return o;
}
half4 fragForwardBaseInternal (VertexOutputForwardBase i)
{
UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
FRAGMENT_SETUP(s)
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
UnityLight mainLight = MainLight ();
UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld);
half occlusion = Occlusion(i.tex.xy);
UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight);
half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect);
c.rgb += VideoEmission(i.tex.xy);
UNITY_EXTRACT_FOG_FROM_EYE_VEC(i);
UNITY_APPLY_FOG(_unity_fogCoord, c.rgb);
return OutputForward (c, s.alpha);
}
half4 fragForwardBase (VertexOutputForwardBase i) : SV_Target // backward compatibility (this used to be the fragment entry function)
{
return fragForwardBaseInternal(i);
}
// ------------------------------------------------------------------
// Additive forward pass (one light per pass)
struct VertexOutputForwardAdd
{
UNITY_POSITION(pos);
float4 tex : TEXCOORD0;
float4 eyeVec : TEXCOORD1; // eyeVec.xyz | fogCoord
float4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:lightDir]
float3 posWorld : TEXCOORD5;
UNITY_LIGHTING_COORDS(6, 7)
// next ones would not fit into SM2.0 limits, but they are always for SM3.0+
#if defined(_PARALLAXMAP)
half3 viewDirForParallax : TEXCOORD8;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutputForwardAdd vertForwardAdd (VertexInput v)
{
UNITY_SETUP_INSTANCE_ID(v);
VertexOutputForwardAdd o;
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAdd, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.tex = TexCoords(v);
o.eyeVec.xyz = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
o.posWorld = posWorld.xyz;
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.tangentToWorldAndLightDir[0].xyz = tangentToWorld[0];
o.tangentToWorldAndLightDir[1].xyz = tangentToWorld[1];
o.tangentToWorldAndLightDir[2].xyz = tangentToWorld[2];
#else
o.tangentToWorldAndLightDir[0].xyz = 0;
o.tangentToWorldAndLightDir[1].xyz = 0;
o.tangentToWorldAndLightDir[2].xyz = normalWorld;
#endif
//We need this for shadow receiving and lighting
UNITY_TRANSFER_LIGHTING(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_COMBINED_WITH_EYE_VEC(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_EXTRACT_FOG_FROM_EYE_VEC(i);
UNITY_APPLY_FOG_COLOR(_unity_fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass
return OutputForward (c, s.alpha);
}
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_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutputDeferred vertDeferred (VertexInput v)
{
UNITY_SETUP_INSTANCE_ID(v);
VertexOutputDeferred o;
UNITY_INITIALIZE_OUTPUT(VertexOutputDeferred, o);
UNITY_TRANSFER_INSTANCE_ID(v, 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)
UNITY_SETUP_INSTANCE_ID(i);
// 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 += VideoEmission (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
#ifndef VIDEO_STANDARD_CORE_FORWARD_INCLUDED
#define VIDEO_STANDARD_CORE_FORWARD_INCLUDED
#if defined(UNITY_NO_FULL_STANDARD_SHADER)
# define UNITY_STANDARD_SIMPLE 1
#endif
#include "UnityStandardConfig.cginc"
#if UNITY_STANDARD_SIMPLE
VertexOutputBaseSimple vertBase(VertexInput v) { return vertForwardBaseSimple(v); }
VertexOutputForwardAddSimple vertAdd(VertexInput v) { return vertForwardAddSimple(v); }
half4 fragBase(VertexOutputBaseSimple i) : SV_Target{ return fragForwardBaseSimpleInternal(i); }
half4 fragAdd(VertexOutputForwardAddSimple i) : SV_Target{ return fragForwardAddSimpleInternal(i); }
#else
VertexOutputForwardBase vertBase(VertexInput v) { return vertForwardBase(v); }
VertexOutputForwardAdd vertAdd(VertexInput v) { return vertForwardAdd(v); }
half4 fragBase(VertexOutputForwardBase i) : SV_Target{ return fragForwardBaseInternal(i); }
half4 fragAdd(VertexOutputForwardAdd i) : SV_Target{ return fragForwardAddInternal(i); }
#endif
#endif // UNITY_STANDARD_CORE_FORWARD_INCLUDED