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@DanMillerDev
Created April 30, 2019 20:48
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#ifndef LIGHTWEIGHT_SIMPLE_LIT_PASS_INCLUDED
#define LIGHTWEIGHT_SIMPLE_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Shadows.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128
#ifdef _NORMALMAP
half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z
#else
half3 normal : TEXCOORD3;
half3 viewDir : TEXCOORD4;
#endif
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
//#ifdef _MAIN_LIGHT_SHADOWS
float4 shadowCoord : TEXCOORD7;
//#endif
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
{
inputData.positionWS = input.posWSShininess.xyz;
half3 viewDirWS = input.viewDir;
inputData.normalWS = input.normal;
#if SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = viewDirWS;
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = input.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = input.fogFactorAndVertexLight.x;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Used in Standard (Simple Lighting) shader
Varyings LitPassVertexSimple(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
#if !SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
output.posWSShininess.xyz = vertexInput.positionWS;
output.posWSShininess.w = _Shininess * 128.0;
output.positionCS = vertexInput.positionCS;
output.normal = normalInput.normalWS;
output.viewDir = viewDirWS;
//OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
//OUTPUT_SH(output.normal.xyz, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
return output;
}
// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimple(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.uv;
//half4 diffuseAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_PARAM(_MainTex, sampler_MainTex));
//half3 diffuse = diffuseAlpha.rgb * _Color.rgb;
//half alpha = diffuseAlpha.a * _Color.a;
//AlphaDiscard(alpha, _Cutoff);
#ifdef _ALPHAPREMULTIPLY_ON
//diffuse *= alpha;
#endif
half3 normalTS = SampleNormal(uv, TEXTURE2D_PARAM(_BumpMap, sampler_BumpMap));
InputData inputData;
InitializeInputData(input, normalTS, inputData);
half color = MainLightRealtimeShadow(input.shadowCoord);
return float4(color,color,color,0.5);
};
#endif
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