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// ------------------------------------------------------------------ | |
// Additive forward pass (one light per pass) | |
struct VertexOutputForwardAdd | |
{ | |
float4 pos : SV_POSITION; | |
float4 tex : TEXCOORD0; | |
half3 eyeVec : TEXCOORD1; | |
half4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:lightDir] | |
LIGHTING_COORDS(5,6) | |
UNITY_FOG_COORDS(7) | |
// next ones would not fit into SM2.0 limits, but they are always for SM3.0+ | |
#if defined(_PARALLAXMAP) | |
half3 viewDirForParallax : TEXCOORD8; | |
#endif | |
#if PLANE_CLIPPING_ENABLED | |
float3 posWorld : TEXCOORD9; | |
#endif | |
}; | |
VertexOutputForwardAdd vertForwardAdd (VertexInput v) | |
{ | |
VertexOutputForwardAdd o; | |
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAdd, o); | |
float4 posWorld = mul(_Object2World, v.vertex); | |
#if PLANE_CLIPPING_ENABLED | |
o.posWorld = posWorld.xyz; | |
#endif | |
o.pos = mul(UNITY_MATRIX_MVP, 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.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 receving | |
TRANSFER_VERTEX_TO_FRAGMENT(o); | |
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(o,o.pos); | |
return o; | |
} | |
half4 fragForwardAdd (VertexOutputForwardAdd i) : SV_Target | |
{ | |
FRAGMENT_SETUP_FWDADD(s) | |
PLANE_CLIP(s.posWorld) | |
UnityLight light = AdditiveLight (s.normalWorld, IN_LIGHTDIR_FWDADD(i), LIGHT_ATTENUATION(i)); | |
UnityIndirect noIndirect = ZeroIndirect (); | |
half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, -s.eyeVec, light, noIndirect); | |
UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass | |
return OutputForward (c, s.alpha); | |
} |
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