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toxicFork/forward-add.shader Secret

Created Mar 15, 2015
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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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