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+// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
+
+#ifndef UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED
+#define UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED
+
+#include "UnityStandardCore.cginc"
+
+// Does not support: _PARALLAXMAP, DIRLIGHTMAP_COMBINED
+#define GLOSSMAP (defined(_SPECGLOSSMAP) || defined(_METALLICGLOSSMAP))
+
+#ifndef SPECULAR_HIGHLIGHTS
+ #define SPECULAR_HIGHLIGHTS (!defined(_SPECULAR_HIGHLIGHTS_OFF))
+#endif
+
+struct VertexOutputBaseSimple
+{
+ UNITY_POSITION(pos);
+ float4 tex : TEXCOORD0;
+ half4 eyeVec : TEXCOORD1; // w: grazingTerm
+
+ half4 ambientOrLightmapUV : TEXCOORD2; // SH or Lightmap UV
+ SHADOW_COORDS(3)
+ UNITY_FOG_COORDS_PACKED(4, half4) // x: fogCoord, yzw: reflectVec
+
+ half4 normalWorld : TEXCOORD5; // w: fresnelTerm
+
+#ifdef _NORMALMAP
+ half3 tangentSpaceLightDir : TEXCOORD6;
+ #if SPECULAR_HIGHLIGHTS
+ half3 tangentSpaceEyeVec : TEXCOORD7;
+ #endif
+#endif
+#if UNITY_REQUIRE_FRAG_WORLDPOS
+ float3 posWorld : TEXCOORD8;
+#endif
+
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+// UNIFORM_REFLECTIVITY(): workaround to get (uniform) reflecivity based on UNITY_SETUP_BRDF_INPUT
+half MetallicSetup_Reflectivity()
+{
+ return 1.0h - OneMinusReflectivityFromMetallic(_Metallic);
+}
+
+half SpecularSetup_Reflectivity()
+{
+ return SpecularStrength(_SpecColor.rgb);
+}
+
+#define JOIN2(a, b) a##b
+#define JOIN(a, b) JOIN2(a,b)
+#define UNIFORM_REFLECTIVITY JOIN(UNITY_SETUP_BRDF_INPUT, _Reflectivity)
+
+
+#ifdef _NORMALMAP
+
+half3 TransformToTangentSpace(half3 tangent, half3 binormal, half3 normal, half3 v)
+{
+ // Mali400 shader compiler prefers explicit dot product over using a half3x3 matrix
+ return half3(dot(tangent, v), dot(binormal, v), dot(normal, v));
+}
+
+void TangentSpaceLightingInput(half3 normalWorld, half4 vTangent, half3 lightDirWorld, half3 eyeVecWorld, out half3 tangentSpaceLightDir, out half3 tangentSpaceEyeVec)
+{
+ half3 tangentWorld = UnityObjectToWorldDir(vTangent.xyz);
+ half sign = half(vTangent.w) * half(unity_WorldTransformParams.w);
+ half3 binormalWorld = cross(normalWorld, tangentWorld) * sign;
+ tangentSpaceLightDir = TransformToTangentSpace(tangentWorld, binormalWorld, normalWorld, lightDirWorld);
+ #if SPECULAR_HIGHLIGHTS
+ tangentSpaceEyeVec = normalize(TransformToTangentSpace(tangentWorld, binormalWorld, normalWorld, eyeVecWorld));
+ #else
+ tangentSpaceEyeVec = 0;
+ #endif
+}
+
+#endif // _NORMALMAP
+
+VertexOutputBaseSimple vertForwardBaseSimple (VertexInput v)
+{
+ UNITY_SETUP_INSTANCE_ID(v);
+ VertexOutputBaseSimple o;
+ UNITY_INITIALIZE_OUTPUT(VertexOutputBaseSimple, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.tex = TexCoords(v);
+
+ half3 eyeVec = normalize(posWorld.xyz - _WorldSpaceCameraPos);
+ half3 normalWorld = UnityObjectToWorldNormal(v.normal);
+
+ o.normalWorld.xyz = normalWorld;
+ o.eyeVec.xyz = eyeVec;
+
+ #ifdef _NORMALMAP
+ half3 tangentSpaceEyeVec;
+ TangentSpaceLightingInput(normalWorld, v.tangent, _WorldSpaceLightPos0.xyz, eyeVec, o.tangentSpaceLightDir, tangentSpaceEyeVec);
+ #if SPECULAR_HIGHLIGHTS
+ o.tangentSpaceEyeVec = tangentSpaceEyeVec;
+ #endif
+ #endif
+
+ //We need this for shadow receiving
+ TRANSFER_SHADOW(o);
+
+ o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
+
+ o.fogCoord.yzw = reflect(eyeVec, normalWorld);
+
+ o.normalWorld.w = Pow4(1 - saturate(dot(normalWorld, -eyeVec))); // fresnel term
+ #if !GLOSSMAP
+ o.eyeVec.w = saturate(_Glossiness + UNIFORM_REFLECTIVITY()); // grazing term
+ #endif
+
+ UNITY_TRANSFER_FOG(o, o.pos);
+ return o;
+}
+
+
+FragmentCommonData FragmentSetupSimple(VertexOutputBaseSimple i, float4 mfxUv, float3 mfxVertexPos)
+{
+ //half alpha = Alpha(i.tex.xy);
+ //#if defined(_ALPHATEST_ON)
+ // clip (alpha - _Cutoff);
+ //#endif
+
+ //MFX
+ half alpha = GetMfxDissolve(i.mfxUv, i.worldPos);
+ MfxClip(alpha);
+
+ FragmentCommonData s = UNITY_SETUP_BRDF_INPUT (i.tex);
+
+ // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
+ s.diffColor = PreMultiplyAlpha (s.diffColor, alpha, s.oneMinusReflectivity, /*out*/ s.alpha);
+ s.alpha = alpha;
+ s.normalWorld = i.normalWorld.xyz;
+ s.eyeVec = i.eyeVec.xyz;
+ s.posWorld = IN_WORLDPOS(i);
+ s.reflUVW = i.fogCoord.yzw;
+
+ #ifdef _NORMALMAP
+ s.tangentSpaceNormal = NormalInTangentSpace(i.tex);
+ #else
+ s.tangentSpaceNormal = 0;
+ #endif
+
+ return s;
+}
+
+UnityLight MainLightSimple(VertexOutputBaseSimple i, FragmentCommonData s)
+{
+ UnityLight mainLight = MainLight();
+ return mainLight;
+}
+
+half PerVertexGrazingTerm(VertexOutputBaseSimple i, FragmentCommonData s)
+{
+ #if GLOSSMAP
+ return saturate(s.smoothness + (1-s.oneMinusReflectivity));
+ #else
+ return i.eyeVec.w;
+ #endif
+}
+
+half PerVertexFresnelTerm(VertexOutputBaseSimple i)
+{
+ return i.normalWorld.w;
+}
+
+#if !SPECULAR_HIGHLIGHTS
+# define REFLECTVEC_FOR_SPECULAR(i, s) half3(0, 0, 0)
+#elif defined(_NORMALMAP)
+# define REFLECTVEC_FOR_SPECULAR(i, s) reflect(i.tangentSpaceEyeVec, s.tangentSpaceNormal)
+#else
+# define REFLECTVEC_FOR_SPECULAR(i, s) s.reflUVW
+#endif
+
+half3 LightDirForSpecular(VertexOutputBaseSimple i, UnityLight mainLight)
+{
+ #if SPECULAR_HIGHLIGHTS && defined(_NORMALMAP)
+ return i.tangentSpaceLightDir;
+ #else
+ return mainLight.dir;
+ #endif
+}
+
+half3 BRDF3DirectSimple(half3 diffColor, half3 specColor, half smoothness, half rl)
+{
+ #if SPECULAR_HIGHLIGHTS
+ return BRDF3_Direct(diffColor, specColor, Pow4(rl), smoothness);
+ #else
+ return diffColor;
+ #endif
+}
+
+half4 fragForwardBaseSimpleInternal (VertexOutputBaseSimple i)
+{
+ UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
+
+ FragmentCommonData s = FragmentSetupSimple(i);
+
+ UnityLight mainLight = MainLightSimple(i, s);
+
+ #if !defined(LIGHTMAP_ON) && defined(_NORMALMAP)
+ half ndotl = saturate(dot(s.tangentSpaceNormal, i.tangentSpaceLightDir));
+ #else
+ half ndotl = saturate(dot(s.normalWorld, mainLight.dir));
+ #endif
+
+ //we can't have worldpos here (not enough interpolator on SM 2.0) so no shadow fade in that case.
+ half shadowMaskAttenuation = UnitySampleBakedOcclusion(i.ambientOrLightmapUV, 0);
+ half realtimeShadowAttenuation = SHADOW_ATTENUATION(i);
+ half atten = UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, 0);
+
+ half occlusion = Occlusion(i.tex.xy);
+ half rl = dot(REFLECTVEC_FOR_SPECULAR(i, s), LightDirForSpecular(i, mainLight));
+
+ UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight);
+ half3 attenuatedLightColor = gi.light.color * ndotl;
+
+ half3 c = BRDF3_Indirect(s.diffColor, s.specColor, gi.indirect, PerVertexGrazingTerm(i, s), PerVertexFresnelTerm(i));
+ c += BRDF3DirectSimple(s.diffColor, s.specColor, s.smoothness, rl) * attenuatedLightColor;
+ c += Emission(i.tex.xy);
+
+ UNITY_APPLY_FOG(i.fogCoord, c);
+
+ return OutputForward (half4(c, 1), s.alpha);
+}
+
+half4 fragForwardBaseSimple (VertexOutputBaseSimple i) : SV_Target // backward compatibility (this used to be the fragment entry function)
+{
+ return fragForwardBaseSimpleInternal(i);
+}
+
+struct VertexOutputForwardAddSimple
+{
+ UNITY_POSITION(pos);
+ float4 tex : TEXCOORD0;
+ float3 posWorld : TEXCOORD1;
+
+ UNITY_SHADOW_COORDS(2)
+
+#if !defined(_NORMALMAP) && SPECULAR_HIGHLIGHTS
+ UNITY_FOG_COORDS_PACKED(3, half4) // x: fogCoord, yzw: reflectVec
+#else
+ UNITY_FOG_COORDS_PACKED(3, half1)
+#endif
+
+ half3 lightDir : TEXCOORD4;
+
+#if defined(_NORMALMAP)
+ #if SPECULAR_HIGHLIGHTS
+ half3 tangentSpaceEyeVec : TEXCOORD5;
+ #endif
+#else
+ half3 normalWorld : TEXCOORD5;
+#endif
+
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+VertexOutputForwardAddSimple vertForwardAddSimple (VertexInput v)
+{
+ VertexOutputForwardAddSimple o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAddSimple, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.tex = TexCoords(v);
+ o.posWorld = posWorld.xyz;
+
+ //We need this for shadow receiving
+ UNITY_TRANSFER_SHADOW(o, v.uv1);
+
+ half3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w;
+ #ifndef USING_DIRECTIONAL_LIGHT
+ lightDir = NormalizePerVertexNormal(lightDir);
+ #endif
+
+ #if SPECULAR_HIGHLIGHTS
+ half3 eyeVec = normalize(posWorld.xyz - _WorldSpaceCameraPos);
+ #endif
+
+ half3 normalWorld = UnityObjectToWorldNormal(v.normal);
+
+ #ifdef _NORMALMAP
+ #if SPECULAR_HIGHLIGHTS
+ TangentSpaceLightingInput(normalWorld, v.tangent, lightDir, eyeVec, o.lightDir, o.tangentSpaceEyeVec);
+ #else
+ half3 ignore;
+ TangentSpaceLightingInput(normalWorld, v.tangent, lightDir, 0, o.lightDir, ignore);
+ #endif
+ #else
+ o.lightDir = lightDir;
+ o.normalWorld = normalWorld;
+ #if SPECULAR_HIGHLIGHTS
+ o.fogCoord.yzw = reflect(eyeVec, normalWorld);
+ #endif
+ #endif
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+}
+
+FragmentCommonData FragmentSetupSimpleAdd(VertexOutputForwardAddSimple i, float4 mfxUv, float3 mfxVertexPos)
+{
+ //half alpha = Alpha(i.tex.xy);
+ //#if defined(_ALPHATEST_ON)
+ // clip (alpha - _Cutoff);
+ //#endif
+
+ half alpha = GetMfxDissolve(i.mfxUv, i.worldPos);
+ MfxClip(alpha);
+
+ FragmentCommonData s = UNITY_SETUP_BRDF_INPUT (i.tex);
+
+ // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
+ s.diffColor = PreMultiplyAlpha (s.diffColor, alpha, s.oneMinusReflectivity, /*out*/ s.alpha);
+ s.alpha = alpha;
+ s.eyeVec = 0;
+ s.posWorld = i.posWorld;
+
+ #ifdef _NORMALMAP
+ s.tangentSpaceNormal = NormalInTangentSpace(i.tex);
+ s.normalWorld = 0;
+ #else
+ s.tangentSpaceNormal = 0;
+ s.normalWorld = i.normalWorld;
+ #endif
+
+ #if SPECULAR_HIGHLIGHTS && !defined(_NORMALMAP)
+ s.reflUVW = i.fogCoord.yzw;
+ #else
+ s.reflUVW = 0;
+ #endif
+
+ return s;
+}
+
+half3 LightSpaceNormal(VertexOutputForwardAddSimple i, FragmentCommonData s)
+{
+ #ifdef _NORMALMAP
+ return s.tangentSpaceNormal;
+ #else
+ return i.normalWorld;
+ #endif
+}
+
+half4 fragForwardAddSimpleInternal(VertexOutputForwardAddSimple i, float4 mfxUv, float3 mfxVertexPos)
+{
+ UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
+
+ FragmentCommonData s = FragmentSetupSimpleAdd(i);
+
+ half3 c = BRDF3DirectSimple(s.diffColor, s.specColor, s.smoothness, dot(REFLECTVEC_FOR_SPECULAR(i, s), i.lightDir));
+
+ #if SPECULAR_HIGHLIGHTS // else diffColor has premultiplied light color
+ c *= _LightColor0.rgb;
+ #endif
+
+ UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld)
+ c *= atten * saturate(dot(LightSpaceNormal(i, s), i.lightDir));
+
+ UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass
+ return OutputForward (half4(c, 1), s.alpha);
+}
+
+half4 fragForwardAddSimple (VertexOutputForwardAddSimple i) : SV_Target // backward compatibility (this used to be the fragment entry function)
+{
+ return fragForwardAddSimpleInternal(i);
+}
+
+#endif // UNITY_STANDARD_CORE_FORWARD_SIMPLE_INCLUDED