From b82da95b5181ac8bbae38efb13e950d5e88a4caa Mon Sep 17 00:00:00 2001 From: chai Date: Fri, 23 Oct 2020 13:08:43 +0800 Subject: =?UTF-8?q?*=E7=A7=BB=E5=8A=A8amplify=20shader=20editor=E5=88=B0th?= =?UTF-8?q?ird=20party=E7=9B=AE=E5=BD=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Shaders/Standart/UnityStandardCore.cginc | 780 --------------------- 1 file changed, 780 deletions(-) delete mode 100644 Assets/MaterializeFX/Shaders/Standart/UnityStandardCore.cginc (limited to 'Assets/MaterializeFX/Shaders/Standart/UnityStandardCore.cginc') diff --git a/Assets/MaterializeFX/Shaders/Standart/UnityStandardCore.cginc b/Assets/MaterializeFX/Shaders/Standart/UnityStandardCore.cginc deleted file mode 100644 index 1db6fa6c..00000000 --- a/Assets/MaterializeFX/Shaders/Standart/UnityStandardCore.cginc +++ /dev/null @@ -1,780 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef UNITY_STANDARD_CORE_INCLUDED -#define UNITY_STANDARD_CORE_INCLUDED - -#include "UnityCG.cginc" -#include "UnityShaderVariables.cginc" -#include "UnityInstancing.cginc" -#include "UnityStandardConfig.cginc" -#include "UnityStandardInput.cginc" -#include "UnityPBSLighting.cginc" -#include "UnityStandardUtils.cginc" -#include "UnityGBuffer.cginc" -#include "UnityStandardBRDF.cginc" -#include "AutoLight.cginc" - -//MFX -#include "Assets/MaterializeFX/Shaders/cginc/MFX.cginc" - -//------------------------------------------------------------------------------------- -// 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 -} - -half3 NormalizePerPixelNormal (half3 n) -{ - #if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE - return n; - #else - return normalize(n); - #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 - -half3 PerPixelWorldNormal(float4 i_tex, float4 mfxUv, half4 tangentToWorld[3], float3 mfxVertexPos) -{ -#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); - normalTangent = GetMfxNormal(i_tex.xy, mfxUv, mfxVertexPos, normalTangent); - half3 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 - half3 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, worldPos) FragmentCommonData x = \ - FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndPackedData, IN_WORLDPOS(i), i.mfxUv, worldPos); - -#define FRAGMENT_SETUP_FWDADD(x, worldPos) FragmentCommonData x = \ - FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX_FWDADD(i), i.tangentToWorldAndLightDir, IN_WORLDPOS_FWDADD(i), i.mfxUv, worldPos); - -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; - half3 normalWorld, 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, float4 mfxUv, float3 mfxVertexPos) -{ - 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; - //MFX - o.diffColor = GetMfxAlbedo(i_tex.xy, mfxUv, mfxVertexPos, diffColor); - o.specColor = specColor; - o.oneMinusReflectivity = oneMinusReflectivity; - o.smoothness = smoothness; - - //MFX - o.alpha = GetMfxDissolve(mfxUv, mfxVertexPos); - - return o; -} - - -inline FragmentCommonData RoughnessSetup(float4 i_tex, float4 mfxUv, float3 mfxVertexPos) -{ - 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; - //MFX - o.diffColor = GetMfxAlbedo(i_tex.xy, mfxUv, mfxVertexPos, diffColor); - o.specColor = specColor; - o.oneMinusReflectivity = oneMinusReflectivity; - o.smoothness = smoothness; - - //MFX - o.alpha = GetMfxDissolve(mfxUv, mfxVertexPos); - - return o; -} - -inline FragmentCommonData MetallicSetup (float4 i_tex, float4 mfxUv, float3 mfxVertexPos) -{ - 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; - //MFX - o.diffColor = GetMfxAlbedo(i_tex.xy, mfxUv, mfxVertexPos, diffColor); - o.specColor = specColor; - o.oneMinusReflectivity = oneMinusReflectivity; - o.smoothness = smoothness; - - //MFX - o.alpha = GetMfxDissolve(mfxUv, mfxVertexPos); - - return o; -} - -// parallax transformed texcoord is used to sample occlusion -inline FragmentCommonData FragmentSetup (inout float4 i_tex, half3 i_eyeVec, half3 i_viewDirForParallax, half4 tangentToWorld[3], float3 i_posWorld, float4 mfxUv, float3 mfxVertexPos) -{ - i_tex = Parallax(i_tex, i_viewDirForParallax); - - //MFX - half alpha = GetMfxDissolve(mfxUv, mfxVertexPos); - MfxClip(alpha); - - //half alpha = Alpha(i_tex.xy); - //#if defined(_ALPHATEST_ON) - // clip (alpha - _Cutoff); - //#endif - - FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex, mfxUv, mfxVertexPos); - o.normalWorld = PerPixelWorldNormal(i_tex, mfxUv, tangentToWorld, mfxVertexPos); - o.eyeVec = NormalizePerPixelNormal(i_eyeVec); - o.posWorld = i_posWorld; - - // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) - //MFX - half3 diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha); - o.diffColor = GetMfxAlbedo(i_tex.xy, mfxUv, mfxVertexPos, diffColor); - - o.alpha = 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; - half3 eyeVec : TEXCOORD1; - half4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos] - half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV - UNITY_SHADOW_COORDS(6) - UNITY_FOG_COORDS(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 - - //MFX - float4 mfxUv : TEXCOORD9; -}; - -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 = 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_SHADOW(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 - - //MFX - PassMfxVertex2Fragment(v.uv0.xy, o.mfxUv); - - UNITY_TRANSFER_FOG(o,o.pos); - return o; -} - -half4 fragForwardBaseInternal (VertexOutputForwardBase i) -{ - UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy); - -#if UNITY_PACK_WORLDPOS_WITH_TANGENT - float3 posWorld = float3(i.tangentToWorldAndPackedData[0].w, i.tangentToWorldAndPackedData[1].w, i.tangentToWorldAndPackedData[2].w); -#else - float3 posWorld = i.posWorld; -#endif - - FRAGMENT_SETUP(s, posWorld) - - 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 += Emission(i.tex.xy); - - //MFX - c.rgb += GetMfxEmission(i.tex.xy, i.mfxUv, posWorld, Emission(i.tex.xy), s.alpha); - - UNITY_APPLY_FOG(i.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; - half3 eyeVec : TEXCOORD1; - half4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:lightDir] - float3 posWorld : TEXCOORD5; - UNITY_SHADOW_COORDS(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 - - UNITY_VERTEX_OUTPUT_STEREO - - //MFX - float4 mfxUv : TEXCOORD9; -}; - -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 = 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 - UNITY_TRANSFER_SHADOW(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 - - //MFX - PassMfxVertex2Fragment(v.uv0.xy, o.mfxUv); - - UNITY_TRANSFER_FOG(o,o.pos); - return o; -} - -half4 fragForwardAddInternal (VertexOutputForwardAdd i) -{ - UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy); - - FRAGMENT_SETUP_FWDADD(s, i.posWorld) - - 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_APPLY_FOG_COLOR(i.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; - half3 eyeVec : TEXCOORD1; - half4 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_OUTPUT_STEREO - - //MFX - float4 mfxUv : TEXCOORD7; -}; - - -VertexOutputDeferred vertDeferred (VertexInput v) -{ - UNITY_SETUP_INSTANCE_ID(v); - VertexOutputDeferred o; - UNITY_INITIALIZE_OUTPUT(VertexOutputDeferred, 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 - - //MFX - PassMfxVertex2Fragment(v.uv0.xy, o.mfxUv); - - 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); - -#if UNITY_PACK_WORLDPOS_WITH_TANGENT - float3 posWorld = float3(i.tangentToWorldAndPackedData[0].w, i.tangentToWorldAndPackedData[1].w, i.tangentToWorldAndPackedData[2].w); -#else - float3 posWorld = i.posWorld; -#endif - - //MFX - FRAGMENT_SETUP(s, posWorld) - - // 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 += Emission (i.tex.xy); - - //MFX - emissiveColor += GetMfxEmission(i.tex.xy, i.mfxUv, posWorld, Emission(i.tex.xy), s.alpha); - #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 -- cgit v1.1-26-g67d0