167 lines
5.2 KiB
HLSL
167 lines
5.2 KiB
HLSL
#ifndef XTERRAIN_LIT_BASE
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#define XTERRAIN_LIT_BASE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _LayerTex0_ST;
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float4 _LayerTex1_ST;
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float4 _LayerTex2_ST;
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float4 _LayerTex3_ST;
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//half4 _BaseColor;
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float _Tiling;
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half _BumpScale;
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half _Roughness;
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half _Metallic;
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half _AO;
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half _EmissiveIntensity;
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half _useCustomGI;
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half3 _CustomGIColor;
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float4 _LayerTex0_TexelSize;
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CBUFFER_END
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half _XRuntimeAmbientEnabled;
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half4 _XRuntimeAmbientSky;
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half4 _XRuntimeAmbientEquator;
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half4 _XRuntimeAmbientGround;
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//TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_LayerTex0);
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SAMPLER(sampler_LayerTex0);
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TEXTURE2D(_LayerTex1);
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SAMPLER(sampler_LayerTex1);
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TEXTURE2D(_LayerTex2);
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SAMPLER(sampler_LayerTex2);
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TEXTURE2D(_LayerTex3);
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SAMPLER(sampler_LayerTex3);
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TEXTURE2D(_Control);
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SAMPLER(sampler_Control);
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// 声明变量
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struct Attributes
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{
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float4 positionOS : POSITION;
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half4 color : COLOR;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 texcoord : TEXCOORD0;
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float2 staticLightmapUV : TEXCOORD1;
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#ifdef DYNAMICLIGHTMAP_ON
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float2 dynamicLightmapUV : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
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float3 positionWS : TEXCOORD2;
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half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
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half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
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half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
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#else
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half fogFactor : TEXCOORD6;
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#endif
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half4 lightDir : TEXCOORD8;
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half4 viewDir : TEXCOORD9;
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#ifdef DYNAMICLIGHTMAP_ON
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float2 dynamicLightmapUV : TEXCOORD7;
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#endif
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float4 positionCS : SV_POSITION;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD10;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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half3 SampleXRuntimeAmbient(half3 normalWS)
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{
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half y = normalize(normalWS).y;
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half useGlobal = step(0.5h, _XRuntimeAmbientEnabled);
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half3 sky = lerp(half3(1.353h, 1.452h, 1.568h), _XRuntimeAmbientSky.rgb, useGlobal);
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half3 equator = lerp(half3(1.023h, 1.122h, 1.254h), _XRuntimeAmbientEquator.rgb, useGlobal);
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half3 ground = lerp(half3(0.561h, 0.528h, 0.462h), _XRuntimeAmbientGround.rgb, useGlobal);
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half3 upper = lerp(equator, sky, saturate(y));
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half3 lower = lerp(equator, ground, saturate(-y));
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return lerp(lower, upper, step(0.0h, y));
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}
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void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.positionWS;
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
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#if defined(_NORMALMAP) || defined(_DETAIL)
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float sgn = input.tangentWS.w; // should be either +1 or -1
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
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#if defined(_NORMALMAP)
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inputData.tangentToWorld = tangentToWorld;
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#endif
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inputData.normalWS = TransformTangentToWorld(normalTS, tangentToWorld);
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#else
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inputData.normalWS = input.normalWS.xyz;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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#else
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
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#elif defined(LIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
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#else
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inputData.bakedGI = SampleSH(inputData.normalWS);
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#endif
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inputData.bakedGI = SampleXRuntimeAmbient(inputData.normalWS);
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#if defined(DEBUG_DISPLAY)
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.dynamicLightmapUV = input.dynamicLightmapUV;
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#endif
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#if defined(LIGHTMAP_ON)
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inputData.staticLightmapUV = input.staticLightmapUV;
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#else
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inputData.vertexSH = input.vertexSH;
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#endif
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#endif
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}
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#endif |