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2026-07-10 10:24:29 +08:00

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HLSL

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