Unity中URP下获取主灯信息
在上一篇文章中,我们大概了解了SampleLit下的片元着色器主要干了什么。我们在这篇文章中,来看一下计算BlinnPhone光照时,怎么获取主光的信息。
文章目录
前言
在上一篇文章中,我们大概了解了SampleLit下的片元着色器主要干了什么。
我们在这篇文章中,来看一下计算BlinnPhone光照时,怎么获取主光的信息。
一、计算BulinnPhone的函数有两个重载
1、 目前最新使用的是该方法(这是我们之后主要分析的函数)
/// Phong lighting...
half4 UniversalFragmentBlinnPhong(InputData inputData, SurfaceData surfaceData)
{
#if defined(DEBUG_DISPLAY)
half4 debugColor;
if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
{
return debugColor;
}
#endif
uint meshRenderingLayers = GetMeshRenderingLayer();
half4 shadowMask = CalculateShadowMask(inputData);
AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor);
inputData.bakedGI *= surfaceData.albedo;
LightingData lightingData = CreateLightingData(inputData, surfaceData);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
#endif
{
lightingData.mainLightColor += CalculateBlinnPhong(mainLight, inputData, surfaceData);
}
#if defined(_ADDITIONAL_LIGHTS)
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
}
}
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
}
LIGHT_LOOP_END
#endif
#if defined(_ADDITIONAL_LIGHTS_VERTEX)
lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo;
#endif
return CalculateFinalColor(lightingData, surfaceData.alpha);
}
2、 被淘汰的老方法,需要传入一堆数据
二、GetMainLight
- 在 UniversalFragmentBlinnPhong 函数中,一开始就获取了主光的信息,这也是我们这篇文章中,主要分析的,怎么获取主光信息
1、Light结构体
其中最主要的就是:
- direction:主光线方向
- color:主光线颜色
2、GetMainLight具有4个方法重载
-
这里我们为了方便分析,分别叫他们 1号、2号、3号、4号重载
-
带参数的方法重载额外实现了 阴影衰减
-
不带参数的方法重载 主要实现了主光信息的获取
-
BulinnPhone光照计算,调用的是4号重载
-
我们按调用顺序依次展开分析
-
4号重载 调用了3号重载
-
3号重载 调用了 1号重载
-
2号 重载也调用了 1号重载(但是,我们这里没有使用到,不做分析)
-
1号重载(该函数就是获取我们主光信息的函数)
3、1号重载干了什么(该函数就是获取我们主光信息的函数)
- _MainLightPosition 获取主光线方向
light.direction = half3(_MainLightPosition.xyz);
我们输出看看效果:
- _MainLightColor 获取主光颜色
light.color = _MainLightColor.rgb;
我们输出看看效果:
- unity_LightData.z 获取光照距离衰减值
- 因为,主光线是平行灯。所以,没有距离远近的说法,这里值只有 1 和 0
// unity_LightData.z is 1 when not culled by the culling mask, otherwise 0.
//距离衰减,接收光照时为 1。剔除接收光照为 0
light.distanceAttenuation = unity_LightData.z;
- 阴影衰减预先赋值为 1,后面再做处理
light.shadowAttenuation = 1.0;
三、测试代码
// Shader targeted for low end devices. Single Pass Forward Rendering.
Shader "MyShader/URP/P4_7_3"
{
// Keep properties of StandardSpecular shader for upgrade reasons.
Properties
{
[MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {}
[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
_Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5)
_SpecGlossMap("Specular Map", 2D) = "white" {}
_SmoothnessSource("Smoothness Source", Float) = 0.0
_SpecularHighlights("Specular Highlights", Float) = 1.0
[HideInInspector] _BumpScale("Scale", Float) = 1.0
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}
// Blending state
_Surface("__surface", Float) = 0.0
_Blend("__blend", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
[HideInInspector] _Shininess("Smoothness", Float) = 0.0
[HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0
[HideInInspector] _SpecSource("SpecularHighlights", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "SimpleLit"
"IgnoreProjector" = "True"
}
LOD 300
//ForwardLit
Pass
{
Name "ForwardLit"
Tags
{
"LightMode" = "UniversalForward"
}
// -------------------------------------
// Render State Commands
// Use same blending / depth states as Standard shader
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
ZWrite[_ZWrite]
Cull[_Cull]
AlphaToMask[_AlphaToMask]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex LitPassVertexSimple
#pragma fragment LitPassFragmentSimple
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
//--------------------------------------
// Defines
#define BUMP_SCALE_NOT_SUPPORTED 1
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
#ifdef UNITY_DOTS_INSTANCING_ENABLED
UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor)
UNITY_DOTS_INSTANCED_PROP(float4, _SpecColor)
UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor)
UNITY_DOTS_INSTANCED_PROP(float , _Cutoff)
UNITY_DOTS_INSTANCED_PROP(float , _Surface)
UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
static float4 unity_DOTS_Sampled_BaseColor;
static float4 unity_DOTS_Sampled_SpecColor;
static float4 unity_DOTS_Sampled_EmissionColor;
static float unity_DOTS_Sampled_Cutoff;
static float unity_DOTS_Sampled_Surface;
void SetupDOTSSimpleLitMaterialPropertyCaches()
{
unity_DOTS_Sampled_BaseColor = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _BaseColor);
unity_DOTS_Sampled_SpecColor = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _SpecColor);
unity_DOTS_Sampled_EmissionColor = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _EmissionColor);
unity_DOTS_Sampled_Cutoff = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Cutoff);
unity_DOTS_Sampled_Surface = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Surface);
}
#undef UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES
#define UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES() SetupDOTSSimpleLitMaterialPropertyCaches()
#define _BaseColor unity_DOTS_Sampled_BaseColor
#define _SpecColor unity_DOTS_Sampled_SpecColor
#define _EmissionColor unity_DOTS_Sampled_EmissionColor
#define _Cutoff unity_DOTS_Sampled_Cutoff
#define _Surface unity_DOTS_Sampled_Surface
#endif
TEXTURE2D(_SpecGlossMap);
SAMPLER(sampler_SpecGlossMap);
half4 SampleSpecularSmoothness(float2 uv, half alpha, half4 specColor,
TEXTURE2D_PARAM(specMap, sampler_specMap))
{
half4 specularSmoothness = half4(0, 0, 0, 1);
#ifdef _SPECGLOSSMAP
specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor;
#elif defined(_SPECULAR_COLOR)
specularSmoothness = specColor;
#endif
#ifdef _GLOSSINESS_FROM_BASE_ALPHA
specularSmoothness.a = alpha;
#endif
return specularSmoothness;
}
inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
outSurfaceData = (SurfaceData)0;
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = albedoAlpha.a * _BaseColor.a;
outSurfaceData.alpha = AlphaDiscard(outSurfaceData.alpha, _Cutoff);
outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, outSurfaceData.alpha);
half4 specularSmoothness = SampleSpecularSmoothness(uv, outSurfaceData.alpha, _SpecColor,
TEXTURE2D_ARGS(
_SpecGlossMap, sampler_SpecGlossMap));
outSurfaceData.metallic = 0.0; // unused
outSurfaceData.specular = specularSmoothness.rgb;
outSurfaceData.smoothness = specularSmoothness.a;
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
outSurfaceData.occlusion = 1.0;
outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb,
TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
}
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 staticLightmapUV : TEXCOORD1;
float2 dynamicLightmapUV : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1; // xyz: posWS
#ifdef _NORMALMAP
half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
#else
half3 normalWS : TEXCOORD2;
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
#else
half fogFactor : TEXCOORD5;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7);
#ifdef DYNAMICLIGHTMAP_ON
float2 dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs
#endif
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = input.positionWS;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
#else
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
inputData.normalWS = input.normalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
viewDirWS = SafeNormalize(viewDirWS);
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(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#else
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor);
inputData.vertexLighting = half3(0, 0, 0);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.staticLightmapUV;
#else
inputData.vertexSH = input.vertexSH;
#endif
#endif
}
///
// Light Abstraction //
///
Light GetMainLight1()
{
Light light;
//通过内置参数获取主光线方向
light.direction = half3(_MainLightPosition.xyz);
#if USE_FORWARD_PLUS
#if defined(LIGHTMAP_ON) && defined(LIGHTMAP_SHADOW_MIXING)
light.distanceAttenuation = _MainLightColor.a;
#else
light.distanceAttenuation = 1.0;
#endif
#else
// unity_LightData.z is 1 when not culled by the culling mask, otherwise 0.
//距离衰减,接收光照时为 1。反之,为0
light.distanceAttenuation = unity_LightData.z;
#endif
light.shadowAttenuation = 1.0;
//通过内置参数获取主光线颜色
light.color = _MainLightColor.rgb;
light.layerMask = _MainLightLayerMask;
return light;
}
Light GetMainLight1(float4 shadowCoord, float3 positionWS, half4 shadowMask)
{
Light light = GetMainLight1();
light.shadowAttenuation = MainLightShadow(shadowCoord, positionWS, shadowMask,
_MainLightOcclusionProbes);
#if defined(_LIGHT_COOKIES)
real3 cookieColor = SampleMainLightCookie(positionWS);
light.color *= cookieColor;
#endif
return light;
}
Light GetMainLight1(InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor)
{
Light light = GetMainLight1(inputData.shadowCoord, inputData.positionWS, shadowMask);
#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION))
{
light.color *= aoFactor.directAmbientOcclusion;
}
#endif
return light;
}
/// Phong lighting...
half4 UniversalFragmentBlinnPhong1(InputData inputData, SurfaceData surfaceData)
{
#if defined(DEBUG_DISPLAY)
half4 debugColor;
if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
{
return debugColor;
}
#endif
uint meshRenderingLayers = GetMeshRenderingLayer();
half4 shadowMask = CalculateShadowMask(inputData);
AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
Light mainLight = GetMainLight1(inputData, shadowMask, aoFactor);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor);
inputData.bakedGI *= surfaceData.albedo;
LightingData lightingData = CreateLightingData(inputData, surfaceData);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
#endif
{
lightingData.mainLightColor += CalculateBlinnPhong(mainLight, inputData, surfaceData);
}
#if defined(_ADDITIONAL_LIGHTS)
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
}
}
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
}
LIGHT_LOOP_END
#endif
#if defined(_ADDITIONAL_LIGHTS_VERTEX)
lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo;
#endif
return CalculateFinalColor(lightingData, surfaceData.alpha);
}
///
// Vertex and Fragment functions //
///
// Used in Standard (Simple Lighting) shader
Varyings LitPassVertexSimple(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
#if defined(_FOG_FRAGMENT)
half fogFactor = 0;
#else
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
#endif
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.positionWS.xyz = vertexInput.positionWS;
output.positionCS = vertexInput.positionCS;
#ifdef _NORMALMAP
half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
#endif
OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
#ifdef DYNAMICLIGHTMAP_ON
output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#else
output.fogFactor = fogFactor;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
return output;
}
// Used for StandardSimpleLighting shader
void LitPassFragmentSimple(
Varyings input
, out half4 outColor : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
SurfaceData surfaceData;
InitializeSimpleLitSurfaceData(input.uv, surfaceData);
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade(input.positionCS);
#endif
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
#ifdef _DBUFFER
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
#endif
half4 color = UniversalFragmentBlinnPhong1(inputData, surfaceData);
outColor = color;
color.rgb = MixFog(color.rgb, inputData.fogCoord);
color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface));
outColor = color;
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
ENDHLSL
}
//ShadowCaster
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// -------------------------------------
// Render State Commands
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
//GBuffer
Pass
{
Name "GBuffer"
Tags
{
"LightMode" = "UniversalGBuffer"
}
// -------------------------------------
// Render State Commands
ZWrite[_ZWrite]
ZTest LEqual
Cull[_Cull]
HLSLPROGRAM
#pragma target 4.5
// Deferred Rendering Path does not support the OpenGL-based graphics API:
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
#pragma exclude_renderers gles3 glcore
// -------------------------------------
// Shader Stages
#pragma vertex LitPassVertexSimple
#pragma fragment LitPassFragmentSimple
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
//#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
//--------------------------------------
// Defines
#define BUMP_SCALE_NOT_SUPPORTED 1
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
ENDHLSL
}
//DepthOnly
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
ColorMask R
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// -------------------------------------
// Render State Commands
ZWrite On
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
// Universal Pipeline keywords
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// -------------------------------------
// Render State Commands
Cull Off
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaSimple
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _SPECGLOSSMAP
#pragma shader_feature EDITOR_VISUALIZATION
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
ENDHLSL
}
//Universal2D
Pass
{
Name "Universal2D"
Tags
{
"LightMode" = "Universal2D"
"RenderType" = "Transparent"
"Queue" = "Transparent"
}
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
}
Fallback "Hidden/Universal Render Pipeline/FallbackError"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader"
}
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