2021-09-09 20:42:29 -04:00

81 lines
4.1 KiB
HLSL

// If you edit this file, be sure to check out if your moditications will impact CustomPassRenderers.hlsl
// and CustomPassRenderersShader.template
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#endif
//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
float2 unlitColorMapUv = TRANSFORM_TEX(input.texCoord0.xy, _UnlitColorMap);
surfaceData.color = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).rgb * _UnlitColor.rgb;
float alpha = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).a * _UnlitColor.a;
// The shader graph can require to export the geometry normal. We thus need to initialize this variable
surfaceData.normalWS = 0.0;
#ifdef _ALPHATEST_ON
GENERIC_ALPHA_TEST(alpha, _AlphaCutoff);
#endif
// Builtin Data
ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = alpha;
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask
builtinData.alphaClipTreshold = _AlphaCutoff;
#endif
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLightLayer();
#endif
#ifdef _EMISSIVE_COLOR_MAP
builtinData.emissiveColor = SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, TRANSFORM_TEX(input.texCoord0.xy, _EmissiveColorMap)).rgb * _EmissiveColor;
#else
builtinData.emissiveColor = _EmissiveColor;
#endif
// Note: The code below is used only with EmmissiveMesh generated from Area Light with the option in the UX - So this code don't need
// to be present for shader graph
#if SHADERPASS == SHADERPASS_RAYTRACING_INDIRECT || SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER || SHADERPASS == SHADERPASS_RAYTRACING_FORWARD
builtinData.emissiveColor *= _IncludeIndirectLighting;
#elif SHADERPASS == SHADERPASS_PATH_TRACING
if (rayCone.spreadAngle < 0.0)
{
builtinData.emissiveColor *= _IncludeIndirectLighting;
}
#endif
// Inverse pre-expose using _EmissiveExposureWeight weight
float3 emissiveRcpExposure = builtinData.emissiveColor * GetInverseCurrentExposureMultiplier();
builtinData.emissiveColor = lerp(emissiveRcpExposure, builtinData.emissiveColor, _EmissiveExposureWeight);
#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0.xy).rgb;
distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#endif
#if defined(DEBUG_DISPLAY) && !defined(SHADER_STAGE_RAY_TRACING)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.color = GetTextureDataDebug(_DebugMipMapMode, unlitColorMapUv, _UnlitColorMap, _UnlitColorMap_TexelSize, _UnlitColorMap_MipInfo, surfaceData.color);
}
#endif
ApplyDebugToBuiltinData(builtinData);
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}