45 lines
1.6 KiB
Plaintext
45 lines
1.6 KiB
Plaintext
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl"
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#ifndef VFX_SHADERGRAPH
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void VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)
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{
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#if HDRP_MATERIAL_TYPE_TRANSLUCENT
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${VFXLoadParameter:{diffusionProfileHash}} // Loads diffusion profile
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#else
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const uint diffusionProfileHash = 0;
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#endif
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float3 posRWS = VFXGetPositionRWS(i);
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float4 posSS = i.VFX_VARYING_POSCS;
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PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);
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float alpha;
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surfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);
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bsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);
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preLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);
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preLightData.diffuseFGD = 1.0f;
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//TODO: investigate why this is needed
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preLightData.coatPartLambdaV = 0;
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preLightData.coatIblR = 0;
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preLightData.coatIblF = 0;
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builtinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);
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}
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void VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)
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{
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BSDFData bsdfData = (BSDFData)0;
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PreLightData preLightData = (PreLightData)0;
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preLightData.diffuseFGD = 1.0f;
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VFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));
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}
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl"
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