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2618 lines
76 KiB
2618 lines
76 KiB
// Upgrade NOTE: replaced 'defined FOG_COMBINED_WITH_WORLD_POS' with 'defined (FOG_COMBINED_WITH_WORLD_POS)'
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Shader "Kinect/SceneMeshVShader"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_ColorTex ("Albedo (RGB)", 2D) = "white" {}
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_MaxEdgeLen("Max edge length", Range(0.01, 0.5)) = 0.1
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Opaque" "IgnoreProjector" = "True" }
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LOD 200
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Cull Off
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Blend Off
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// ------------------------------------------------------------
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// Surface shader code generated out of a CGPROGRAM block:
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// ---- forward rendering base pass:
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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// compile directives
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma geometry geom_tri_surf
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#pragma target 5.0
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#pragma exclude_renderers d3d11_9x
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#pragma multi_compile_instancing
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#pragma multi_compile_fog
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#pragma multi_compile_fwdbase
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#include "HLSLSupport.cginc"
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#define UNITY_INSTANCED_LOD_FADE
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#define UNITY_INSTANCED_SH
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#define UNITY_INSTANCED_LIGHTMAPSTS
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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// -------- variant for: <when no other keywords are defined>
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#if !defined(INSTANCING_ON)
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// Surface shader code generated based on:
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// vertex modifier: 'vert'
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// writes to per-pixel normal: no
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// writes to emission: no
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// writes to occlusion: no
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// needs world space reflection vector: no
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// needs world space normal vector: no
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// needs screen space position: no
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// needs world space position: no
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// needs view direction: no
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// needs world space view direction: no
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// needs world space position for lighting: YES
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// needs world space view direction for lighting: no
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// needs world space view direction for lightmaps: no
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// needs vertex color: no
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// needs VFACE: no
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// passes tangent-to-world matrix to pixel shader: no
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// reads from normal: no
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// 1 texcoords actually used
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// float2 _ColorTex
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#define INTERNAL_DATA
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#define WorldReflectionVector(data,normal) data.worldRefl
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#define WorldNormalVector(data,normal) normal
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// Original surface shader snippet:
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#line 15 ""
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#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
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#endif
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/* UNITY: Original start of shader */
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//#pragma target 5.0
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//#pragma surface surf Lambert vertex:vert addshadow
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//#pragma exclude_renderers d3d11_9x
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#include "SceneMeshVShader.cginc"
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// vertex-to-fragment interpolation data
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// no lightmaps:
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#ifndef LIGHTMAP_ON
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// half-precision fragment shader registers:
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#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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#define FOG_COMBINED_WITH_WORLD_POS
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 uv_ColorTex : TEXCOORD0; // _ColorTex
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float3 worldNormal : TEXCOORD1;
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float4 worldPos : TEXCOORD2;
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float4 vertexPos : TEXCOORD3; // vertexPos
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uint2 idxMask : TEXCOORD4; // idx mask
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//float3 normal : TEXCOORD5; // normal
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#if UNITY_SHOULD_SAMPLE_SH
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half3 sh : TEXCOORD6; // SH
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#endif
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UNITY_LIGHTING_COORDS(7,8)
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#if SHADER_TARGET >= 30
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float4 lmap : TEXCOORD9;
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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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#endif
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// high-precision fragment shader registers:
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#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 uv_ColorTex : TEXCOORD0; // _ColorTex
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float3 worldNormal : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float4 vertexPos : TEXCOORD3; // vertexPos
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uint2 idxMask : TEXCOORD4; // idx mask
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//float3 normal : TEXCOORD5; // normal
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#if UNITY_SHOULD_SAMPLE_SH
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half3 sh : TEXCOORD6; // SH
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#endif
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UNITY_FOG_COORDS(7)
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UNITY_SHADOW_COORDS(8)
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#if SHADER_TARGET >= 30
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float4 lmap : TEXCOORD9;
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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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#endif
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#endif
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// with lightmaps:
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#ifdef LIGHTMAP_ON
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// half-precision fragment shader registers:
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#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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#define FOG_COMBINED_WITH_WORLD_POS
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 uv_ColorTex : TEXCOORD0; // _ColorTex
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float3 worldNormal : TEXCOORD1;
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float4 worldPos : TEXCOORD2;
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float4 vertexPos : TEXCOORD3; // vertexPos
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uint2 idxMask : TEXCOORD4; // idx mask
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//float3 normal : TEXCOORD5; // normal
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float4 lmap : TEXCOORD6;
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UNITY_LIGHTING_COORDS(7,8)
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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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#endif
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// high-precision fragment shader registers:
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#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 uv_ColorTex : TEXCOORD0; // _ColorTex
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float3 worldNormal : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float4 vertexPos : TEXCOORD3; // vertexPos
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uint2 idxMask : TEXCOORD4; // idx mask
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//float3 normal : TEXCOORD5; // normal
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float4 lmap : TEXCOORD6;
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UNITY_FOG_COORDS(7)
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UNITY_SHADOW_COORDS(8)
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#ifdef DIRLIGHTMAP_COMBINED
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float3 tSpace0 : TEXCOORD9;
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float3 tSpace1 : TEXCOORD10;
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float3 tSpace2 : TEXCOORD11;
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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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#endif
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#endif
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float4 _ColorTex_ST;
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// vertex shader
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v2f_surf vert_surf (appdata_full v) {
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UNITY_SETUP_INSTANCE_ID(v);
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v2f_surf o;
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UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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Input customInputData;
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vert_scene (v, customInputData);
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o.vertexPos.xyzw = customInputData.vertexPos;
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o.idxMask.x = customInputData.idx;
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o.idxMask.y = customInputData.mask;
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//o.normal.xyz = customInputData.normal;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
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fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
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#endif
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#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
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o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
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o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
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o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
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#endif
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o.worldPos.xyz = worldPos;
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o.worldNormal = worldNormal;
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#ifdef DYNAMICLIGHTMAP_ON
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o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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#ifdef LIGHTMAP_ON
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o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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// SH/ambient and vertex lights
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#ifndef LIGHTMAP_ON
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#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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o.sh = 0;
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// Approximated illumination from non-important point lights
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#ifdef VERTEXLIGHT_ON
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o.sh += Shade4PointLights (
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unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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unity_4LightAtten0, worldPos, worldNormal);
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#endif
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o.sh = ShadeSHPerVertex (worldNormal, o.sh);
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#endif
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#endif // !LIGHTMAP_ON
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UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
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#elif defined (FOG_COMBINED_WITH_WORLD_POS)
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UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
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#else
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UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
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#endif
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return o;
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}
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// fragment shader
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fixed4 frag_surf (v2f_surf IN) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(IN);
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// prepare and unpack data
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Input surfIN;
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
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#elif defined (FOG_COMBINED_WITH_WORLD_POS)
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UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
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#else
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UNITY_EXTRACT_FOG(IN);
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#endif
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UNITY_INITIALIZE_OUTPUT(Input,surfIN);
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surfIN.uv_ColorTex.x = 1.0;
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surfIN.vertexPos.x = 1.0;
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//surfIN.normal.x = 1.0;
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surfIN.uv_ColorTex = IN.uv_ColorTex.xy;
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surfIN.vertexPos = IN.vertexPos.xyzw;
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surfIN.idx = IN.idxMask.x;
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surfIN.mask = IN.idxMask.y;
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//surfIN.normal = IN.normal.xyz;
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float3 worldPos = IN.worldPos.xyz;
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#ifndef USING_DIRECTIONAL_LIGHT
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fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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#else
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fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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#endif
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#ifdef UNITY_COMPILER_HLSL
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SurfaceOutput o = (SurfaceOutput)0;
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#else
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SurfaceOutput o;
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#endif
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o.Albedo = 0.0;
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o.Emission = 0.0;
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o.Specular = 0.0;
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o.Alpha = 0.0;
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o.Gloss = 0.0;
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fixed3 normalWorldVertex = fixed3(0,0,1);
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o.Normal = IN.worldNormal;
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normalWorldVertex = IN.worldNormal;
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// call surface function
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surf (surfIN, o);
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// compute lighting & shadowing factor
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UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
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fixed4 c = 0;
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// Setup lighting environment
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UnityGI gi;
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UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
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gi.indirect.diffuse = 0;
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gi.indirect.specular = 0;
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gi.light.color = _LightColor0.rgb;
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gi.light.dir = lightDir;
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// Call GI (lightmaps/SH/reflections) lighting function
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UnityGIInput giInput;
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UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
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giInput.light = gi.light;
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giInput.worldPos = worldPos;
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giInput.atten = atten;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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giInput.lightmapUV = IN.lmap;
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#else
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giInput.lightmapUV = 0.0;
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#endif
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#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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giInput.ambient = IN.sh;
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#else
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giInput.ambient.rgb = 0.0;
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#endif
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giInput.probeHDR[0] = unity_SpecCube0_HDR;
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giInput.probeHDR[1] = unity_SpecCube1_HDR;
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#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
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giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
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#endif
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#ifdef UNITY_SPECCUBE_BOX_PROJECTION
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giInput.boxMax[0] = unity_SpecCube0_BoxMax;
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giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
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giInput.boxMax[1] = unity_SpecCube1_BoxMax;
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giInput.boxMin[1] = unity_SpecCube1_BoxMin;
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giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
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#endif
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LightingLambert_GI(o, giInput, gi);
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// realtime lighting: call lighting function
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c += LightingLambert (o, gi);
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UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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}
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#include "SceneMeshGShader.cginc"
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#endif
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// -------- variant for: INSTANCING_ON
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#if defined(INSTANCING_ON)
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// Surface shader code generated based on:
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// vertex modifier: 'vert'
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|
// writes to per-pixel normal: no
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|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
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// needs VFACE: no
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|
// passes tangent-to-world matrix to pixel shader: no
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// reads from normal: no
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// 1 texcoords actually used
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// float2 _ColorTex
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#define INTERNAL_DATA
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#define WorldReflectionVector(data,normal) data.worldRefl
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#define WorldNormalVector(data,normal) normal
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|
|
// Original surface shader snippet:
|
|
#line 15 ""
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|
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
|
|
#endif
|
|
/* UNITY: Original start of shader */
|
|
|
|
//#pragma target 5.0
|
|
|
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//#pragma surface surf Lambert vertex:vert addshadow
|
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//#pragma exclude_renderers d3d11_9x
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|
|
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#include "SceneMeshVShader.cginc"
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|
|
|
|
|
|
|
// vertex-to-fragment interpolation data
|
|
// no lightmaps:
|
|
#ifndef LIGHTMAP_ON
|
|
// half-precision fragment shader registers:
|
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#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
|
|
#define FOG_COMBINED_WITH_WORLD_POS
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 uv_ColorTex : TEXCOORD0; // _ColorTex
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|
float3 worldNormal : TEXCOORD1;
|
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float4 worldPos : TEXCOORD2;
|
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float4 vertexPos : TEXCOORD3; // vertexPos
|
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uint2 idxMask : TEXCOORD4; // idx mask
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|
//float3 normal : TEXCOORD5; // normal
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|
#if UNITY_SHOULD_SAMPLE_SH
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half3 sh : TEXCOORD6; // SH
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#endif
|
|
UNITY_LIGHTING_COORDS(7,8)
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#if SHADER_TARGET >= 30
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|
float4 lmap : TEXCOORD9;
|
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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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#endif
|
|
// high-precision fragment shader registers:
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|
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 uv_ColorTex : TEXCOORD0; // _ColorTex
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float3 worldNormal : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float4 vertexPos : TEXCOORD3; // vertexPos
|
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uint2 idxMask : TEXCOORD4; // idx mask
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//float3 normal : TEXCOORD5; // normal
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#if UNITY_SHOULD_SAMPLE_SH
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half3 sh : TEXCOORD6; // SH
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#endif
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UNITY_FOG_COORDS(7)
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UNITY_SHADOW_COORDS(8)
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#if SHADER_TARGET >= 30
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float4 lmap : TEXCOORD9;
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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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#endif
|
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#endif
|
|
// with lightmaps:
|
|
#ifdef LIGHTMAP_ON
|
|
// half-precision fragment shader registers:
|
|
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
|
|
#define FOG_COMBINED_WITH_WORLD_POS
|
|
struct v2f_surf {
|
|
UNITY_POSITION(pos);
|
|
float2 uv_ColorTex : TEXCOORD0; // _ColorTex
|
|
float3 worldNormal : TEXCOORD1;
|
|
float4 worldPos : TEXCOORD2;
|
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float4 vertexPos : TEXCOORD3; // vertexPos
|
|
uint2 idxMask : TEXCOORD4; // idx mask
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//float3 normal : TEXCOORD5; // normal
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float4 lmap : TEXCOORD6;
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UNITY_LIGHTING_COORDS(7,8)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
|
|
#endif
|
|
// high-precision fragment shader registers:
|
|
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
|
|
struct v2f_surf {
|
|
UNITY_POSITION(pos);
|
|
float2 uv_ColorTex : TEXCOORD0; // _ColorTex
|
|
float3 worldNormal : TEXCOORD1;
|
|
float3 worldPos : TEXCOORD2;
|
|
float4 vertexPos : TEXCOORD3; // vertexPos
|
|
uint2 idxMask : TEXCOORD4; // idx mask
|
|
//float3 normal : TEXCOORD5; // normal
|
|
float4 lmap : TEXCOORD6;
|
|
UNITY_FOG_COORDS(7)
|
|
UNITY_SHADOW_COORDS(8)
|
|
#ifdef DIRLIGHTMAP_COMBINED
|
|
float3 tSpace0 : TEXCOORD9;
|
|
float3 tSpace1 : TEXCOORD10;
|
|
float3 tSpace2 : TEXCOORD11;
|
|
#endif
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
#endif
|
|
#endif
|
|
float4 _ColorTex_ST;
|
|
|
|
// vertex shader
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f_surf o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
Input customInputData;
|
|
vert_scene (v, customInputData);
|
|
o.vertexPos.xyzw = customInputData.vertexPos;
|
|
o.idxMask.x = customInputData.idx;
|
|
o.idxMask.y = customInputData.mask;
|
|
//o.normal.xyz = customInputData.normal;
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
|
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
|
|
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
|
|
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
|
|
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
|
|
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
|
|
#endif
|
|
o.worldPos.xyz = worldPos;
|
|
o.worldNormal = worldNormal;
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
#ifdef LIGHTMAP_ON
|
|
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
// SH/ambient and vertex lights
|
|
#ifndef LIGHTMAP_ON
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
o.sh = 0;
|
|
// Approximated illumination from non-important point lights
|
|
#ifdef VERTEXLIGHT_ON
|
|
o.sh += Shade4PointLights (
|
|
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
|
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
|
unity_4LightAtten0, worldPos, worldNormal);
|
|
#endif
|
|
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
|
|
#endif
|
|
#endif // !LIGHTMAP_ON
|
|
|
|
UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
|
|
#else
|
|
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
// fragment shader
|
|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
// prepare and unpack data
|
|
Input surfIN;
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
|
|
#else
|
|
UNITY_EXTRACT_FOG(IN);
|
|
#endif
|
|
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
|
|
surfIN.uv_ColorTex.x = 1.0;
|
|
surfIN.vertexPos.x = 1.0;
|
|
//surfIN.normal.x = 1.0;
|
|
surfIN.uv_ColorTex = IN.uv_ColorTex.xy;
|
|
surfIN.vertexPos = IN.vertexPos.xyzw;
|
|
surfIN.idx = IN.idxMask.x;
|
|
surfIN.mask = IN.idxMask.y;
|
|
//surfIN.normal = IN.normal.xyz;
|
|
float3 worldPos = IN.worldPos.xyz;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
#ifdef UNITY_COMPILER_HLSL
|
|
SurfaceOutput o = (SurfaceOutput)0;
|
|
#else
|
|
SurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
o.Gloss = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
o.Normal = IN.worldNormal;
|
|
normalWorldVertex = IN.worldNormal;
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
|
|
// compute lighting & shadowing factor
|
|
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
|
|
fixed4 c = 0;
|
|
|
|
// Setup lighting environment
|
|
UnityGI gi;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
|
gi.indirect.diffuse = 0;
|
|
gi.indirect.specular = 0;
|
|
gi.light.color = _LightColor0.rgb;
|
|
gi.light.dir = lightDir;
|
|
// Call GI (lightmaps/SH/reflections) lighting function
|
|
UnityGIInput giInput;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
|
|
giInput.light = gi.light;
|
|
giInput.worldPos = worldPos;
|
|
giInput.atten = atten;
|
|
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
|
giInput.lightmapUV = IN.lmap;
|
|
#else
|
|
giInput.lightmapUV = 0.0;
|
|
#endif
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
giInput.ambient = IN.sh;
|
|
#else
|
|
giInput.ambient.rgb = 0.0;
|
|
#endif
|
|
giInput.probeHDR[0] = unity_SpecCube0_HDR;
|
|
giInput.probeHDR[1] = unity_SpecCube1_HDR;
|
|
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
|
|
giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
|
|
#endif
|
|
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
|
|
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
|
|
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
|
|
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
|
|
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
|
|
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
|
|
#endif
|
|
LightingLambert_GI(o, giInput, gi);
|
|
|
|
// realtime lighting: call lighting function
|
|
c += LightingLambert (o, gi);
|
|
UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
|
|
UNITY_OPAQUE_ALPHA(c.a);
|
|
return c;
|
|
}
|
|
|
|
#include "SceneMeshGShader.cginc"
|
|
|
|
#endif
|
|
|
|
|
|
ENDCG
|
|
|
|
}
|
|
|
|
// ---- forward rendering additive lights pass:
|
|
Pass {
|
|
Name "FORWARD"
|
|
Tags { "LightMode" = "ForwardAdd" }
|
|
ZWrite Off Blend One One
|
|
|
|
CGPROGRAM
|
|
// compile directives
|
|
#pragma vertex vert_surf
|
|
#pragma fragment frag_surf
|
|
#pragma geometry geom_tri_surf
|
|
#pragma target 5.0
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fog
|
|
#pragma skip_variants INSTANCING_ON
|
|
#pragma multi_compile_fwdadd
|
|
#include "HLSLSupport.cginc"
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#define UNITY_INSTANCED_SH
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityShaderUtilities.cginc"
|
|
// -------- variant for: <when no other keywords are defined>
|
|
#if !defined(INSTANCING_ON)
|
|
// Surface shader code generated based on:
|
|
// vertex modifier: 'vert'
|
|
// writes to per-pixel normal: no
|
|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
|
|
// needs VFACE: no
|
|
// passes tangent-to-world matrix to pixel shader: no
|
|
// reads from normal: no
|
|
// 1 texcoords actually used
|
|
// float2 _ColorTex
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "AutoLight.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
#define WorldNormalVector(data,normal) normal
|
|
|
|
// Original surface shader snippet:
|
|
#line 15 ""
|
|
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
|
|
#endif
|
|
/* UNITY: Original start of shader */
|
|
|
|
//#pragma target 5.0
|
|
|
|
//#pragma surface surf Lambert vertex:vert addshadow
|
|
//#pragma exclude_renderers d3d11_9x
|
|
|
|
#include "SceneMeshVShader.cginc"
|
|
|
|
|
|
|
|
// vertex-to-fragment interpolation data
|
|
struct v2f_surf {
|
|
UNITY_POSITION(pos);
|
|
float2 uv_ColorTex : TEXCOORD0; // _ColorTex
|
|
float3 worldNormal : TEXCOORD1;
|
|
float3 worldPos : TEXCOORD2;
|
|
float4 vertexPos : TEXCOORD3; // vertexPos
|
|
uint2 idxMask : TEXCOORD4; // idx mask
|
|
//float3 normal : TEXCOORD5; // normal
|
|
UNITY_LIGHTING_COORDS(6,7)
|
|
UNITY_FOG_COORDS(8)
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
float4 _ColorTex_ST;
|
|
|
|
// vertex shader
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f_surf o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
Input customInputData;
|
|
vert_scene (v, customInputData);
|
|
o.vertexPos.xyzw = customInputData.vertexPos;
|
|
o.idxMask.x = customInputData.idx;
|
|
o.idxMask.y = customInputData.mask;
|
|
//o.normal.xyz = customInputData.normal;
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
o.worldPos.xyz = worldPos;
|
|
o.worldNormal = worldNormal;
|
|
|
|
UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
|
|
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
|
|
return o;
|
|
}
|
|
|
|
// fragment shader
|
|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
// prepare and unpack data
|
|
Input surfIN;
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
|
|
#else
|
|
UNITY_EXTRACT_FOG(IN);
|
|
#endif
|
|
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
|
|
surfIN.uv_ColorTex.x = 1.0;
|
|
surfIN.vertexPos.x = 1.0;
|
|
//surfIN.normal.x = 1.0;
|
|
surfIN.uv_ColorTex = IN.uv_ColorTex.xy;
|
|
surfIN.vertexPos = IN.vertexPos.xyzw;
|
|
surfIN.idx = IN.idxMask.x;
|
|
surfIN.mask = IN.idxMask.y;
|
|
//surfIN.normal = IN.normal.xyz;
|
|
float3 worldPos = IN.worldPos.xyz;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
#ifdef UNITY_COMPILER_HLSL
|
|
SurfaceOutput o = (SurfaceOutput)0;
|
|
#else
|
|
SurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
o.Gloss = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
o.Normal = IN.worldNormal;
|
|
normalWorldVertex = IN.worldNormal;
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
|
|
fixed4 c = 0;
|
|
|
|
// Setup lighting environment
|
|
UnityGI gi;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
|
gi.indirect.diffuse = 0;
|
|
gi.indirect.specular = 0;
|
|
gi.light.color = _LightColor0.rgb;
|
|
gi.light.dir = lightDir;
|
|
gi.light.color *= atten;
|
|
c += LightingLambert (o, gi);
|
|
c.a = 0.0;
|
|
UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
|
|
UNITY_OPAQUE_ALPHA(c.a);
|
|
return c;
|
|
}
|
|
|
|
#include "SceneMeshGShader.cginc"
|
|
|
|
#endif
|
|
|
|
|
|
ENDCG
|
|
|
|
}
|
|
|
|
// ---- deferred lighting base geometry pass:
|
|
Pass {
|
|
Name "PREPASS"
|
|
Tags { "LightMode" = "PrePassBase" }
|
|
|
|
CGPROGRAM
|
|
// compile directives
|
|
#pragma vertex vert_surf
|
|
#pragma fragment frag_surf
|
|
#pragma geometry geom_tri_surf
|
|
#pragma target 5.0
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma multi_compile_instancing
|
|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
|
|
|
#include "HLSLSupport.cginc"
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#define UNITY_INSTANCED_SH
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityShaderUtilities.cginc"
|
|
// -------- variant for: <when no other keywords are defined>
|
|
#if !defined(INSTANCING_ON)
|
|
// Surface shader code generated based on:
|
|
// vertex modifier: 'vert'
|
|
// writes to per-pixel normal: no
|
|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
|
|
// needs VFACE: no
|
|
// passes tangent-to-world matrix to pixel shader: no
|
|
// reads from normal: YES
|
|
// 0 texcoords actually used
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
#define WorldNormalVector(data,normal) normal
|
|
|
|
// Original surface shader snippet:
|
|
#line 15 ""
|
|
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
|
|
#endif
|
|
/* UNITY: Original start of shader */
|
|
|
|
//#pragma target 5.0
|
|
|
|
//#pragma surface surf Lambert vertex:vert addshadow
|
|
//#pragma exclude_renderers d3d11_9x
|
|
|
|
#include "SceneMeshVShader.cginc"
|
|
|
|
|
|
|
|
// vertex-to-fragment interpolation data
|
|
struct v2f_surf {
|
|
UNITY_POSITION(pos);
|
|
float3 worldNormal : TEXCOORD0;
|
|
float3 worldPos : TEXCOORD1;
|
|
float4 vertexPos : TEXCOORD2; // vertexPos
|
|
uint2 idxMask : TEXCOORD3; // idx mask
|
|
//float3 normal : TEXCOORD4; // normal
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
// vertex shader
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f_surf o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
Input customInputData;
|
|
vert_scene (v, customInputData);
|
|
o.vertexPos.xyzw = customInputData.vertexPos;
|
|
o.idxMask.x = customInputData.idx;
|
|
o.idxMask.y = customInputData.mask;
|
|
//o.normal.xyz = customInputData.normal;
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
o.worldPos.xyz = worldPos;
|
|
o.worldNormal = worldNormal;
|
|
return o;
|
|
}
|
|
|
|
// fragment shader
|
|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
// prepare and unpack data
|
|
Input surfIN;
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
|
|
#else
|
|
UNITY_EXTRACT_FOG(IN);
|
|
#endif
|
|
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
|
|
surfIN.uv_ColorTex.x = 1.0;
|
|
surfIN.vertexPos.x = 1.0;
|
|
//surfIN.normal.x = 1.0;
|
|
surfIN.vertexPos = IN.vertexPos.xyzw;
|
|
surfIN.idx = IN.idxMask.x;
|
|
surfIN.mask = IN.idxMask.y;
|
|
//surfIN.normal = IN.normal.xyz;
|
|
float3 worldPos = IN.worldPos.xyz;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
#ifdef UNITY_COMPILER_HLSL
|
|
SurfaceOutput o = (SurfaceOutput)0;
|
|
#else
|
|
SurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
o.Gloss = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
o.Normal = IN.worldNormal;
|
|
normalWorldVertex = IN.worldNormal;
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
|
|
// output normal and specular
|
|
fixed4 res;
|
|
res.rgb = o.Normal * 0.5 + 0.5;
|
|
res.a = o.Specular;
|
|
return res;
|
|
}
|
|
|
|
#include "SceneMeshGShader.cginc"
|
|
|
|
#endif
|
|
|
|
// -------- variant for: INSTANCING_ON
|
|
#if defined(INSTANCING_ON)
|
|
// Surface shader code generated based on:
|
|
// vertex modifier: 'vert'
|
|
// writes to per-pixel normal: no
|
|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
|
|
// needs VFACE: no
|
|
// passes tangent-to-world matrix to pixel shader: no
|
|
// reads from normal: YES
|
|
// 0 texcoords actually used
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
#define WorldNormalVector(data,normal) normal
|
|
|
|
// Original surface shader snippet:
|
|
#line 15 ""
|
|
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
|
|
#endif
|
|
/* UNITY: Original start of shader */
|
|
|
|
//#pragma target 5.0
|
|
|
|
//#pragma surface surf Lambert vertex:vert addshadow
|
|
//#pragma exclude_renderers d3d11_9x
|
|
|
|
#include "SceneMeshVShader.cginc"
|
|
|
|
|
|
|
|
// vertex-to-fragment interpolation data
|
|
struct v2f_surf {
|
|
UNITY_POSITION(pos);
|
|
float3 worldNormal : TEXCOORD0;
|
|
float3 worldPos : TEXCOORD1;
|
|
float4 vertexPos : TEXCOORD2; // vertexPos
|
|
uint2 idxMask : TEXCOORD3; // idx mask
|
|
//float3 normal : TEXCOORD4; // normal
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
// vertex shader
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f_surf o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
Input customInputData;
|
|
vert_scene (v, customInputData);
|
|
o.vertexPos.xyzw = customInputData.vertexPos;
|
|
o.idxMask.x = customInputData.idx;
|
|
o.idxMask.y = customInputData.mask;
|
|
//o.normal.xyz = customInputData.normal;
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
o.worldPos.xyz = worldPos;
|
|
o.worldNormal = worldNormal;
|
|
return o;
|
|
}
|
|
|
|
// fragment shader
|
|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
// prepare and unpack data
|
|
Input surfIN;
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
|
|
#else
|
|
UNITY_EXTRACT_FOG(IN);
|
|
#endif
|
|
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
|
|
surfIN.uv_ColorTex.x = 1.0;
|
|
surfIN.vertexPos.x = 1.0;
|
|
//surfIN.normal.x = 1.0;
|
|
surfIN.vertexPos = IN.vertexPos.xyzw;
|
|
surfIN.idx = IN.idxMask.x;
|
|
surfIN.mask = IN.idxMask.y;
|
|
//surfIN.normal = IN.normal.xyz;
|
|
float3 worldPos = IN.worldPos.xyz;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
#ifdef UNITY_COMPILER_HLSL
|
|
SurfaceOutput o = (SurfaceOutput)0;
|
|
#else
|
|
SurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
o.Gloss = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
o.Normal = IN.worldNormal;
|
|
normalWorldVertex = IN.worldNormal;
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
|
|
// output normal and specular
|
|
fixed4 res;
|
|
res.rgb = o.Normal * 0.5 + 0.5;
|
|
res.a = o.Specular;
|
|
return res;
|
|
}
|
|
|
|
#include "SceneMeshGShader.cginc"
|
|
|
|
#endif
|
|
|
|
|
|
ENDCG
|
|
|
|
}
|
|
|
|
// ---- deferred lighting final pass:
|
|
Pass {
|
|
Name "PREPASS"
|
|
Tags { "LightMode" = "PrePassFinal" }
|
|
ZWrite Off
|
|
|
|
CGPROGRAM
|
|
// compile directives
|
|
#pragma vertex vert_surf
|
|
#pragma fragment frag_surf
|
|
#pragma geometry geom_tri_surf
|
|
#pragma target 5.0
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fog
|
|
#pragma multi_compile_prepassfinal
|
|
#include "HLSLSupport.cginc"
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#define UNITY_INSTANCED_SH
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityShaderUtilities.cginc"
|
|
// -------- variant for: <when no other keywords are defined>
|
|
#if !defined(INSTANCING_ON)
|
|
// Surface shader code generated based on:
|
|
// vertex modifier: 'vert'
|
|
// writes to per-pixel normal: no
|
|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
|
|
// needs VFACE: no
|
|
// passes tangent-to-world matrix to pixel shader: no
|
|
// reads from normal: no
|
|
// 1 texcoords actually used
|
|
// float2 _ColorTex
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
#define WorldNormalVector(data,normal) normal
|
|
|
|
// Original surface shader snippet:
|
|
#line 15 ""
|
|
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
|
|
#endif
|
|
/* UNITY: Original start of shader */
|
|
|
|
//#pragma target 5.0
|
|
|
|
//#pragma surface surf Lambert vertex:vert addshadow
|
|
//#pragma exclude_renderers d3d11_9x
|
|
|
|
#include "SceneMeshVShader.cginc"
|
|
|
|
|
|
|
|
// vertex-to-fragment interpolation data
|
|
struct v2f_surf {
|
|
UNITY_POSITION(pos);
|
|
float2 uv_ColorTex : TEXCOORD0; // _ColorTex
|
|
float3 worldPos : TEXCOORD1;
|
|
float4 vertexPos : TEXCOORD2; // vertexPos
|
|
uint2 idxMask : TEXCOORD3; // idx mask
|
|
//float3 normal : TEXCOORD4; // normal
|
|
float4 screen : TEXCOORD5;
|
|
float4 lmap : TEXCOORD6;
|
|
#ifndef LIGHTMAP_ON
|
|
float3 vlight : TEXCOORD7;
|
|
#else
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
float4 lmapFadePos : TEXCOORD7;
|
|
#endif
|
|
#endif
|
|
UNITY_FOG_COORDS(8)
|
|
#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
|
|
float3 tSpace0 : TEXCOORD9;
|
|
float3 tSpace1 : TEXCOORD10;
|
|
float3 tSpace2 : TEXCOORD11;
|
|
#endif
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
float4 _ColorTex_ST;
|
|
|
|
// vertex shader
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f_surf o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
Input customInputData;
|
|
vert_scene (v, customInputData);
|
|
o.vertexPos.xyzw = customInputData.vertexPos;
|
|
o.idxMask.x = customInputData.idx;
|
|
o.idxMask.y = customInputData.mask;
|
|
//o.normal.xyz = customInputData.normal;
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
|
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
|
|
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
|
|
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
|
|
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
|
|
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
|
|
#endif
|
|
o.worldPos.xyz = worldPos;
|
|
o.screen = ComputeScreenPos (o.pos);
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#else
|
|
o.lmap.zw = 0;
|
|
#endif
|
|
#ifdef LIGHTMAP_ON
|
|
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
|
|
o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
|
|
#endif
|
|
#else
|
|
o.lmap.xy = 0;
|
|
float3 worldN = UnityObjectToWorldNormal(v.normal);
|
|
o.vlight = ShadeSH9 (float4(worldN,1.0));
|
|
#endif
|
|
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
|
|
return o;
|
|
}
|
|
sampler2D _LightBuffer;
|
|
sampler2D _CameraNormalsTexture;
|
|
#ifdef LIGHTMAP_ON
|
|
float4 unity_LightmapFade;
|
|
#endif
|
|
fixed4 unity_Ambient;
|
|
|
|
// fragment shader
|
|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
// prepare and unpack data
|
|
Input surfIN;
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
|
|
#else
|
|
UNITY_EXTRACT_FOG(IN);
|
|
#endif
|
|
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
|
|
surfIN.uv_ColorTex.x = 1.0;
|
|
surfIN.vertexPos.x = 1.0;
|
|
//surfIN.normal.x = 1.0;
|
|
surfIN.uv_ColorTex = IN.uv_ColorTex.xy;
|
|
surfIN.vertexPos = IN.vertexPos.xyzw;
|
|
surfIN.idx = IN.idxMask.x;
|
|
surfIN.mask = IN.idxMask.y;
|
|
//surfIN.normal = IN.normal.xyz;
|
|
float3 worldPos = IN.worldPos.xyz;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
#ifdef UNITY_COMPILER_HLSL
|
|
SurfaceOutput o = (SurfaceOutput)0;
|
|
#else
|
|
SurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
o.Gloss = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
half4 light = tex2Dproj (_LightBuffer, UNITY_PROJ_COORD(IN.screen));
|
|
#if defined (SHADER_API_MOBILE)
|
|
light = max(light, half4(0.001, 0.001, 0.001, 0.001));
|
|
#endif
|
|
#ifndef UNITY_HDR_ON
|
|
light = -log2(light);
|
|
#endif
|
|
#ifdef LIGHTMAP_ON
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
// single lightmap
|
|
fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
|
|
fixed3 lm = DecodeLightmap (lmtex);
|
|
light.rgb += lm;
|
|
#elif DIRLIGHTMAP_COMBINED
|
|
half4 nspec = tex2Dproj (_CameraNormalsTexture, UNITY_PROJ_COORD(IN.screen));
|
|
half3 normal = nspec.rgb * 2 - 1;
|
|
o.Normal = normalize(normal);
|
|
// directional lightmaps
|
|
fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
|
|
half4 lm = half4(DecodeLightmap(lmtex), 0);
|
|
light += lm;
|
|
#endif // DIRLIGHTMAP_OFF
|
|
#else
|
|
light.rgb += IN.vlight;
|
|
#endif // LIGHTMAP_ON
|
|
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
fixed4 dynlmtex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, IN.lmap.zw);
|
|
light.rgb += DecodeRealtimeLightmap (dynlmtex);
|
|
#endif
|
|
|
|
half4 c = LightingLambert_PrePass (o, light);
|
|
UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
|
|
UNITY_OPAQUE_ALPHA(c.a);
|
|
return c;
|
|
}
|
|
|
|
#include "SceneMeshGShader.cginc"
|
|
|
|
#endif
|
|
|
|
// -------- variant for: INSTANCING_ON
|
|
#if defined(INSTANCING_ON)
|
|
// Surface shader code generated based on:
|
|
// vertex modifier: 'vert'
|
|
// writes to per-pixel normal: no
|
|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
|
|
// needs VFACE: no
|
|
// passes tangent-to-world matrix to pixel shader: no
|
|
// reads from normal: no
|
|
// 1 texcoords actually used
|
|
// float2 _ColorTex
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
#define WorldNormalVector(data,normal) normal
|
|
|
|
// Original surface shader snippet:
|
|
#line 15 ""
|
|
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
|
|
#endif
|
|
/* UNITY: Original start of shader */
|
|
|
|
//#pragma target 5.0
|
|
|
|
//#pragma surface surf Lambert vertex:vert addshadow
|
|
//#pragma exclude_renderers d3d11_9x
|
|
|
|
#include "SceneMeshVShader.cginc"
|
|
|
|
|
|
|
|
// vertex-to-fragment interpolation data
|
|
struct v2f_surf {
|
|
UNITY_POSITION(pos);
|
|
float2 uv_ColorTex : TEXCOORD0; // _ColorTex
|
|
float3 worldPos : TEXCOORD1;
|
|
float4 vertexPos : TEXCOORD2; // vertexPos
|
|
uint2 idxMask : TEXCOORD3; // idx mask
|
|
//float3 normal : TEXCOORD4; // normal
|
|
float4 screen : TEXCOORD5;
|
|
float4 lmap : TEXCOORD6;
|
|
#ifndef LIGHTMAP_ON
|
|
float3 vlight : TEXCOORD7;
|
|
#else
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
float4 lmapFadePos : TEXCOORD7;
|
|
#endif
|
|
#endif
|
|
UNITY_FOG_COORDS(8)
|
|
#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
|
|
float3 tSpace0 : TEXCOORD9;
|
|
float3 tSpace1 : TEXCOORD10;
|
|
float3 tSpace2 : TEXCOORD11;
|
|
#endif
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
float4 _ColorTex_ST;
|
|
|
|
// vertex shader
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f_surf o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
Input customInputData;
|
|
vert_scene (v, customInputData);
|
|
o.vertexPos.xyzw = customInputData.vertexPos;
|
|
o.idxMask.x = customInputData.idx;
|
|
o.idxMask.y = customInputData.mask;
|
|
//o.normal.xyz = customInputData.normal;
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
|
|
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
|
|
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
|
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
|
|
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
|
|
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
|
|
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
|
|
#endif
|
|
o.worldPos.xyz = worldPos;
|
|
o.screen = ComputeScreenPos (o.pos);
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#else
|
|
o.lmap.zw = 0;
|
|
#endif
|
|
#ifdef LIGHTMAP_ON
|
|
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
|
|
o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
|
|
#endif
|
|
#else
|
|
o.lmap.xy = 0;
|
|
float3 worldN = UnityObjectToWorldNormal(v.normal);
|
|
o.vlight = ShadeSH9 (float4(worldN,1.0));
|
|
#endif
|
|
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
|
|
return o;
|
|
}
|
|
sampler2D _LightBuffer;
|
|
sampler2D _CameraNormalsTexture;
|
|
#ifdef LIGHTMAP_ON
|
|
float4 unity_LightmapFade;
|
|
#endif
|
|
fixed4 unity_Ambient;
|
|
|
|
// fragment shader
|
|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
// prepare and unpack data
|
|
Input surfIN;
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
|
|
#else
|
|
UNITY_EXTRACT_FOG(IN);
|
|
#endif
|
|
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
|
|
surfIN.uv_ColorTex.x = 1.0;
|
|
surfIN.vertexPos.x = 1.0;
|
|
//surfIN.normal.x = 1.0;
|
|
surfIN.uv_ColorTex = IN.uv_ColorTex.xy;
|
|
surfIN.vertexPos = IN.vertexPos.xyzw;
|
|
surfIN.idx = IN.idxMask.x;
|
|
surfIN.mask = IN.idxMask.y;
|
|
//surfIN.normal = IN.normal.xyz;
|
|
float3 worldPos = IN.worldPos.xyz;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
#ifdef UNITY_COMPILER_HLSL
|
|
SurfaceOutput o = (SurfaceOutput)0;
|
|
#else
|
|
SurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
o.Gloss = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
half4 light = tex2Dproj (_LightBuffer, UNITY_PROJ_COORD(IN.screen));
|
|
#if defined (SHADER_API_MOBILE)
|
|
light = max(light, half4(0.001, 0.001, 0.001, 0.001));
|
|
#endif
|
|
#ifndef UNITY_HDR_ON
|
|
light = -log2(light);
|
|
#endif
|
|
#ifdef LIGHTMAP_ON
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
// single lightmap
|
|
fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
|
|
fixed3 lm = DecodeLightmap (lmtex);
|
|
light.rgb += lm;
|
|
#elif DIRLIGHTMAP_COMBINED
|
|
half4 nspec = tex2Dproj (_CameraNormalsTexture, UNITY_PROJ_COORD(IN.screen));
|
|
half3 normal = nspec.rgb * 2 - 1;
|
|
o.Normal = normalize(normal);
|
|
// directional lightmaps
|
|
fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
|
|
half4 lm = half4(DecodeLightmap(lmtex), 0);
|
|
light += lm;
|
|
#endif // DIRLIGHTMAP_OFF
|
|
#else
|
|
light.rgb += IN.vlight;
|
|
#endif // LIGHTMAP_ON
|
|
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
fixed4 dynlmtex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, IN.lmap.zw);
|
|
light.rgb += DecodeRealtimeLightmap (dynlmtex);
|
|
#endif
|
|
|
|
half4 c = LightingLambert_PrePass (o, light);
|
|
UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
|
|
UNITY_OPAQUE_ALPHA(c.a);
|
|
return c;
|
|
}
|
|
|
|
#include "SceneMeshGShader.cginc"
|
|
|
|
#endif
|
|
|
|
|
|
ENDCG
|
|
|
|
}
|
|
|
|
// ---- deferred shading pass:
|
|
Pass {
|
|
Name "DEFERRED"
|
|
Tags { "LightMode" = "Deferred" }
|
|
|
|
CGPROGRAM
|
|
// compile directives
|
|
#pragma vertex vert_surf
|
|
#pragma fragment frag_surf
|
|
#pragma geometry geom_tri_surf
|
|
#pragma target 5.0
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma multi_compile_instancing
|
|
#pragma exclude_renderers nomrt
|
|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma multi_compile_prepassfinal
|
|
#include "HLSLSupport.cginc"
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#define UNITY_INSTANCED_SH
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityShaderUtilities.cginc"
|
|
// -------- variant for: <when no other keywords are defined>
|
|
#if !defined(INSTANCING_ON)
|
|
// Surface shader code generated based on:
|
|
// vertex modifier: 'vert'
|
|
// writes to per-pixel normal: no
|
|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
|
|
// needs VFACE: no
|
|
// passes tangent-to-world matrix to pixel shader: no
|
|
// reads from normal: YES
|
|
// 1 texcoords actually used
|
|
// float2 _ColorTex
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
#define WorldNormalVector(data,normal) normal
|
|
|
|
// Original surface shader snippet:
|
|
#line 15 ""
|
|
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
|
|
#endif
|
|
/* UNITY: Original start of shader */
|
|
|
|
//#pragma target 5.0
|
|
|
|
//#pragma surface surf Lambert vertex:vert addshadow
|
|
//#pragma exclude_renderers d3d11_9x
|
|
|
|
#include "SceneMeshVShader.cginc"
|
|
|
|
|
|
|
|
// vertex-to-fragment interpolation data
|
|
struct v2f_surf {
|
|
UNITY_POSITION(pos);
|
|
float2 uv_ColorTex : TEXCOORD0; // _ColorTex
|
|
float3 worldNormal : TEXCOORD1;
|
|
float3 worldPos : TEXCOORD2;
|
|
float4 vertexPos : TEXCOORD3; // vertexPos
|
|
uint2 idxMask : TEXCOORD4; // idx mask
|
|
//float3 normal : TEXCOORD5; // normal
|
|
float4 lmap : TEXCOORD6;
|
|
#ifndef LIGHTMAP_ON
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
half3 sh : TEXCOORD7; // SH
|
|
#endif
|
|
#else
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
float4 lmapFadePos : TEXCOORD7;
|
|
#endif
|
|
#endif
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
float4 _ColorTex_ST;
|
|
|
|
// vertex shader
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f_surf o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
Input customInputData;
|
|
vert_scene (v, customInputData);
|
|
o.vertexPos.xyzw = customInputData.vertexPos;
|
|
o.idxMask.x = customInputData.idx;
|
|
o.idxMask.y = customInputData.mask;
|
|
//o.normal.xyz = customInputData.normal;
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
o.worldPos.xyz = worldPos;
|
|
o.worldNormal = worldNormal;
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#else
|
|
o.lmap.zw = 0;
|
|
#endif
|
|
#ifdef LIGHTMAP_ON
|
|
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
|
|
o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
|
|
#endif
|
|
#else
|
|
o.lmap.xy = 0;
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
o.sh = 0;
|
|
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
|
|
#endif
|
|
#endif
|
|
return o;
|
|
}
|
|
#ifdef LIGHTMAP_ON
|
|
float4 unity_LightmapFade;
|
|
#endif
|
|
fixed4 unity_Ambient;
|
|
|
|
// fragment shader
|
|
void frag_surf (v2f_surf IN,
|
|
out half4 outGBuffer0 : SV_Target0,
|
|
out half4 outGBuffer1 : SV_Target1,
|
|
out half4 outGBuffer2 : SV_Target2,
|
|
out half4 outEmission : SV_Target3
|
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
|
|
, out half4 outShadowMask : SV_Target4
|
|
#endif
|
|
) {
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
// prepare and unpack data
|
|
Input surfIN;
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
|
|
#else
|
|
UNITY_EXTRACT_FOG(IN);
|
|
#endif
|
|
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
|
|
surfIN.uv_ColorTex.x = 1.0;
|
|
surfIN.vertexPos.x = 1.0;
|
|
//surfIN.normal.x = 1.0;
|
|
surfIN.uv_ColorTex = IN.uv_ColorTex.xy;
|
|
surfIN.vertexPos = IN.vertexPos.xyzw;
|
|
surfIN.idx = IN.idxMask.x;
|
|
surfIN.mask = IN.idxMask.y;
|
|
//surfIN.normal = IN.normal.xyz;
|
|
float3 worldPos = IN.worldPos.xyz;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
#ifdef UNITY_COMPILER_HLSL
|
|
SurfaceOutput o = (SurfaceOutput)0;
|
|
#else
|
|
SurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
o.Gloss = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
o.Normal = IN.worldNormal;
|
|
normalWorldVertex = IN.worldNormal;
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
fixed3 originalNormal = o.Normal;
|
|
half atten = 1;
|
|
|
|
// Setup lighting environment
|
|
UnityGI gi;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
|
gi.indirect.diffuse = 0;
|
|
gi.indirect.specular = 0;
|
|
gi.light.color = 0;
|
|
gi.light.dir = half3(0,1,0);
|
|
// Call GI (lightmaps/SH/reflections) lighting function
|
|
UnityGIInput giInput;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
|
|
giInput.light = gi.light;
|
|
giInput.worldPos = worldPos;
|
|
giInput.atten = atten;
|
|
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
|
giInput.lightmapUV = IN.lmap;
|
|
#else
|
|
giInput.lightmapUV = 0.0;
|
|
#endif
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
giInput.ambient = IN.sh;
|
|
#else
|
|
giInput.ambient.rgb = 0.0;
|
|
#endif
|
|
giInput.probeHDR[0] = unity_SpecCube0_HDR;
|
|
giInput.probeHDR[1] = unity_SpecCube1_HDR;
|
|
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
|
|
giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
|
|
#endif
|
|
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
|
|
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
|
|
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
|
|
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
|
|
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
|
|
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
|
|
#endif
|
|
LightingLambert_GI(o, giInput, gi);
|
|
|
|
// call lighting function to output g-buffer
|
|
outEmission = LightingLambert_Deferred (o, gi, outGBuffer0, outGBuffer1, outGBuffer2);
|
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
|
|
outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos);
|
|
#endif
|
|
#ifndef UNITY_HDR_ON
|
|
outEmission.rgb = exp2(-outEmission.rgb);
|
|
#endif
|
|
}
|
|
|
|
#include "SceneMeshGShader.cginc"
|
|
|
|
#endif
|
|
|
|
// -------- variant for: INSTANCING_ON
|
|
#if defined(INSTANCING_ON)
|
|
// Surface shader code generated based on:
|
|
// vertex modifier: 'vert'
|
|
// writes to per-pixel normal: no
|
|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
|
|
// needs VFACE: no
|
|
// passes tangent-to-world matrix to pixel shader: no
|
|
// reads from normal: YES
|
|
// 1 texcoords actually used
|
|
// float2 _ColorTex
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
#define WorldNormalVector(data,normal) normal
|
|
|
|
// Original surface shader snippet:
|
|
#line 15 ""
|
|
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
|
|
#endif
|
|
/* UNITY: Original start of shader */
|
|
|
|
//#pragma target 5.0
|
|
|
|
//#pragma surface surf Lambert vertex:vert addshadow
|
|
//#pragma exclude_renderers d3d11_9x
|
|
|
|
#include "SceneMeshVShader.cginc"
|
|
|
|
|
|
|
|
// vertex-to-fragment interpolation data
|
|
struct v2f_surf {
|
|
UNITY_POSITION(pos);
|
|
float2 uv_ColorTex : TEXCOORD0; // _ColorTex
|
|
float3 worldNormal : TEXCOORD1;
|
|
float3 worldPos : TEXCOORD2;
|
|
float4 vertexPos : TEXCOORD3; // vertexPos
|
|
uint2 idxMask : TEXCOORD4; // idx mask
|
|
//float3 normal : TEXCOORD5; // normal
|
|
float4 lmap : TEXCOORD6;
|
|
#ifndef LIGHTMAP_ON
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
half3 sh : TEXCOORD7; // SH
|
|
#endif
|
|
#else
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
float4 lmapFadePos : TEXCOORD7;
|
|
#endif
|
|
#endif
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
float4 _ColorTex_ST;
|
|
|
|
// vertex shader
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f_surf o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
Input customInputData;
|
|
vert_scene (v, customInputData);
|
|
o.vertexPos.xyzw = customInputData.vertexPos;
|
|
o.idxMask.x = customInputData.idx;
|
|
o.idxMask.y = customInputData.mask;
|
|
//o.normal.xyz = customInputData.normal;
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex);
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
o.worldPos.xyz = worldPos;
|
|
o.worldNormal = worldNormal;
|
|
#ifdef DYNAMICLIGHTMAP_ON
|
|
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#else
|
|
o.lmap.zw = 0;
|
|
#endif
|
|
#ifdef LIGHTMAP_ON
|
|
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#ifdef DIRLIGHTMAP_OFF
|
|
o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
|
|
o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
|
|
#endif
|
|
#else
|
|
o.lmap.xy = 0;
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
o.sh = 0;
|
|
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
|
|
#endif
|
|
#endif
|
|
return o;
|
|
}
|
|
#ifdef LIGHTMAP_ON
|
|
float4 unity_LightmapFade;
|
|
#endif
|
|
fixed4 unity_Ambient;
|
|
|
|
// fragment shader
|
|
void frag_surf (v2f_surf IN,
|
|
out half4 outGBuffer0 : SV_Target0,
|
|
out half4 outGBuffer1 : SV_Target1,
|
|
out half4 outGBuffer2 : SV_Target2,
|
|
out half4 outEmission : SV_Target3
|
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
|
|
, out half4 outShadowMask : SV_Target4
|
|
#endif
|
|
) {
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
// prepare and unpack data
|
|
Input surfIN;
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
|
|
#else
|
|
UNITY_EXTRACT_FOG(IN);
|
|
#endif
|
|
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
|
|
surfIN.uv_ColorTex.x = 1.0;
|
|
surfIN.vertexPos.x = 1.0;
|
|
//surfIN.normal.x = 1.0;
|
|
surfIN.uv_ColorTex = IN.uv_ColorTex.xy;
|
|
surfIN.vertexPos = IN.vertexPos.xyzw;
|
|
surfIN.idx = IN.idxMask.x;
|
|
surfIN.mask = IN.idxMask.y;
|
|
//surfIN.normal = IN.normal.xyz;
|
|
float3 worldPos = IN.worldPos.xyz;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
#ifdef UNITY_COMPILER_HLSL
|
|
SurfaceOutput o = (SurfaceOutput)0;
|
|
#else
|
|
SurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
o.Gloss = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
o.Normal = IN.worldNormal;
|
|
normalWorldVertex = IN.worldNormal;
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
fixed3 originalNormal = o.Normal;
|
|
half atten = 1;
|
|
|
|
// Setup lighting environment
|
|
UnityGI gi;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
|
gi.indirect.diffuse = 0;
|
|
gi.indirect.specular = 0;
|
|
gi.light.color = 0;
|
|
gi.light.dir = half3(0,1,0);
|
|
// Call GI (lightmaps/SH/reflections) lighting function
|
|
UnityGIInput giInput;
|
|
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
|
|
giInput.light = gi.light;
|
|
giInput.worldPos = worldPos;
|
|
giInput.atten = atten;
|
|
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
|
giInput.lightmapUV = IN.lmap;
|
|
#else
|
|
giInput.lightmapUV = 0.0;
|
|
#endif
|
|
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
|
|
giInput.ambient = IN.sh;
|
|
#else
|
|
giInput.ambient.rgb = 0.0;
|
|
#endif
|
|
giInput.probeHDR[0] = unity_SpecCube0_HDR;
|
|
giInput.probeHDR[1] = unity_SpecCube1_HDR;
|
|
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
|
|
giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
|
|
#endif
|
|
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
|
|
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
|
|
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
|
|
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
|
|
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
|
|
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
|
|
#endif
|
|
LightingLambert_GI(o, giInput, gi);
|
|
|
|
// call lighting function to output g-buffer
|
|
outEmission = LightingLambert_Deferred (o, gi, outGBuffer0, outGBuffer1, outGBuffer2);
|
|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
|
|
outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos);
|
|
#endif
|
|
#ifndef UNITY_HDR_ON
|
|
outEmission.rgb = exp2(-outEmission.rgb);
|
|
#endif
|
|
}
|
|
|
|
#include "SceneMeshGShader.cginc"
|
|
|
|
#endif
|
|
|
|
|
|
ENDCG
|
|
|
|
}
|
|
|
|
// ---- shadow caster pass:
|
|
Pass {
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode" = "ShadowCaster" }
|
|
ZWrite On ZTest LEqual
|
|
|
|
CGPROGRAM
|
|
// compile directives
|
|
#pragma vertex vert_surf
|
|
#pragma fragment frag_surf
|
|
#pragma geometry geom_tri_surf
|
|
#pragma target 5.0
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma multi_compile_instancing
|
|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma multi_compile_shadowcaster
|
|
#include "HLSLSupport.cginc"
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#define UNITY_INSTANCED_SH
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityShaderUtilities.cginc"
|
|
// -------- variant for: <when no other keywords are defined>
|
|
#if !defined(INSTANCING_ON)
|
|
// Surface shader code generated based on:
|
|
// vertex modifier: 'vert'
|
|
// writes to per-pixel normal: no
|
|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
|
|
// needs VFACE: no
|
|
// passes tangent-to-world matrix to pixel shader: no
|
|
// reads from normal: no
|
|
// 0 texcoords actually used
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
#define WorldNormalVector(data,normal) normal
|
|
|
|
// Original surface shader snippet:
|
|
#line 15 ""
|
|
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
|
|
#endif
|
|
/* UNITY: Original start of shader */
|
|
|
|
//#pragma target 5.0
|
|
|
|
//#pragma surface surf Lambert vertex:vert addshadow
|
|
//#pragma exclude_renderers d3d11_9x
|
|
|
|
#include "SceneMeshVShader.cginc"
|
|
|
|
|
|
|
|
// vertex-to-fragment interpolation data
|
|
struct v2f_surf {
|
|
V2F_SHADOW_CASTER;
|
|
float3 worldPos : TEXCOORD1;
|
|
float4 vertexPos : TEXCOORD2; // vertexPos
|
|
uint2 idxMask : TEXCOORD3; // idx mask
|
|
//float3 normal : TEXCOORD4; // normal
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
// vertex shader
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f_surf o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
Input customInputData;
|
|
vert_scene (v, customInputData);
|
|
o.vertexPos.xyzw = customInputData.vertexPos;
|
|
o.idxMask.x = customInputData.idx;
|
|
o.idxMask.y = customInputData.mask;
|
|
//o.normal.xyz = customInputData.normal;
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
o.worldPos.xyz = worldPos;
|
|
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
|
return o;
|
|
}
|
|
|
|
// fragment shader
|
|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
// prepare and unpack data
|
|
Input surfIN;
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
|
|
#else
|
|
UNITY_EXTRACT_FOG(IN);
|
|
#endif
|
|
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
|
|
surfIN.uv_ColorTex.x = 1.0;
|
|
surfIN.vertexPos.x = 1.0;
|
|
//surfIN.normal.x = 1.0;
|
|
surfIN.vertexPos = IN.vertexPos.xyzw;
|
|
surfIN.idx = IN.idxMask.x;
|
|
surfIN.mask = IN.idxMask.y;
|
|
//surfIN.normal = IN.normal.xyz;
|
|
float3 worldPos = IN.worldPos.xyz;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
#ifdef UNITY_COMPILER_HLSL
|
|
SurfaceOutput o = (SurfaceOutput)0;
|
|
#else
|
|
SurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
o.Gloss = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
SHADOW_CASTER_FRAGMENT(IN)
|
|
}
|
|
|
|
#include "SceneMeshGShader.cginc"
|
|
|
|
#endif
|
|
|
|
// -------- variant for: INSTANCING_ON
|
|
#if defined(INSTANCING_ON)
|
|
// Surface shader code generated based on:
|
|
// vertex modifier: 'vert'
|
|
// writes to per-pixel normal: no
|
|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
|
|
// needs VFACE: no
|
|
// passes tangent-to-world matrix to pixel shader: no
|
|
// reads from normal: no
|
|
// 0 texcoords actually used
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
#define WorldNormalVector(data,normal) normal
|
|
|
|
// Original surface shader snippet:
|
|
#line 15 ""
|
|
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
|
|
#endif
|
|
/* UNITY: Original start of shader */
|
|
|
|
//#pragma target 5.0
|
|
|
|
//#pragma surface surf Lambert vertex:vert addshadow
|
|
//#pragma exclude_renderers d3d11_9x
|
|
|
|
#include "SceneMeshVShader.cginc"
|
|
|
|
|
|
|
|
// vertex-to-fragment interpolation data
|
|
struct v2f_surf {
|
|
V2F_SHADOW_CASTER;
|
|
float3 worldPos : TEXCOORD1;
|
|
float4 vertexPos : TEXCOORD2; // vertexPos
|
|
uint2 idxMask : TEXCOORD3; // idx mask
|
|
//float3 normal : TEXCOORD4; // normal
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
// vertex shader
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
v2f_surf o;
|
|
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v,o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
Input customInputData;
|
|
vert_scene (v, customInputData);
|
|
o.vertexPos.xyzw = customInputData.vertexPos;
|
|
o.idxMask.x = customInputData.idx;
|
|
o.idxMask.y = customInputData.mask;
|
|
//o.normal.xyz = customInputData.normal;
|
|
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
|
|
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
o.worldPos.xyz = worldPos;
|
|
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
|
return o;
|
|
}
|
|
|
|
// fragment shader
|
|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
// prepare and unpack data
|
|
Input surfIN;
|
|
#ifdef FOG_COMBINED_WITH_TSPACE
|
|
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
|
|
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
|
|
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
|
|
#else
|
|
UNITY_EXTRACT_FOG(IN);
|
|
#endif
|
|
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
|
|
surfIN.uv_ColorTex.x = 1.0;
|
|
surfIN.vertexPos.x = 1.0;
|
|
//surfIN.normal.x = 1.0;
|
|
surfIN.vertexPos = IN.vertexPos.xyzw;
|
|
surfIN.idx = IN.idxMask.x;
|
|
surfIN.mask = IN.idxMask.y;
|
|
//surfIN.normal = IN.normal.xyz;
|
|
float3 worldPos = IN.worldPos.xyz;
|
|
#ifndef USING_DIRECTIONAL_LIGHT
|
|
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
|
#else
|
|
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
|
#endif
|
|
#ifdef UNITY_COMPILER_HLSL
|
|
SurfaceOutput o = (SurfaceOutput)0;
|
|
#else
|
|
SurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
o.Gloss = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
SHADOW_CASTER_FRAGMENT(IN)
|
|
}
|
|
|
|
#include "SceneMeshGShader.cginc"
|
|
|
|
#endif
|
|
|
|
|
|
ENDCG
|
|
|
|
}
|
|
|
|
// ---- meta information extraction pass:
|
|
Pass {
|
|
Name "Meta"
|
|
Tags { "LightMode" = "Meta" }
|
|
Cull Off
|
|
|
|
CGPROGRAM
|
|
// compile directives
|
|
#pragma vertex vert_surf
|
|
#pragma fragment frag_surf
|
|
#pragma geometry geom_tri_surf
|
|
#pragma target 5.0
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma multi_compile_instancing
|
|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#include "HLSLSupport.cginc"
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#define UNITY_INSTANCED_SH
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityShaderUtilities.cginc"
|
|
// -------- variant for: <when no other keywords are defined>
|
|
#if !defined(INSTANCING_ON)
|
|
// Surface shader code generated based on:
|
|
// vertex modifier: 'vert'
|
|
// writes to per-pixel normal: no
|
|
// writes to emission: no
|
|
// writes to occlusion: no
|
|
// needs world space reflection vector: no
|
|
// needs world space normal vector: no
|
|
// needs screen space position: no
|
|
// needs world space position: no
|
|
// needs view direction: no
|
|
// needs world space view direction: no
|
|
// needs world space position for lighting: YES
|
|
// needs world space view direction for lighting: no
|
|
// needs world space view direction for lightmaps: no
|
|
// needs vertex color: no
|
|
// needs VFACE: no
|
|
// passes tangent-to-world matrix to pixel shader: no
|
|
// reads from normal: no
|
|
// 1 texcoords actually used
|
|
// float2 _ColorTex
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
#define WorldNormalVector(data,normal) normal
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// Original surface shader snippet:
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#line 15 ""
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#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
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#endif
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/* UNITY: Original start of shader */
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//#pragma target 5.0
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//#pragma surface surf Lambert vertex:vert addshadow
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//#pragma exclude_renderers d3d11_9x
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#include "SceneMeshVShader.cginc"
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#include "UnityMetaPass.cginc"
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// vertex-to-fragment interpolation data
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 uv_ColorTex : TEXCOORD0; // _ColorTex
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float3 worldPos : TEXCOORD1;
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float4 vertexPos : TEXCOORD2; // vertexPos
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uint2 idxMask : TEXCOORD3; // idx mask
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//float3 normal : TEXCOORD4; // normal
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#ifdef EDITOR_VISUALIZATION
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float2 vizUV : TEXCOORD5;
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float4 lightCoord : TEXCOORD6;
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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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float4 _ColorTex_ST;
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// vertex shader
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v2f_surf vert_surf (appdata_full v) {
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UNITY_SETUP_INSTANCE_ID(v);
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v2f_surf o;
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UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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Input customInputData;
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vert_scene (v, customInputData);
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o.vertexPos.xyzw = customInputData.vertexPos;
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o.idxMask.x = customInputData.idx;
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o.idxMask.y = customInputData.mask;
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//o.normal.xyz = customInputData.normal;
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o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
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#ifdef EDITOR_VISUALIZATION
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o.vizUV = 0;
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o.lightCoord = 0;
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if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
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o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
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else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
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{
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o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
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}
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#endif
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o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldPos.xyz = worldPos;
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return o;
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}
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// fragment shader
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fixed4 frag_surf (v2f_surf IN) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(IN);
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// prepare and unpack data
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Input surfIN;
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
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#elif defined (FOG_COMBINED_WITH_WORLD_POS)
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UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
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#else
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UNITY_EXTRACT_FOG(IN);
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#endif
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UNITY_INITIALIZE_OUTPUT(Input,surfIN);
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surfIN.uv_ColorTex.x = 1.0;
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surfIN.vertexPos.x = 1.0;
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//surfIN.normal.x = 1.0;
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surfIN.uv_ColorTex = IN.uv_ColorTex.xy;
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surfIN.vertexPos = IN.vertexPos.xyzw;
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surfIN.idx = IN.idxMask.x;
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surfIN.mask = IN.idxMask.y;
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//surfIN.normal = IN.normal.xyz;
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float3 worldPos = IN.worldPos.xyz;
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#ifndef USING_DIRECTIONAL_LIGHT
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fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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#else
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fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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#endif
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#ifdef UNITY_COMPILER_HLSL
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SurfaceOutput o = (SurfaceOutput)0;
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#else
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SurfaceOutput o;
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#endif
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o.Albedo = 0.0;
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o.Emission = 0.0;
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o.Specular = 0.0;
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o.Alpha = 0.0;
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o.Gloss = 0.0;
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fixed3 normalWorldVertex = fixed3(0,0,1);
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// call surface function
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surf (surfIN, o);
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UnityMetaInput metaIN;
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UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
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metaIN.Albedo = o.Albedo;
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metaIN.Emission = o.Emission;
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metaIN.SpecularColor = o.Specular;
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#ifdef EDITOR_VISUALIZATION
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metaIN.VizUV = IN.vizUV;
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metaIN.LightCoord = IN.lightCoord;
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#endif
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return UnityMetaFragment(metaIN);
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}
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#include "SceneMeshGShader.cginc"
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#endif
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// -------- variant for: INSTANCING_ON
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#if defined(INSTANCING_ON)
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// Surface shader code generated based on:
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// vertex modifier: 'vert'
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// writes to per-pixel normal: no
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// writes to emission: no
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// writes to occlusion: no
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// needs world space reflection vector: no
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// needs world space normal vector: no
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// needs screen space position: no
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// needs world space position: no
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// needs view direction: no
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// needs world space view direction: no
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// needs world space position for lighting: YES
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// needs world space view direction for lighting: no
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// needs world space view direction for lightmaps: no
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// needs vertex color: no
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// needs VFACE: no
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// passes tangent-to-world matrix to pixel shader: no
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// reads from normal: no
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// 1 texcoords actually used
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// float2 _ColorTex
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#define INTERNAL_DATA
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#define WorldReflectionVector(data,normal) data.worldRefl
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#define WorldNormalVector(data,normal) normal
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// Original surface shader snippet:
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#line 15 ""
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#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
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#endif
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/* UNITY: Original start of shader */
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//#pragma target 5.0
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//#pragma surface surf Lambert vertex:vert addshadow
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//#pragma exclude_renderers d3d11_9x
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#include "SceneMeshVShader.cginc"
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#include "UnityMetaPass.cginc"
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// vertex-to-fragment interpolation data
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 uv_ColorTex : TEXCOORD0; // _ColorTex
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float3 worldPos : TEXCOORD1;
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float4 vertexPos : TEXCOORD2; // vertexPos
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uint2 idxMask : TEXCOORD3; // idx mask
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//float3 normal : TEXCOORD4; // normal
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#ifdef EDITOR_VISUALIZATION
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float2 vizUV : TEXCOORD5;
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float4 lightCoord : TEXCOORD6;
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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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float4 _ColorTex_ST;
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// vertex shader
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v2f_surf vert_surf (appdata_full v) {
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UNITY_SETUP_INSTANCE_ID(v);
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v2f_surf o;
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UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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Input customInputData;
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vert_scene (v, customInputData);
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o.vertexPos.xyzw = customInputData.vertexPos;
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o.idxMask.x = customInputData.idx;
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o.idxMask.y = customInputData.mask;
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//o.normal.xyz = customInputData.normal;
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o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
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#ifdef EDITOR_VISUALIZATION
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o.vizUV = 0;
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o.lightCoord = 0;
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if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
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o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
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else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
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{
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o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
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}
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#endif
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o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldPos.xyz = worldPos;
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return o;
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}
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// fragment shader
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fixed4 frag_surf (v2f_surf IN) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(IN);
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// prepare and unpack data
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Input surfIN;
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
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#elif defined (FOG_COMBINED_WITH_WORLD_POS)
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UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
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#else
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UNITY_EXTRACT_FOG(IN);
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#endif
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UNITY_INITIALIZE_OUTPUT(Input,surfIN);
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surfIN.uv_ColorTex.x = 1.0;
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surfIN.vertexPos.x = 1.0;
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//surfIN.normal.x = 1.0;
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surfIN.uv_ColorTex = IN.uv_ColorTex.xy;
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surfIN.vertexPos = IN.vertexPos.xyzw;
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surfIN.idx = IN.idxMask.x;
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surfIN.mask = IN.idxMask.y;
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//surfIN.normal = IN.normal.xyz;
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float3 worldPos = IN.worldPos.xyz;
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#ifndef USING_DIRECTIONAL_LIGHT
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fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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#else
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fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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#endif
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#ifdef UNITY_COMPILER_HLSL
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SurfaceOutput o = (SurfaceOutput)0;
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#else
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SurfaceOutput o;
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#endif
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o.Albedo = 0.0;
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o.Emission = 0.0;
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o.Specular = 0.0;
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o.Alpha = 0.0;
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o.Gloss = 0.0;
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fixed3 normalWorldVertex = fixed3(0,0,1);
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// call surface function
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surf (surfIN, o);
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UnityMetaInput metaIN;
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UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
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metaIN.Albedo = o.Albedo;
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metaIN.Emission = o.Emission;
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metaIN.SpecularColor = o.Specular;
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#ifdef EDITOR_VISUALIZATION
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metaIN.VizUV = IN.vizUV;
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metaIN.LightCoord = IN.lightCoord;
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#endif
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return UnityMetaFragment(metaIN);
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}
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#include "SceneMeshGShader.cginc"
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#endif
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ENDCG
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}
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// ---- end of surface shader generated code
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#LINE 26
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}
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FallBack "Diffuse"
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}
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