#ifndef UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED #define UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #ifdef _USE_STOCHASTIC_TEXTURING #define TERRAIN_SAMPLE stochasticTexturing #else #define TERRAIN_SAMPLE SAMPLE_TEXTURE2D #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap #ifndef TERRAIN_SPLAT_BASEPASS float4 uvSplat01 : TEXCOORD1; // xy: splat0, zw: splat1 float4 uvSplat23 : TEXCOORD2; // xy: splat2, zw: splat3 #endif #if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z #else half3 normalWS : TEXCOORD3; half3 vertexSH : TEXCOORD4; // SH #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light #else half fogFactor : TEXCOORD6; #endif float3 positionWS : TEXCOORD7; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD8; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD9; #endif float3 viewWS : TEXCOORD10; float4 positionCS : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; #include "ToonTerrainFunctions.hlsl" // Take a 2D seed value and output a random 2D vector. inline float2 hash2D2D(float2 s) { return frac(sin(fmod(float2(dot(s, float2(127.1, 311.7)), dot(s, float2(269.5, 183.3))), 3.14159)) * 43758.5453); } // Based on https://www.reddit.com/r/Unity3D/comments/dhr5g2/i_made_a_stochastic_texture_sampling_shader/ float4 stochasticTexturing(texture2D tex, sampler samplerState, float2 uv) { float4x3 BW_vx; float2 skewUV = mul(float2x2(1.0f, 0.0f, -0.57735027f, 1.15470054f), uv * 3.464f); float2 vxID = float2(floor(skewUV)); float3 barycentric = float3(frac(skewUV), 0); barycentric.z = 1.0 - barycentric.x - barycentric.y; BW_vx = ((barycentric.z > 0) ? float4x3(float3(vxID, 0), float3(vxID + float2(0, 1), 0), float3(vxID + float2(1, 0), 0), barycentric.zyx) : float4x3(float3(vxID + float2(1, 1), 0), float3(vxID + float2(1, 0), 0), float3(vxID + float2(0, 1), 0), float3(-barycentric.z, 1.0 - barycentric.y, 1.0 - barycentric.x))); // Calculate derivatives to avoid triangular grid artifacts. float2 dx = ddx(uv); float2 dy = ddy(uv); // Blend samples with calculated weights. return mul(SAMPLE_TEXTURE2D_GRAD(tex, samplerState, uv + hash2D2D(BW_vx[0].xy), dx, dy), BW_vx[3].x) + mul(SAMPLE_TEXTURE2D_GRAD(tex, samplerState, uv + hash2D2D(BW_vx[1].xy), dx, dy), BW_vx[3].y) + mul(SAMPLE_TEXTURE2D_GRAD(tex, samplerState, uv + hash2D2D(BW_vx[2].xy), dx, dy), BW_vx[3].z); } void InitializeInputData(Varyings IN, half3 normalTS, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = IN.positionWS; inputData.positionCS = IN.positionCS; #if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) half3 viewDirWS = half3(IN.normalWS.w, IN.tangentWS.w, IN.bitangentWS.w); inputData.tangentToWorld = half3x3(-IN.tangentWS.xyz, IN.bitangentWS.xyz, IN.normalWS.xyz); inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld); half3 SH = 0; #elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) half3 viewDirWS = GetWorldSpaceNormalizeViewDir(IN.positionWS); float2 sampleCoords = (IN.uvMainAndLM.xy / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; half3 normalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS); inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(-tangentWS, cross(normalWS, tangentWS), normalWS)); half3 SH = 0; #else half3 viewDirWS = GetWorldSpaceNormalizeViewDir(IN.positionWS); inputData.normalWS = IN.normalWS; half3 SH = IN.vertexSH; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.fogCoord = InitializeInputDataFog(float4(IN.positionWS, 1.0), IN.fogFactorAndVertexLight.x); inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #else inputData.fogCoord = InitializeInputDataFog(float4(IN.positionWS, 1.0), IN.fogFactor); #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, IN.dynamicLightmapUV, SH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, SH, inputData.normalWS); #endif inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(IN.uvMainAndLM.zw) #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = IN.dynamicLightmapUV; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = IN.uvMainAndLM.zw; #else inputData.vertexSH = SH; #endif #endif } #ifndef TERRAIN_SPLAT_BASEPASS void NormalMapMix(float4 uvSplat01, float4 uvSplat23, inout half4 splatControl, inout half3 mixedNormal) { #if defined(_NORMALMAP) half3 nrm = half(0.0); nrm += splatControl.r * UnpackNormalScale(TERRAIN_SAMPLE(_Normal0, sampler_Normal0, uvSplat01.xy), _NormalScale0); nrm += splatControl.g * UnpackNormalScale(TERRAIN_SAMPLE(_Normal1, sampler_Normal0, uvSplat01.zw), _NormalScale1); nrm += splatControl.b * UnpackNormalScale(TERRAIN_SAMPLE(_Normal2, sampler_Normal0, uvSplat23.xy), _NormalScale2); nrm += splatControl.a * UnpackNormalScale(TERRAIN_SAMPLE(_Normal3, sampler_Normal0, uvSplat23.zw), _NormalScale3); // avoid risk of NaN when normalizing. #if HAS_HALF nrm.z += half(0.01); #else nrm.z += 1e-5f; #endif mixedNormal = normalize(nrm.xyz); #endif } void SplatmapMix(float4 uvMainAndLM, float4 uvSplat01, float4 uvSplat23, inout half4 splatControl, out half weight, out half4 mixedDiffuse, out half4 defaultSmoothness, inout half3 mixedNormal) { half4 diffAlbedo[4]; diffAlbedo[0] = TERRAIN_SAMPLE(_Splat0, sampler_Splat0, uvSplat01.xy); diffAlbedo[1] = TERRAIN_SAMPLE(_Splat1, sampler_Splat0, uvSplat01.zw); diffAlbedo[2] = TERRAIN_SAMPLE(_Splat2, sampler_Splat0, uvSplat23.xy); diffAlbedo[3] = TERRAIN_SAMPLE(_Splat3, sampler_Splat0, uvSplat23.zw); // This might be a bit of a gamble -- the assumption here is that if the diffuseMap has no // alpha channel, then diffAlbedo[n].a = 1.0 (and _DiffuseHasAlphaN = 0.0) // Prior to coming in, _SmoothnessN is actually set to max(_DiffuseHasAlphaN, _SmoothnessN) // This means that if we have an alpha channel, _SmoothnessN is locked to 1.0 and // otherwise, the true slider value is passed down and diffAlbedo[n].a == 1.0. defaultSmoothness = half4(diffAlbedo[0].a, diffAlbedo[1].a, diffAlbedo[2].a, diffAlbedo[3].a); defaultSmoothness *= half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3); #ifndef _TERRAIN_BLEND_HEIGHT // density blending if(_NumLayersCount <= 4) { // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically) half4 opacityAsDensity = saturate((half4(diffAlbedo[0].a, diffAlbedo[1].a, diffAlbedo[2].a, diffAlbedo[3].a) - (1 - splatControl)) * 20.0); opacityAsDensity += 0.001h * splatControl; // if all weights are zero, default to what the blend mask says half4 useOpacityAsDensityParam = { _DiffuseRemapScale0.w, _DiffuseRemapScale1.w, _DiffuseRemapScale2.w, _DiffuseRemapScale3.w }; // 1 is off splatControl = lerp(opacityAsDensity, splatControl, useOpacityAsDensityParam); } #endif // Now that splatControl has changed, we can compute the final weight and normalize weight = dot(splatControl, 1.0h); #ifdef TERRAIN_SPLAT_ADDPASS clip(weight <= 0.005h ? -1.0h : 1.0h); #endif #ifndef _TERRAIN_BASEMAP_GEN // Normalize weights before lighting and restore weights in final modifier functions so that the overal // lighting result can be correctly weighted. splatControl /= (weight + HALF_MIN); #endif mixedDiffuse = 0.0h; mixedDiffuse += diffAlbedo[0] * half4(_DiffuseRemapScale0.rgb * splatControl.rrr, 1.0h); mixedDiffuse += diffAlbedo[1] * half4(_DiffuseRemapScale1.rgb * splatControl.ggg, 1.0h); mixedDiffuse += diffAlbedo[2] * half4(_DiffuseRemapScale2.rgb * splatControl.bbb, 1.0h); mixedDiffuse += diffAlbedo[3] * half4(_DiffuseRemapScale3.rgb * splatControl.aaa, 1.0h); NormalMapMix(uvSplat01, uvSplat23, splatControl, mixedNormal); } #endif #ifdef _TERRAIN_BLEND_HEIGHT void HeightBasedSplatModify(inout half4 splatControl, in half4 masks[4]) { // heights are in mask blue channel, we multiply by the splat Control weights to get combined height half4 splatHeight = half4(masks[0].b, masks[1].b, masks[2].b, masks[3].b) * splatControl.rgba; half maxHeight = max(splatHeight.r, max(splatHeight.g, max(splatHeight.b, splatHeight.a))); // Ensure that the transition height is not zero. half transition = max(_HeightTransition, 1e-5); // This sets the highest splat to "transition", and everything else to a lower value relative to that, clamping to zero // Then we clamp this to zero and normalize everything half4 weightedHeights = splatHeight + transition - maxHeight.xxxx; weightedHeights = max(0, weightedHeights); // We need to add an epsilon here for active layers (hence the blendMask again) // so that at least a layer shows up if everything's too low. weightedHeights = (weightedHeights + 1e-6) * splatControl; // Normalize (and clamp to epsilon to keep from dividing by zero) half sumHeight = max(dot(weightedHeights, half4(1, 1, 1, 1)), 1e-6); splatControl = weightedHeights / sumHeight.xxxx; } #endif void SplatmapFinalColor(inout half4 color, half fogCoord) { color.rgb *= color.a; #ifndef TERRAIN_GBUFFER // Technically we don't need fogCoord, but it is still passed from the vertex shader. #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3(0,0,0), fogCoord); #else color.rgb = MixFog(color.rgb, fogCoord); #endif #endif } void SetupTerrainDebugTextureData(inout InputData inputData, float2 uv) { #if defined(DEBUG_DISPLAY) #if defined(TERRAIN_SPLAT_ADDPASS) if (_DebugMipInfoMode != DEBUGMIPINFOMODE_NONE) { discard; // Layer 4 & beyond are done additively, doesn't make sense for the mipmap streaming debug views -> stop. } #endif switch (_DebugMipMapTerrainTextureMode) { case DEBUGMIPMAPMODETERRAINTEXTURE_CONTROL: SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, TRANSFORM_TEX(uv, _Control), _Control); break; case DEBUGMIPMAPMODETERRAINTEXTURE_LAYER0: SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, TRANSFORM_TEX(uv, _Splat0), _Splat0); break; case DEBUGMIPMAPMODETERRAINTEXTURE_LAYER1: SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, TRANSFORM_TEX(uv, _Splat1), _Splat1); break; case DEBUGMIPMAPMODETERRAINTEXTURE_LAYER2: SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, TRANSFORM_TEX(uv, _Splat2), _Splat2); break; case DEBUGMIPMAPMODETERRAINTEXTURE_LAYER3: SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, TRANSFORM_TEX(uv, _Splat3), _Splat3); break; default: break; } // TERRAIN_STREAM_INFO: no streamInfo will have been set (no MeshRenderer); set status to "6" to reflect in the debug status that this is a terrain // also, set the per-material status to "4" to indicate warnings inputData.streamInfo = TERRAIN_STREAM_INFO; #endif } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Used in Standard Terrain shader Varyings SplatmapVert(Attributes v) { Varyings o = (Varyings)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TerrainInstancing(v.positionOS, v.normalOS, v.texcoord); VertexPositionInputs Attributes = GetVertexPositionInputs(v.positionOS.xyz); o.uvMainAndLM.xy = v.texcoord; o.uvMainAndLM.zw = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; #ifndef TERRAIN_SPLAT_BASEPASS o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0); o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1); o.uvSplat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2); o.uvSplat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV = v.texcoord * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) half3 viewDirWS = GetWorldSpaceNormalizeViewDir(Attributes.positionWS); float4 vertexTangent = float4(cross(float3(0, 0, 1), v.normalOS), 1.0); VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent); o.normalWS = half4(normalInput.normalWS, viewDirWS.x); o.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); o.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); #else o.normalWS = TransformObjectToWorldNormal(v.normalOS); o.vertexSH = SampleSH(o.normalWS); #endif half fogFactor = 0; #if !defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(Attributes.positionCS.z); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX o.fogFactorAndVertexLight.x = fogFactor; o.fogFactorAndVertexLight.yzw = VertexLighting(Attributes.positionWS, o.normalWS.xyz); #else o.fogFactor = fogFactor; #endif o.positionWS = Attributes.positionWS; o.positionCS = Attributes.positionCS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord(Attributes); #endif o.viewWS = GetWorldSpaceNormalizeViewDir(o.positionWS); return o; } void ComputeMasks(out half4 masks[4], half4 hasMask, Varyings IN) { masks[0] = 0.5h; masks[1] = 0.5h; masks[2] = 0.5h; masks[3] = 0.5h; #ifdef _MASKMAP masks[0] = lerp(masks[0], SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy), hasMask.x); masks[1] = lerp(masks[1], SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw), hasMask.y); masks[2] = lerp(masks[2], SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy), hasMask.z); masks[3] = lerp(masks[3], SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw), hasMask.w); #endif masks[0] *= _MaskMapRemapScale0.rgba; masks[0] += _MaskMapRemapOffset0.rgba; masks[1] *= _MaskMapRemapScale1.rgba; masks[1] += _MaskMapRemapOffset1.rgba; masks[2] *= _MaskMapRemapScale2.rgba; masks[2] += _MaskMapRemapOffset2.rgba; masks[3] *= _MaskMapRemapScale3.rgba; masks[3] += _MaskMapRemapOffset3.rgba; } // Terrain fragment shader. void SplatmapFragment(Varyings i , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef _ALPHATEST_ON ClipHoles(i.uvMainAndLM.xy); #endif half3 normalTS = half3(0.0h, 0.0h, 1.0h); #ifdef TERRAIN_SPLAT_BASEPASS half3 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uvMainAndLM.xy).rgb; half smoothness = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uvMainAndLM.xy).a; half metallic = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, i.uvMainAndLM.xy).r; half alpha = 1; half occlusion = 1; half3 specularStrength = 1; #else half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3); half4 masks[4]; ComputeMasks(masks, hasMask, i); float2 splatUV = (i.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy; half4 splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV); half alpha = dot(splatControl, 1.0h); #ifdef _TERRAIN_BLEND_HEIGHT // disable Height Based blend when there are more than 4 layers (multi-pass breaks the normalization) if (_NumLayersCount <= 4) HeightBasedSplatModify(splatControl, masks); #endif half weight; half4 mixedDiffuse; half4 defaultSmoothness; SplatmapMix(i.uvMainAndLM, i.uvSplat01, i.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS); half3 albedo = mixedDiffuse.rgb; half4 defaultMetallic = half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3); half4 defaultOcclusion = half4(_MaskMapRemapScale0.g, _MaskMapRemapScale1.g, _MaskMapRemapScale2.g, _MaskMapRemapScale3.g) + half4(_MaskMapRemapOffset0.g, _MaskMapRemapOffset1.g, _MaskMapRemapOffset2.g, _MaskMapRemapOffset3.g); half4 maskSmoothness = half4(masks[0].a, masks[1].a, masks[2].a, masks[3].a); defaultSmoothness = lerp(defaultSmoothness, maskSmoothness, hasMask); half smoothness = dot(splatControl, defaultSmoothness); half4 maskMetallic = half4(masks[0].r, masks[1].r, masks[2].r, masks[3].r); defaultMetallic = lerp(defaultMetallic, maskMetallic, hasMask); half metallic = dot(splatControl, defaultMetallic); half3 specularStrength = splatControl.x * _Specular0 + splatControl.y * _Specular1 + splatControl.z * _Specular2 + splatControl.w * _Specular3; half4 maskOcclusion = half4(masks[0].g, masks[1].g, masks[2].g, masks[3].g); defaultOcclusion = lerp(defaultOcclusion, maskOcclusion, hasMask); half occlusion = dot(splatControl, defaultOcclusion); #endif InputData inputData; InitializeInputData(i, normalTS, inputData); SetupTerrainDebugTextureData(inputData, i.uvMainAndLM.xy); #if defined(_DBUFFER) half3 specular = half3(0.0h, 0.0h, 0.0h); ApplyDecal(i.positionCS, albedo, specular, inputData.normalWS, metallic, occlusion, smoothness); #endif // Calculate the specular light offset values. float2 offsetUVs = TRANSFORM_TEX(i.positionWS.xz, _SpecularOffsetNoiseMap); float specularOffset = SAMPLE_TEXTURE2D(_SpecularOffsetNoiseMap, sampler_SpecularOffsetNoiseMap, offsetUVs).r; specularOffset = (specularOffset - 0.5f) * _SpecularOffsetNoiseStrength; // Get the main light. Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); // Set up BRDF data for lighting calculations. BRDFData brdfData; ToonBRDFData(albedo, metallic, 0.0f, smoothness, alpha, brdfData); // Calculate global illumination. MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData.normalizedScreenSpaceUV, 1.0h); half3 giColor = ToonGlobalIllumination(brdfData, inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.normalWS, inputData.viewDirectionWS); giColor = lerp(0.0, giColor, _GIStrength); half3 mainLightColor = CalculateToonLighting(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS, specularOffset); half3 additionalLightColor = 0.0h; #ifdef _ADDITIONAL_LIGHTS // Apply secondary lights. uint lightCount = GetAdditionalLightsCount(); #if USE_FORWARD_PLUS // Apply secondary lights (Forward rendering). for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); ++lightIndex) { FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); additionalLightColor += CalculateToonLighting(brdfData, light, inputData.normalWS, inputData.viewDirectionWS, specularOffset); } #endif // Apply secondary lights (Forward+ rendering). LIGHT_LOOP_BEGIN(lightCount) Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); additionalLightColor += CalculateToonLighting(brdfData, light, inputData.normalWS, inputData.viewDirectionWS, specularOffset); LIGHT_LOOP_END #endif float4 baseColor = float4(albedo * (giColor + mainLightColor + additionalLightColor), alpha); SplatmapFinalColor(baseColor, inputData.fogCoord); outColor = half4(baseColor.rgb, 1.0h); #ifdef _WRITE_RENDERING_LAYERS outRenderingLayers = float4(EncodeMeshRenderingLayer(), 0, 0, 0); #endif } // Shadow pass // Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs // For Directional lights, _LightDirection is used when applying shadow Normal Bias. // For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex. float3 _LightDirection; float3 _LightPosition; struct AttributesLean { float4 position : POSITION; float3 normalOS : NORMAL; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsLean { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; VaryingsLean ShadowPassVertex(AttributesLean v) { VaryingsLean o = (VaryingsLean)0; UNITY_SETUP_INSTANCE_ID(v); TerrainInstancing(v.position, v.normalOS, v.texcoord); float3 positionWS = TransformObjectToWorld(v.position.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normalOS); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE); #else positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE); #endif o.positionCS = positionCS; o.texcoord = v.texcoord; return o; } half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET { #ifdef _ALPHATEST_ON ClipHoles(IN.texcoord); #endif return 0; } // Depth pass VaryingsLean DepthOnlyVertex(AttributesLean v) { VaryingsLean o = (VaryingsLean)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TerrainInstancing(v.position, v.normalOS); o.positionCS = TransformObjectToHClip(v.position.xyz); o.texcoord = v.texcoord; return o; } half4 DepthOnlyFragment(VaryingsLean IN) : SV_TARGET { #ifdef _ALPHATEST_ON ClipHoles(IN.texcoord); #endif #ifdef SCENESELECTIONPASS // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly return half4(_ObjectId, _PassValue, 1.0, 1.0); #endif return IN.positionCS.z; } #endif