// --------------------------------------------------------------------------- // Includes // --------------------------------------------------------------------------- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" // --------------------------------------------------------------------------- // Functions // --------------------------------------------------------------------------- #if SHADER_LIBRARY_VERSION_MAJOR < 9 // These functions were added in URP v9.x versions, if we want to support URP versions before, we need to handle it // If you're in v10, should be safe to remove this if you don't care about supporting prior versions. // (Note, also using GetWorldSpaceViewDir in Vertex Shader) // Computes the world space view direction (pointing towards the viewer). float3 GetWorldSpaceViewDir(float3 positionWS) { if (unity_OrthoParams.w == 0) { // Perspective return _WorldSpaceCameraPos - positionWS; } else { // Orthographic float4x4 viewMat = GetWorldToViewMatrix(); return viewMat[2].xyz; } } half3 GetWorldSpaceNormalizeViewDir(float3 positionWS) { float3 viewDir = GetWorldSpaceViewDir(positionWS); if (unity_OrthoParams.w == 0) { // Perspective return half3(normalize(viewDir)); } else { // Orthographic return half3(viewDir); } } #endif // --------------------------------------------------------------------------- // InputData // --------------------------------------------------------------------------- void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; // avoids "not completely initalized" errors inputData.positionWS = input.positionWS; #ifdef _NORMALMAP half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w); // viewDir has been stored in w components of these in vertex shader inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); #else half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS); inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); viewDirWS = SafeNormalize(viewDirWS); inputData.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif // Fog #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #else inputData.fogCoord = input.fogFactor; inputData.vertexLighting = half3(0, 0, 0); #endif /* in v11/v12?, could use : #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #else inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor); inputData.vertexLighting = half3(0, 0, 0); #endif */ inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); }