418 lines
11 KiB
Plaintext
418 lines
11 KiB
Plaintext
// Upgrade NOTE: upgraded instancing buffer 'PerDrawSprite' to new syntax.
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#ifndef SHADER_SHARED_INCLUDED
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#define SHADER_SHARED_INCLUDED
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#if defined(USE_LWRP)
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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#elif defined(USE_URP)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#else
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#include "UnityCG.cginc"
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#endif
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////////////////////////////////////////
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// Space functions
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//
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inline float4 calculateWorldPos(float4 vertex)
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{
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return mul(unity_ObjectToWorld, vertex);
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}
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#if defined(USE_LWRP) || defined(USE_URP)
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// snaps post-transformed position to screen pixels
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inline float4 UnityPixelSnap(float4 pos)
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{
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float2 hpc = _ScreenParams.xy * 0.5f;
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#if SHADER_API_PSSL
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// sdk 4.5 splits round into v_floor_f32(x+0.5) ... sdk 5.0 uses v_rndne_f32, for compatabilty we use the 4.5 version
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float2 temp = ((pos.xy / pos.w) * hpc) + float2(0.5f, 0.5f);
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float2 pixelPos = float2(__v_floor_f32(temp.x), __v_floor_f32(temp.y));
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#else
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float2 pixelPos = round((pos.xy / pos.w) * hpc);
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#endif
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pos.xy = pixelPos / hpc * pos.w;
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return pos;
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}
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#endif
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inline float4 calculateLocalPos(float4 vertex)
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{
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#if !defined(USE_LWRP) && !defined(USE_URP)
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#ifdef UNITY_INSTANCING_ENABLED
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vertex.xy *= _Flip.xy;
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#endif
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#endif
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#if defined(USE_LWRP) || defined(USE_URP)
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float4 pos = TransformObjectToHClip(vertex.xyz);
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#else
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float4 pos = UnityObjectToClipPos(vertex);
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#endif
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#ifdef PIXELSNAP_ON
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pos = UnityPixelSnap(pos);
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#endif
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return pos;
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}
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inline half3 calculateWorldNormal(float3 normal)
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{
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#if defined(USE_LWRP) || defined(USE_URP)
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return TransformObjectToWorldNormal(normal);
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#else
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return UnityObjectToWorldNormal(normal);
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#endif
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}
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////////////////////////////////////////
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// Normal map functions
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//
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#if defined(_NORMALMAP)
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uniform sampler2D _BumpMap;
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#if !defined(USE_LWRP) && !defined(USE_URP)
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uniform half _BumpScale;
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#endif
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half3 UnpackScaleNormal(half4 packednormal, half bumpScale)
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{
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#if defined(UNITY_NO_DXT5nm)
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return packednormal.xyz * 2 - 1;
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#else
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half3 normal;
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normal.xy = (packednormal.wy * 2 - 1);
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// Note: we allow scaled normals in LWRP since we might be using fewer instructions.
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#if (SHADER_TARGET >= 30) || defined(USE_LWRP) || defined(USE_URP)
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// SM2.0: instruction count limitation
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// SM2.0: normal scaler is not supported
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normal.xy *= bumpScale;
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#endif
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normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
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return normal;
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#endif
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}
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inline half3 calculateWorldTangent(float4 tangent)
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{
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#if defined(USE_LWRP) || defined(USE_URP)
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return TransformObjectToWorldDir(tangent.xyz);
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#else
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return UnityObjectToWorldDir(tangent);
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#endif
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}
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inline half3 calculateWorldBinormal(half3 normalWorld, half3 tangentWorld, float tangentSign)
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{
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//When calculating the binormal we have to flip it when the mesh is scaled negatively.
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//Normally this would just be unity_WorldTransformParams.w but this isn't set correctly by Unity for its SpriteRenderer meshes so get from objectToWorld matrix scale instead.
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half worldTransformSign = sign(unity_ObjectToWorld[0][0] * unity_ObjectToWorld[1][1] * unity_ObjectToWorld[2][2]);
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half sign = tangentSign * worldTransformSign;
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return cross(normalWorld, tangentWorld) * sign;
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}
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inline half3 calculateNormalFromBumpMap(float2 texUV, half3 tangentWorld, half3 binormalWorld, half3 normalWorld)
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{
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half3 localNormal = UnpackScaleNormal(tex2D(_BumpMap, texUV), _BumpScale);
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half3x3 rotation = half3x3(tangentWorld, binormalWorld, normalWorld);
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half3 normal = normalize(mul(localNormal, rotation));
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return normal;
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}
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#endif // _NORMALMAP
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////////////////////////////////////////
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// Blending functions
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//
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inline fixed4 prepareLitPixelForOutput(fixed4 finalPixel, fixed4 color) : SV_Target
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{
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#if defined(_ALPHABLEND_ON)
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//Normal Alpha
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finalPixel.rgb *= finalPixel.a;
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#elif defined(_ALPHAPREMULTIPLY_ON)
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//Pre multiplied alpha
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finalPixel.rgb *= color.a;
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#elif defined(_MULTIPLYBLEND)
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//Multiply
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finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
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#elif defined(_MULTIPLYBLEND_X2)
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//Multiply x2
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finalPixel.rgb *= 2.0f;
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finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
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#elif defined(_ADDITIVEBLEND)
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//Additive
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finalPixel *= 2.0f;
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finalPixel.rgb *= color.a;
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#elif defined(_ADDITIVEBLEND_SOFT)
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//Additive soft
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finalPixel.rgb *= finalPixel.a;
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#else
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//Opaque
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finalPixel.a = 1;
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#endif
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return finalPixel;
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}
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inline fixed4 calculateLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
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{
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fixed4 finalPixel = texureColor * color * fixed4(lighting, 1);
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finalPixel = prepareLitPixelForOutput(finalPixel, color);
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return finalPixel;
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}
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inline fixed4 calculateLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
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{
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// note: we let the optimizer work, removed duplicate code.
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return calculateLitPixel(texureColor, fixed4(1, 1, 1, 1), lighting);
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}
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inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
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{
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fixed4 finalPixel;
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#if defined(_ALPHABLEND_ON) || defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
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//Normal Alpha, Additive and Multiply modes
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finalPixel.rgb = (texureColor.rgb * lighting * color.rgb) * (texureColor.a * color.a);
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finalPixel.a = 1.0;
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#elif defined(_ALPHAPREMULTIPLY_ON)
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//Pre multiplied alpha
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finalPixel.rgb = texureColor.rgb * lighting * color.rgb * color.a;
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finalPixel.a = 1.0;
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#else
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//Opaque
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finalPixel.rgb = texureColor.rgb * lighting * color.rgb;
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finalPixel.a = 1.0;
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#endif
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return finalPixel;
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}
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inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
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{
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fixed4 finalPixel;
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#if defined(_ALPHABLEND_ON) || defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
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//Normal Alpha, Additive and Multiply modes
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finalPixel.rgb = (texureColor.rgb * lighting) * texureColor.a;
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finalPixel.a = 1.0;
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#else
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//Pre multiplied alpha and Opaque
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finalPixel.rgb = texureColor.rgb * lighting;
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finalPixel.a = 1.0;
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#endif
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return finalPixel;
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}
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inline fixed4 calculatePixel(fixed4 texureColor, fixed4 color) : SV_Target
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{
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// note: we let the optimizer work, removed duplicate code.
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return calculateLitPixel(texureColor, color, fixed3(1, 1, 1));
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}
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inline fixed4 calculatePixel(fixed4 texureColor) : SV_Target
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{
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// note: we let the optimizer work, removed duplicate code.
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return calculateLitPixel(texureColor, fixed4(1, 1, 1, 1), fixed3(1, 1, 1));
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}
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////////////////////////////////////////
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// Alpha Clipping
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//
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#if defined(_ALPHA_CLIP)
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#if !defined(USE_LWRP) && !defined(USE_URP)
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uniform fixed _Cutoff;
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#endif
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#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
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#else
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#define ALPHA_CLIP(pixel, color)
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#endif
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////////////////////////////////////////
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// Additive Slot blend mode
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// return unlit textureColor, alpha clip textureColor.a only
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//
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#if defined(_ALPHAPREMULTIPLY_ON)
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#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor) \
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if (vertexColor.a == 0 && (vertexColor.r || vertexColor.g || vertexColor.b)) {\
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ALPHA_CLIP(texureColor, fixed4(1, 1, 1, 1))\
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return texureColor * vertexColor;\
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}
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#else
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#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor)
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#endif
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////////////////////////////////////////
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// Color functions
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//
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#if !defined(USE_LWRP) && !defined(USE_URP)
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uniform fixed4 _Color;
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#endif
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inline fixed4 calculateVertexColor(fixed4 color)
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{
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return color * _Color;
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}
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#if defined(_COLOR_ADJUST)
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#if !defined(USE_LWRP) && !defined(USE_URP)
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uniform float _Hue;
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uniform float _Saturation;
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uniform float _Brightness;
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uniform fixed4 _OverlayColor;
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#endif
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float3 rgb2hsv(float3 c)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
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float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float3 hsv2rgb(float3 c)
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{
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c = float3(c.x, clamp(c.yz, 0.0, 1.0));
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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inline fixed4 adjustColor(fixed4 color)
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{
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float3 hsv = rgb2hsv(color.rgb);
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hsv.x += _Hue;
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hsv.y *= _Saturation;
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hsv.z *= _Brightness;
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color.rgb = hsv2rgb(hsv);
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return color;
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}
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#define COLORISE(pixel) pixel.rgb = lerp(pixel.rgb, _OverlayColor.rgb, _OverlayColor.a * pixel.a);
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#define COLORISE_ADDITIVE(pixel) pixel.rgb = ((1.0-_OverlayColor.a) * pixel.rgb);
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#else // !_COLOR_ADJUST
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#define COLORISE(pixel)
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#define COLORISE_ADDITIVE(pixel)
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#endif // !_COLOR_ADJUST
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////////////////////////////////////////
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// Fog
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//
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#if defined(_FOG) && (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
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inline fixed4 applyFog(fixed4 pixel, float fogCoordOrFactorAtLWRP)
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{
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#if defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
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//In additive mode blend from clear to black based on luminance
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float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
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fixed4 fogColor = lerp(fixed4(0,0,0,0), fixed4(0,0,0,1), luminance);
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#elif defined(_MULTIPLYBLEND)
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//In multiplied mode fade to white based on inverse luminance
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float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
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fixed4 fogColor = lerp(fixed4(1,1,1,1), fixed4(0,0,0,0), luminance);
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#elif defined(_MULTIPLYBLEND_X2)
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//In multipliedx2 mode fade to grey based on inverse luminance
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float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
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fixed4 fogColor = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), fixed4(0,0,0,0), luminance);
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#elif defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
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//In alpha blended modes blend to fog color based on pixel alpha
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fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
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#else
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//In opaque mode just return fog color;
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fixed4 fogColor = unity_FogColor;
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#endif
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#if defined(USE_LWRP) || defined(USE_URP)
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pixel.rgb = MixFogColor(pixel.rgb, fogColor.rgb, fogCoordOrFactorAtLWRP);
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#else
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UNITY_APPLY_FOG_COLOR(fogCoordOrFactorAtLWRP, pixel, fogColor);
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#endif
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return pixel;
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}
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#define APPLY_FOG(pixel, input) pixel = applyFog(pixel, input.fogCoord);
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#define APPLY_FOG_LWRP(pixel, fogFactor) pixel = applyFog(pixel, fogFactor);
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#define APPLY_FOG_ADDITIVE(pixel, input) \
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UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel.rgb, fixed4(0,0,0,0)); // fog towards black in additive pass
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#else
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#define APPLY_FOG(pixel, input)
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#define APPLY_FOG_LWRP(pixel, fogFactor)
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#define APPLY_FOG_ADDITIVE(pixel, input)
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#endif
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////////////////////////////////////////
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// Texture functions
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//
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uniform sampler2D _MainTex;
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#if _TEXTURE_BLEND
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uniform sampler2D _BlendTex;
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#if !defined(USE_LWRP) && !defined(USE_URP)
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uniform float _BlendAmount;
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#endif
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inline fixed4 calculateBlendedTexturePixel(float2 texcoord)
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{
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return (1.0-_BlendAmount) * tex2D(_MainTex, texcoord) + _BlendAmount * tex2D(_BlendTex, texcoord);
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}
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#endif // _TEXTURE_BLEND
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inline fixed4 calculateTexturePixel(float2 texcoord)
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{
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fixed4 pixel;
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#if _TEXTURE_BLEND
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pixel = calculateBlendedTexturePixel(texcoord);
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#else
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pixel = tex2D(_MainTex, texcoord);
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#endif // !_TEXTURE_BLEND
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#if defined(_COLOR_ADJUST)
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pixel = adjustColor(pixel);
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#endif // _COLOR_ADJUST
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return pixel;
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}
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#if !defined(USE_LWRP) && !defined(USE_URP)
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uniform fixed4 _MainTex_ST;
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#endif
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inline float2 calculateTextureCoord(float4 texcoord)
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{
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return TRANSFORM_TEX(texcoord, _MainTex);
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}
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#endif // SHADER_SHARED_INCLUDED
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