150 lines
3.2 KiB
HLSL
150 lines
3.2 KiB
HLSL
#ifndef GLTF_VERTEX_LIT_COMMON_INCLUDED
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#define GLTF_VERTEX_LIT_COMMON_INCLUDED
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#include "HLSLSupport.cginc"
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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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#ifdef _ALPHATEST_ON
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half _Cutoff;
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#endif
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float4 _MainTex_ST;
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sampler2D _MainTex;
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fixed4 _Color;
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half _OcclusionStrength;
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#ifdef OCC_METAL_ROUGH_ON
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sampler2D _MetallicRoughnessMap;
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#else
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sampler2D _OcclusionMap;
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#endif
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fixed4 _EmissionColor;
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sampler2D _EmissionMap;
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struct vertIn
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 uv : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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fixed3 computedShading : TEXCOORD2;
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#ifdef VERTEX_COLOR_ON
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fixed4 vertColor : COLOR;
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#endif
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LIGHTING_COORDS(3, 4)
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UNITY_FOG_COORDS(5)
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};
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// NOTE: this assumes that we only calculate lighting for directional lights!
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v2f gltfVertexFunc(vertIn v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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// add ambient via spherical harmonics
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o.computedShading = max(0, ShadeSH9(float4(v.normal, 1)));
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fixed lambertianValue = DotClamped(worldNormal, _WorldSpaceLightPos0.xyz);
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o.computedShading += lambertianValue * _LightColor0.rgb;
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TRANSFER_VERTEX_TO_FRAGMENT(o);
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UNITY_TRANSFER_FOG(o, o.pos);
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#ifdef VERTEX_COLOR_ON
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o.vertColor = v.color;
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#endif
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return o;
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}
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fixed4 gltfFragFunc(v2f i) : SV_Target
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{
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#ifdef VERTEX_COLOR_ON
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half4 albedo = tex2D(_MainTex, i.uv) * _Color * i.vertColor;
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#else
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half4 albedo = tex2D(_MainTex, i.uv) * _Color;
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#endif
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fixed4 mainColor = fixed4(albedo.rgb * i.computedShading, albedo.a);
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UNITY_APPLY_FOG(i.fogCoord, mainColor);
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#ifdef _ALPHATEST_ON
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clip(mainColor.a - _Cutoff);
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#endif
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#ifdef OCC_METAL_ROUGH_ON
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fixed4 occlusion = tex2D(_MetallicRoughnessMap, i.uv).r * _OcclusionStrength;
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#else
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fixed4 occlusion = tex2D(_OcclusionMap, i.uv).r * _OcclusionStrength;
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#endif
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fixed4 emission = tex2D(_EmissionMap, i.uv) * _EmissionColor;
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return mainColor * fixed4(occlusion.rgb, 1.0) + fixed4(emission.rgb, 0.0);
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}
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struct vertInUnlit
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2fUnlit
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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#ifdef VERTEX_COLOR_ON
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fixed4 vertColor : COLOR;
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#endif
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UNITY_FOG_COORDS(4)
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};
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v2fUnlit gltfVertexUnlit(vertInUnlit v)
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{
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v2fUnlit o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o, o.pos);
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#ifdef VERTEX_COLOR_ON
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o.vertColor = v.color;
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#endif
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return o;
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}
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fixed4 gltfFragUnlit(v2fUnlit i) : SV_Target
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{
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#ifdef VERTEX_COLOR_ON
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half4 mainColor = tex2D(_MainTex, i.uv) * _Color * i.vertColor;
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#else
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half4 mainColor = tex2D(_MainTex, i.uv) * _Color;
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#endif
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UNITY_APPLY_FOG(i.fogCoord, mainColor);
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#ifdef _ALPHATEST_ON
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clip(mainColor.a - _Cutoff);
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#endif
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#ifdef OCC_METAL_ROUGH_ON
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fixed4 occlusion = tex2D(_MetallicRoughnessMap, i.uv).r * _OcclusionStrength;
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#else
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fixed4 occlusion = tex2D(_OcclusionMap, i.uv).r * _OcclusionStrength;
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#endif
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fixed4 emission = tex2D(_EmissionMap, i.uv) * _EmissionColor;
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return mainColor * fixed4(occlusion.rgb, 1.0) + fixed4(emission.rgb, 0.0);
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}
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#endif
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