[unity] URP shaders: Improvement of previous commit 1979b03, was unnecessary. Fixed final shader compile errors.

This commit is contained in:
Harald Csaszar 2023-06-01 18:09:33 +02:00
parent 1979b03df2
commit ea1f8021d9
3 changed files with 9 additions and 22 deletions

View File

@ -43,19 +43,6 @@ uint GetMeshRenderingLayerBackwardsCompatible()
}
#endif
// copy of an older version of InputData before additional members were added in more recent URP versions.
struct InputDataBackwardsCompatible {
float3 positionWS;
half3 normalWS;
half3 viewDirectionWS;
float4 shadowCoord;
//half fogCoord;
half3 vertexLighting;
half3 bakedGI;
float2 normalizedScreenSpaceUV;
half4 shadowMask;
};
#if USE_FORWARD_PLUS
// note: LIGHT_LOOP_BEGIN accesses inputData.normalizedScreenSpaceUV and inputData.positionWS.
#define LIGHT_LOOP_BEGIN_SPINE LIGHT_LOOP_BEGIN

View File

@ -87,7 +87,7 @@ half3 LightweightLightFragmentSimplified(float3 positionWS, float2 positionCS, h
half3 additionalLightColor = half3(0, 0, 0);
shadowedColor = half3(0, 0, 0);
InputDataBackwardsCompatible inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
inputData.positionWS = positionWS;
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);

View File

@ -14,7 +14,7 @@
#endif
#include "SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS) || defined(_LIGHT_COOKIES)
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS) || defined(USE_LIGHT_COOKIES)
#define NEEDS_POSITION_WS
#endif
@ -56,7 +56,7 @@ struct VertexOutputLWRP
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
half4 CalculateShadowMaskBackwardsCompatible(InputDataBackwardsCompatible inputData)
half4 CalculateShadowMaskBackwardsCompatible(InputData inputData)
{
// To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
@ -102,7 +102,7 @@ half3 LightingLambertRamped(half3 lightColor, float attenuation, half3 lightDir,
#if defined(SPECULAR)
half3 ProcessLightPBRSimplified(InputDataBackwardsCompatible inputData, BRDFData brdfData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
half3 ProcessLightPBRSimplified(InputData inputData, BRDFData brdfData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
{
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
@ -116,7 +116,7 @@ half3 ProcessLightPBRSimplified(InputDataBackwardsCompatible inputData, BRDFData
return LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
}
half4 LightweightFragmentPBRSimplified(InputDataBackwardsCompatible inputData, half4 texAlbedoAlpha, half metallic, half3 specular,
half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha, half metallic, half3 specular,
half smoothness, half3 emission, half4 vertexColor)
{
#if !defined(_TINT_BLACK_ON)
@ -179,7 +179,7 @@ half4 LightweightFragmentPBRSimplified(InputDataBackwardsCompatible inputData, h
#else // !SPECULAR
half3 ProcessLightLambert(InputDataBackwardsCompatible inputData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
half3 ProcessLightLambert(InputData inputData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
{
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
@ -201,7 +201,7 @@ half3 ProcessLightLambert(InputDataBackwardsCompatible inputData, half4 shadowMa
#endif
}
half4 LightweightFragmentBlinnPhongSimplified(InputDataBackwardsCompatible inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor)
half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor)
{
#if !defined(_TINT_BLACK_ON)
half4 diffuse = texDiffuseAlpha * vertexColor;
@ -334,7 +334,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
#endif
// fill out InputData struct
InputDataBackwardsCompatible inputData;
InputData inputData;
#if !defined(_RECEIVE_SHADOWS_OFF)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
@ -358,7 +358,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
inputData.normalWS = normalWS;
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(USE_LIGHT_COOKIES)
inputData.positionWS = input.positionWS.rgb;
#endif
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS