222 lines
7.1 KiB
HLSL

#ifndef SKELETONLIT_FORWARD_PASS_URP_INCLUDED
#define SKELETONLIT_FORWARD_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "SpineCoreShaders/Spine-Common.cginc"
#include "Spine-Common-URP.hlsl"
#include "SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
#define SKELETONLIT_RECEIVE_SHADOWS
#endif
struct appdata {
float3 pos : POSITION;
float3 normal : NORMAL;
half4 color : COLOR;
float2 uv0 : TEXCOORD0;
#if defined(_TINT_BLACK_ON)
float2 tintBlackRG : TEXCOORD1;
float2 tintBlackB : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
half4 color : COLOR0;
float2 uv0 : TEXCOORD0;
float4 pos : SV_POSITION;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
float4 shadowCoord : TEXCOORD1;
half3 shadowedColor : TEXCOORD2;
#endif
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
float3 positionWS : TEXCOORD3;
half3 normalWS : TEXCOORD4;
#endif
#if defined(_TINT_BLACK_ON)
float3 darkColor : TEXCOORD5;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
half3 ProcessLight(float3 positionWS, half3 normalWS, uint meshRenderingLayers, int lightIndex)
{
Light light = GetAdditionalLight(lightIndex, positionWS);
#ifdef USE_LIGHT_LAYERS
if (!IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
return half3(0, 0, 0);
#endif
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
return LightingLambert(attenuatedLightColor, light.direction, normalWS);
}
half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
Light mainLight = GetMainLight();
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
half3 additionalLightColor = half3(0, 0, 0);
// Note: we don't add any lighting in the fragment shader, thus we include both variants below
#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
}
#else // !USE_FORWARD_PLUS
uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE
#endif // USE_FORWARD_PLUS
#endif
shadowedColor = additionalLightColor;
return mainLightColor + additionalLightColor;
}
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
half3 LightweightLightFragmentSimplified(float3 positionWS, float2 positionCS, half3 normalWS, out half3 shadowedColor) {
half3 additionalLightColor = half3(0, 0, 0);
shadowedColor = half3(0, 0, 0);
InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
inputData.positionWS = positionWS;
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE
return additionalLightColor;
}
#endif
VertexOutput vert(appdata v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half4 color = PMAGammaToTargetSpace(v.color);
float3 positionWS = TransformObjectToWorld(v.pos);
half3 fixedNormal = half3(0, 0, -1);
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
o.uv0 = v.uv0;
o.pos = TransformWorldToHClip(positionWS);
#ifdef _DOUBLE_SIDED_LIGHTING
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
#endif
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
o.positionWS = positionWS;
o.normalWS = normalWS;
#endif
#if defined(_TINT_BLACK_ON)
color *= _Color;
o.darkColor = GammaToTargetSpace(
half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + (_Black.rgb * v.color.a);
#endif
half3 shadowedColor;
#if !defined(_LIGHT_AFFECTS_ADDITIVE)
if (color.a == 0) {
o.color = color;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
o.shadowedColor = color.rgb;
o.shadowCoord = float4(0, 0, 0, 0);
#endif
return o;
}
#endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
color.rgb *= LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
// Note: ambient light is also handled via SH.
half3 vertexSH;
#if IS_URP_15_OR_NEWER
#ifdef OUTPUT_SH4
OUTPUT_SH4(positionWS, normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), vertexSH);
#else
OUTPUT_SH(positionWS, normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), vertexSH);
#endif
#else
OUTPUT_SH(normalWS.xyz, vertexSH);
#endif
half3 bakedGI = SAMPLE_GI(v.lightmapUV, vertexSH, normalWS);
color.rgb += bakedGI;
o.color = color;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
shadowedColor += bakedGI;
o.shadowedColor = shadowedColor;
VertexPositionInputs vertexInput;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.pos;
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
return o;
}
half4 frag(VertexOutput i
#ifdef USE_WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target0
{
half4 tex = tex2D(_MainTex, i.uv0);
#if !defined(_TINT_BLACK_ON) && defined(_STRAIGHT_ALPHA_INPUT)
tex.rgb *= tex.a;
#endif
if (i.color.a == 0) {
#if defined(_TINT_BLACK_ON)
return fragTintedColor(tex, i.darkColor, i.color, _Color.a, _Black.a);
#else
return tex * i.color;
#endif
}
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
// USE_FORWARD_PLUS lights need to be processed in fragment shader,
// otherwise light culling by vertex will create a very bad lighting result.
half3 shadowedColor;
i.color.rgb += LightweightLightFragmentSimplified(i.positionWS, i.pos.xy, i.normalWS, shadowedColor);
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
i.shadowedColor += shadowedColor;
#endif
#endif
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
#endif
#ifdef USE_WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
#if defined(_TINT_BLACK_ON)
return fragTintedColor(tex, i.darkColor, i.color, _Color.a, _Black.a);
#else
return tex * i.color;
#endif
}
#endif