| #ifndef UNIVERSAL_INPUT_INCLUDED |
| #define UNIVERSAL_INPUT_INCLUDED |
| |
| |
|
|
| #include "Packages/com.unity.render-pipelines.universal-config/Runtime/ShaderConfig.cs.hlsl" |
|
|
| #define MAX_VISIBLE_LIGHTS_UBO 32 |
| #define MAX_VISIBLE_LIGHTS_SSBO 256 |
|
|
| |
| #define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0 |
|
|
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl" |
|
|
| |
| #if defined(SHADER_API_MOBILE) && defined(SHADER_API_GLES30) |
| #define MAX_VISIBLE_LIGHTS MAX_VISIBLE_LIGHT_COUNT_LOW_END_MOBILE |
| |
| #elif defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH) && !defined(SHADER_API_SWITCH2)) || defined(SHADER_API_GLES3) || defined(SHADER_API_WEBGPU) |
| #define MAX_VISIBLE_LIGHTS MAX_VISIBLE_LIGHT_COUNT_MOBILE |
| #else |
| #define MAX_VISIBLE_LIGHTS MAX_VISIBLE_LIGHT_COUNT_DESKTOP |
| #endif |
|
|
| |
| #define MAX_ZBIN_VEC4S 1024 |
| #if MAX_VISIBLE_LIGHTS <= 16 |
| #define MAX_LIGHTS_PER_TILE 32 |
| #define MAX_TILE_VEC4S 1024 |
| #define MAX_REFLECTION_PROBES 16 |
| #elif MAX_VISIBLE_LIGHTS <= 32 |
| #define MAX_LIGHTS_PER_TILE 32 |
| #define MAX_TILE_VEC4S 1024 |
| #define MAX_REFLECTION_PROBES 32 |
| #else |
| #define MAX_LIGHTS_PER_TILE MAX_VISIBLE_LIGHTS |
| #define MAX_TILE_VEC4S 4096 |
| #define MAX_REFLECTION_PROBES 64 |
| #endif |
|
|
| struct InputData |
| { |
| float3 positionWS; |
| float4 positionCS; |
| float3 normalWS; |
| half3 viewDirectionWS; |
| float4 shadowCoord; |
| half fogCoord; |
| half3 vertexLighting; |
| half3 bakedGI; |
| float2 normalizedScreenSpaceUV; |
| half4 shadowMask; |
| half3x3 tangentToWorld; |
|
|
| #if defined(DEBUG_DISPLAY) |
| half2 dynamicLightmapUV; |
| half2 staticLightmapUV; |
| float3 vertexSH; |
|
|
| half3 brdfDiffuse; |
| half3 brdfSpecular; |
|
|
| |
| float2 uv; |
| uint mipCount; |
|
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| |
| |
| |
| |
| float4 texelSize; |
|
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| |
| |
| |
| |
| float4 mipInfo; |
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| |
| |
| |
| float4 streamInfo; |
|
|
| float3 originalColor; |
|
|
| float4 probeOcclusion; |
| #endif |
| }; |
|
|
| |
| |
| |
|
|
| half4 _GlossyEnvironmentColor; |
| half4 _SubtractiveShadowColor; |
|
|
| half4 _GlossyEnvironmentCubeMap_HDR; |
| TEXTURECUBE(_GlossyEnvironmentCubeMap); |
| SAMPLER(sampler_GlossyEnvironmentCubeMap); |
|
|
| #define _InvCameraViewProj unity_MatrixInvVP |
| float4 _ScaledScreenParams; |
|
|
| |
| |
| float2 _GlobalMipBias; |
|
|
| |
| float _AlphaToMaskAvailable; |
|
|
| float4 _MainLightPosition; |
| |
| half4 _MainLightColor; |
| half4 _MainLightOcclusionProbes; |
| uint _MainLightLayerMask; |
|
|
| |
| |
| |
| half4 _AmbientOcclusionParam; |
|
|
| half4 _AdditionalLightsCount; |
|
|
| uint _RenderingLayerMaxInt; |
| float _RenderingLayerRcpMaxInt; |
|
|
| |
| float4 _ScreenCoordScaleBias; |
| float4 _ScreenSizeOverride; |
|
|
| uint _EnableProbeVolumes; |
|
|
| #if USE_FORWARD_PLUS |
| float4 _FPParams0; |
| float4 _FPParams1; |
| float4 _FPParams2; |
|
|
| #define URP_FP_ZBIN_SCALE (_FPParams0.x) |
| #define URP_FP_ZBIN_OFFSET (_FPParams0.y) |
| #define URP_FP_PROBES_BEGIN ((uint)_FPParams0.z) |
| |
| |
| #define URP_FP_DIRECTIONAL_LIGHTS_COUNT ((uint)_FPParams0.w) |
|
|
| |
| #define URP_FP_TILE_SCALE ((float2)_FPParams1.xy) |
| #define URP_FP_TILE_COUNT_X ((uint)_FPParams1.z) |
| #define URP_FP_WORDS_PER_TILE ((uint)_FPParams1.w) |
|
|
| #define URP_FP_ZBIN_COUNT ((uint)_FPParams2.x) |
| #define URP_FP_TILE_COUNT ((uint)_FPParams2.y) |
|
|
| #endif |
|
|
| #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA |
| StructuredBuffer<LightData> _AdditionalLightsBuffer; |
| StructuredBuffer<int> _AdditionalLightsIndices; |
| #else |
| |
| #ifndef LIGHT_SHADOWS_NO_CBUFFER |
| CBUFFER_START(AdditionalLights) |
| #endif |
| float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS]; |
| |
| half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS]; |
| half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS]; |
| half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS]; |
| half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS]; |
| float _AdditionalLightsLayerMasks[MAX_VISIBLE_LIGHTS]; |
| #ifndef LIGHT_SHADOWS_NO_CBUFFER |
| CBUFFER_END |
| #endif |
| #endif |
|
|
| #if USE_FORWARD_PLUS |
|
|
| CBUFFER_START(urp_ZBinBuffer) |
| float4 urp_ZBins[MAX_ZBIN_VEC4S]; |
| CBUFFER_END |
| CBUFFER_START(urp_TileBuffer) |
| float4 urp_Tiles[MAX_TILE_VEC4S]; |
| CBUFFER_END |
| |
| TEXTURE2D(urp_ReflProbes_Atlas); |
| float urp_ReflProbes_Count; |
|
|
| |
| #define samplerurp_ReflProbes_Atlas sampler_LinearClamp |
|
|
| #ifndef LIGHT_SHADOWS_NO_CBUFFER |
| CBUFFER_START(urp_ReflectionProbeBuffer) |
| #endif |
| float4 urp_ReflProbes_BoxMax[MAX_REFLECTION_PROBES]; |
| float4 urp_ReflProbes_BoxMin[MAX_REFLECTION_PROBES]; |
| float4 urp_ReflProbes_ProbePosition[MAX_REFLECTION_PROBES]; |
| float4 urp_ReflProbes_MipScaleOffset[MAX_REFLECTION_PROBES * 7]; |
| #ifndef LIGHT_SHADOWS_NO_CBUFFER |
| CBUFFER_END |
| #endif |
|
|
| #endif |
|
|
| #define UNITY_MATRIX_M unity_ObjectToWorld |
| #define UNITY_MATRIX_I_M unity_WorldToObject |
| #define UNITY_MATRIX_V unity_MatrixV |
| #define UNITY_MATRIX_I_V unity_MatrixInvV |
| #define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection) |
| #define UNITY_MATRIX_I_P unity_MatrixInvP |
| #define UNITY_MATRIX_VP unity_MatrixVP |
| #define UNITY_MATRIX_I_VP unity_MatrixInvVP |
| #define UNITY_MATRIX_MV mul(UNITY_MATRIX_V, UNITY_MATRIX_M) |
| #define UNITY_MATRIX_T_MV transpose(UNITY_MATRIX_MV) |
| #define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)) |
| #define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M) |
| #define UNITY_PREV_MATRIX_M unity_MatrixPreviousM |
| #define UNITY_PREV_MATRIX_I_M unity_MatrixPreviousMI |
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| |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl" |
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl" |
|
|
| |
| #ifdef HAVE_VFX_MODIFICATION |
| #include "Packages/com.unity.visualeffectgraph/Shaders/VFXMatricesOverride.hlsl" |
| #endif |
|
|
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" |
|
|
| #endif |
|
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