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#ifndef SPRITE_STANDARD_PASS_URP_INCLUDED
#define SPRITE_STANDARD_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#include "../Include/SpineCoreShaders/ShaderShared.cginc"
#include "../Include/SpineCoreShaders/SpriteLighting.cginc"
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
struct VertexOutputSpriteURP2D
{
float4 pos : SV_POSITION;
half4 vertexColor : COLOR;
float3 texcoord : TEXCOORD0;
float2 lightingUV : TEXCOORD1;
half3 viewDirectionWS : TEXCOORD2;
#if defined(_NORMALMAP)
half4 normalWorld : TEXCOORD4;
half4 tangentWorld : TEXCOORD5;
half4 binormalWorld : TEXCOORD6;
#else
half3 normalWorld : TEXCOORD4;
#endif
#if defined(_RIM_LIGHTING)
float4 positionWS : TEXCOORD8;
#endif
};
VertexOutputSpriteURP2D CombinedShapeLightVertex(VertexInput input)
{
VertexOutputSpriteURP2D output = (VertexOutputSpriteURP2D)0;
UNITY_SETUP_INSTANCE_ID(input);
output.pos = calculateLocalPos(input.vertex);
float4 clipVertex = output.pos / output.pos.w;
output.lightingUV = ComputeScreenPos(clipVertex).xy;
output.vertexColor = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float3 positionWS = TransformObjectToWorld(input.vertex.xyz);
float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
backFaceSign = calculateBackfacingSign(positionWS.xyz);
#endif
output.viewDirectionWS = GetCameraPositionWS() - positionWS;
#if defined(_RIM_LIGHTING)
output.positionWS = float4(positionWS, 1);
#endif
half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
output.normalWorld.xyz = normalWS;
#if defined(_RIM_LIGHTING)
#if defined(_NORMALMAP)
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign);
#endif
#endif
return output;
}
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
half4 CombinedShapeLightFragment(VertexOutputSpriteURP2D input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.vertexColor) // shall be called before ALPHA_CLIP
ALPHA_CLIP(texureColor, input.vertexColor)
half4 main = texureColor * input.vertexColor;
half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, input.texcoord.xy);
#if UNITY_VERSION < 202120
half4 pixel = half4(CombinedShapeLightShared(half4(main.rgb, 1), mask, input.lightingUV).rgb, main.a);
#else
SurfaceData2D surfaceData;
InputData2D inputData;
surfaceData.albedo = main.rgb;
surfaceData.alpha = 1;
surfaceData.mask = mask;
inputData.uv = input.texcoord;
inputData.lightingUV = input.lightingUV;
half4 pixel = half4(CombinedShapeLightShared(surfaceData, inputData).rgb, main.a);
#endif
#if defined(_RIM_LIGHTING)
#if defined(_NORMALMAP)
half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
#else
half3 normalWS = input.normalWorld.xyz;
#endif
pixel.rgb = applyRimLighting(input.positionWS.xyz, normalWS, pixel);
#endif
APPLY_EMISSION(pixel.rgb, input.texcoord.xy)
pixel = prepareLitPixelForOutput(pixel, texureColor.a, input.vertexColor.a);
COLORISE(pixel)
return pixel;
}
#endif