Unity中URP下获取主灯信息

news2024/9/22 23:15:45

文章目录

  • 前言
  • 一、计算BulinnPhone的函数有两个重载
    • 1、 目前最新使用的是该方法(这是我们之后主要分析的函数)
    • 2、 被淘汰的老方法,需要传入一堆数据
  • 二、GetMainLight
    • 1、Light结构体
    • 2、GetMainLight具有4个方法重载
    • 3、1号重载干了什么(该函数就是获取我们主光信息的函数)
  • 三、测试代码


前言

在上一篇文章中,我们大概了解了SampleLit下的片元着色器主要干了什么。

  • Unity中URP下的SimpleLit片元着色器

我们在这篇文章中,来看一下计算BlinnPhone光照时,怎么获取主光的信息。


一、计算BulinnPhone的函数有两个重载

1、 目前最新使用的是该方法(这是我们之后主要分析的函数)

在这里插入图片描述


/// Phong lighting...

half4 UniversalFragmentBlinnPhong(InputData inputData, SurfaceData surfaceData)
{
    #if defined(DEBUG_DISPLAY)
    half4 debugColor;

    if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
    {
        return debugColor;
    }
    #endif

    uint meshRenderingLayers = GetMeshRenderingLayer();
    half4 shadowMask = CalculateShadowMask(inputData);
    AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
    Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);

    MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor);

    inputData.bakedGI *= surfaceData.albedo;

    LightingData lightingData = CreateLightingData(inputData, surfaceData);
#ifdef _LIGHT_LAYERS
    if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
#endif
    {
        lightingData.mainLightColor += CalculateBlinnPhong(mainLight, inputData, surfaceData);
    }

    #if defined(_ADDITIONAL_LIGHTS)
    uint pixelLightCount = GetAdditionalLightsCount();

    #if USE_FORWARD_PLUS
    for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
    {
        FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK

        Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
        if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
        {
            lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
        }
    }
    #endif

    LIGHT_LOOP_BEGIN(pixelLightCount)
        Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
        if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
        {
            lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
        }
    LIGHT_LOOP_END
    #endif

    #if defined(_ADDITIONAL_LIGHTS_VERTEX)
    lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo;
    #endif

    return CalculateFinalColor(lightingData, surfaceData.alpha);
}

2、 被淘汰的老方法,需要传入一堆数据

在这里插入图片描述


二、GetMainLight

  • 在 UniversalFragmentBlinnPhong 函数中,一开始就获取了主光的信息,这也是我们这篇文章中,主要分析的,怎么获取主光信息
    在这里插入图片描述

1、Light结构体

在这里插入图片描述

其中最主要的就是:

  1. direction:主光线方向
  2. color:主光线颜色

2、GetMainLight具有4个方法重载

  • 这里我们为了方便分析,分别叫他们 1号、2号、3号、4号重载

  • 带参数的方法重载额外实现了 阴影衰减

  • 不带参数的方法重载 主要实现了主光信息的获取
    在这里插入图片描述

  • BulinnPhone光照计算,调用的是4号重载

  • 我们按调用顺序依次展开分析

  • 4号重载 调用了3号重载
    在这里插入图片描述

  • 3号重载 调用了 1号重载
    在这里插入图片描述

  • 2号 重载也调用了 1号重载(但是,我们这里没有使用到,不做分析)
    在这里插入图片描述

  • 1号重载(该函数就是获取我们主光信息的函数)
    在这里插入图片描述

3、1号重载干了什么(该函数就是获取我们主光信息的函数)

  • _MainLightPosition 获取主光线方向

light.direction = half3(_MainLightPosition.xyz);

我们输出看看效果:
请添加图片描述

  • _MainLightColor 获取主光颜色

light.color = _MainLightColor.rgb;

我们输出看看效果:
请添加图片描述

  • unity_LightData.z 获取光照距离衰减值
  • 因为,主光线是平行灯。所以,没有距离远近的说法,这里值只有 1 和 0

// unity_LightData.z is 1 when not culled by the culling mask, otherwise 0.
//距离衰减,接收光照时为 1。剔除接收光照为 0
light.distanceAttenuation = unity_LightData.z;

  • 阴影衰减预先赋值为 1,后面再做处理

light.shadowAttenuation = 1.0;


三、测试代码

// Shader targeted for low end devices. Single Pass Forward Rendering.
Shader "MyShader/URP/P4_7_3"
{
    // Keep properties of StandardSpecular shader for upgrade reasons.
    Properties
    {
        [MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {}
        [MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)

        _Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5

        _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
        _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5)
        _SpecGlossMap("Specular Map", 2D) = "white" {}
        _SmoothnessSource("Smoothness Source", Float) = 0.0
        _SpecularHighlights("Specular Highlights", Float) = 1.0

        [HideInInspector] _BumpScale("Scale", Float) = 1.0
        [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}

        [HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
        [NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}

        // Blending state
        _Surface("__surface", Float) = 0.0
        _Blend("__blend", Float) = 0.0
        _Cull("__cull", Float) = 2.0
        [ToggleUI] _AlphaClip("__clip", Float) = 0.0
        [HideInInspector] _SrcBlend("__src", Float) = 1.0
        [HideInInspector] _DstBlend("__dst", Float) = 0.0
        [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
        [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
        [HideInInspector] _ZWrite("__zw", Float) = 1.0
        [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
        [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0

        [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
        // Editmode props
        _QueueOffset("Queue offset", Float) = 0.0

        // ObsoleteProperties
        [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
        [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
        [HideInInspector] _Shininess("Smoothness", Float) = 0.0
        [HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0
        [HideInInspector] _SpecSource("SpecularHighlights", Float) = 0.0

        [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
    }

    SubShader
    {
        Tags
        {
            "RenderType" = "Opaque"
            "RenderPipeline" = "UniversalPipeline"
            "UniversalMaterialType" = "SimpleLit"
            "IgnoreProjector" = "True"
        }
        LOD 300
        //ForwardLit
        Pass
        {
            Name "ForwardLit"
            Tags
            {
                "LightMode" = "UniversalForward"
            }

            // -------------------------------------
            // Render State Commands
            // Use same blending / depth states as Standard shader
            Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
            ZWrite[_ZWrite]
            Cull[_Cull]
            AlphaToMask[_AlphaToMask]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex LitPassVertexSimple
            #pragma fragment LitPassFragmentSimple

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local_fragment _EMISSION
            #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
            #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
            #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
            #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile _ _LIGHT_LAYERS
            #pragma multi_compile _ _FORWARD_PLUS
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma multi_compile_fragment _ DEBUG_DISPLAY
            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            //--------------------------------------
            // Defines
            #define BUMP_SCALE_NOT_SUPPORTED 1

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"

            CBUFFER_START(UnityPerMaterial)
                float4 _BaseMap_ST;
                half4 _BaseColor;
                half4 _SpecColor;
                half4 _EmissionColor;
                half _Cutoff;
                half _Surface;
            CBUFFER_END

            #ifdef UNITY_DOTS_INSTANCING_ENABLED
                UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
                    UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor)
                    UNITY_DOTS_INSTANCED_PROP(float4, _SpecColor)
                    UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor)
                    UNITY_DOTS_INSTANCED_PROP(float , _Cutoff)
                    UNITY_DOTS_INSTANCED_PROP(float , _Surface)
                UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)

                static float4 unity_DOTS_Sampled_BaseColor;
                static float4 unity_DOTS_Sampled_SpecColor;
                static float4 unity_DOTS_Sampled_EmissionColor;
                static float  unity_DOTS_Sampled_Cutoff;
                static float  unity_DOTS_Sampled_Surface;

                void SetupDOTSSimpleLitMaterialPropertyCaches()
                {
                    unity_DOTS_Sampled_BaseColor     = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _BaseColor);
                    unity_DOTS_Sampled_SpecColor     = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _SpecColor);
                    unity_DOTS_Sampled_EmissionColor = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _EmissionColor);
                    unity_DOTS_Sampled_Cutoff        = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _Cutoff);
                    unity_DOTS_Sampled_Surface       = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _Surface);
                }

                #undef UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES
                #define UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES() SetupDOTSSimpleLitMaterialPropertyCaches()

                #define _BaseColor          unity_DOTS_Sampled_BaseColor
                #define _SpecColor          unity_DOTS_Sampled_SpecColor
                #define _EmissionColor      unity_DOTS_Sampled_EmissionColor
                #define _Cutoff             unity_DOTS_Sampled_Cutoff
                #define _Surface            unity_DOTS_Sampled_Surface

            #endif

            TEXTURE2D(_SpecGlossMap);
            SAMPLER(sampler_SpecGlossMap);

            half4 SampleSpecularSmoothness(float2 uv, half alpha, half4 specColor,
                                           TEXTURE2D_PARAM(specMap, sampler_specMap))
            {
                half4 specularSmoothness = half4(0, 0, 0, 1);
                #ifdef _SPECGLOSSMAP
    specularSmoothness = SAMPLE_TEXTURE2D(specMap, sampler_specMap, uv) * specColor;
                #elif defined(_SPECULAR_COLOR)
    specularSmoothness = specColor;
                #endif

                #ifdef _GLOSSINESS_FROM_BASE_ALPHA
    specularSmoothness.a = alpha;
                #endif

                return specularSmoothness;
            }

            inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
            {
                outSurfaceData = (SurfaceData)0;

                half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
                outSurfaceData.alpha = albedoAlpha.a * _BaseColor.a;
                outSurfaceData.alpha = AlphaDiscard(outSurfaceData.alpha, _Cutoff);

                outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
                outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, outSurfaceData.alpha);

                half4 specularSmoothness = SampleSpecularSmoothness(uv, outSurfaceData.alpha, _SpecColor,
                                                                    TEXTURE2D_ARGS(
                                                                        _SpecGlossMap, sampler_SpecGlossMap));
                outSurfaceData.metallic = 0.0; // unused
                outSurfaceData.specular = specularSmoothness.rgb;
                outSurfaceData.smoothness = specularSmoothness.a;
                outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
                outSurfaceData.occlusion = 1.0;
                outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb,
                                                         TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
            }

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
            #if defined(LOD_FADE_CROSSFADE)
    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

            struct Attributes
            {
                float4 positionOS : POSITION;
                float3 normalOS : NORMAL;
                float4 tangentOS : TANGENT;
                float2 texcoord : TEXCOORD0;
                float2 staticLightmapUV : TEXCOORD1;
                float2 dynamicLightmapUV : TEXCOORD2;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
                float2 uv : TEXCOORD0;

                float3 positionWS : TEXCOORD1; // xyz: posWS

                #ifdef _NORMALMAP
        half4 normalWS                 : TEXCOORD2;    // xyz: normal, w: viewDir.x
        half4 tangentWS                : TEXCOORD3;    // xyz: tangent, w: viewDir.y
        half4 bitangentWS              : TEXCOORD4;    // xyz: bitangent, w: viewDir.z
                #else
                half3 normalWS : TEXCOORD2;
                #endif

                #ifdef _ADDITIONAL_LIGHTS_VERTEX
        half4 fogFactorAndVertexLight  : TEXCOORD5; // x: fogFactor, yzw: vertex light
                #else
                half fogFactor : TEXCOORD5;
                #endif

                #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
        float4 shadowCoord             : TEXCOORD6;
                #endif

                DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7);

                #ifdef DYNAMICLIGHTMAP_ON
    float2  dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs
                #endif

                float4 positionCS : SV_POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
            };

            void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
            {
                inputData = (InputData)0;

                inputData.positionWS = input.positionWS;

                #ifdef _NORMALMAP
        half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
        inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
        inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
                #else
                half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
                inputData.normalWS = input.normalWS;
                #endif

                inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
                viewDirWS = SafeNormalize(viewDirWS);

                inputData.viewDirectionWS = viewDirWS;

                #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
        inputData.shadowCoord = input.shadowCoord;
                #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
        inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
                #else
                inputData.shadowCoord = float4(0, 0, 0, 0);
                #endif

                #ifdef _ADDITIONAL_LIGHTS_VERTEX
        inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
        inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
                #else
                inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor);
                inputData.vertexLighting = half3(0, 0, 0);
                #endif

                #if defined(DYNAMICLIGHTMAP_ON)
    inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
                #else
                inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
                #endif

                inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
                inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);

                #if defined(DEBUG_DISPLAY)
                #if defined(DYNAMICLIGHTMAP_ON)
    inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
                #endif
                #if defined(LIGHTMAP_ON)
    inputData.staticLightmapUV = input.staticLightmapUV;
                #else
    inputData.vertexSH = input.vertexSH;
                #endif
                #endif
            }

            ///
            //                      Light Abstraction                                    //
            ///

            Light GetMainLight1()
            {
                Light light;
                //通过内置参数获取主光线方向
                light.direction = half3(_MainLightPosition.xyz);
                #if USE_FORWARD_PLUS
                #if defined(LIGHTMAP_ON) && defined(LIGHTMAP_SHADOW_MIXING)
    light.distanceAttenuation = _MainLightColor.a;
                #else
    light.distanceAttenuation = 1.0;
                #endif
                #else
                // unity_LightData.z is 1 when not culled by the culling mask, otherwise 0.
                //距离衰减,接收光照时为 1。反之,为0
                light.distanceAttenuation = unity_LightData.z;

                #endif
                light.shadowAttenuation = 1.0;
                //通过内置参数获取主光线颜色
                light.color = _MainLightColor.rgb;

                light.layerMask = _MainLightLayerMask;

                return light;
            }

            Light GetMainLight1(float4 shadowCoord, float3 positionWS, half4 shadowMask)
            {
                Light light = GetMainLight1();
                light.shadowAttenuation = MainLightShadow(shadowCoord, positionWS, shadowMask,
                                          _MainLightOcclusionProbes);

                #if defined(_LIGHT_COOKIES)
        real3 cookieColor = SampleMainLightCookie(positionWS);
        light.color *= cookieColor;
                #endif

                return light;
            }

            Light GetMainLight1(InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor)
            {
                Light light = GetMainLight1(inputData.shadowCoord, inputData.positionWS, shadowMask);

                #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
    if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION))
    {
        light.color *= aoFactor.directAmbientOcclusion;
    }
                #endif

                return light;
            }

            
            /// Phong lighting...
            
            half4 UniversalFragmentBlinnPhong1(InputData inputData, SurfaceData surfaceData)
            {
                #if defined(DEBUG_DISPLAY)
    half4 debugColor;

    if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
    {
        return debugColor;
    }
                #endif

                uint meshRenderingLayers = GetMeshRenderingLayer();
                half4 shadowMask = CalculateShadowMask(inputData);
                AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
                Light mainLight = GetMainLight1(inputData, shadowMask, aoFactor);

                MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor);

                inputData.bakedGI *= surfaceData.albedo;

                LightingData lightingData = CreateLightingData(inputData, surfaceData);
                #ifdef _LIGHT_LAYERS
    if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
                #endif
                {
                    lightingData.mainLightColor += CalculateBlinnPhong(mainLight, inputData, surfaceData);
                }

                #if defined(_ADDITIONAL_LIGHTS)
    uint pixelLightCount = GetAdditionalLightsCount();

                #if USE_FORWARD_PLUS
    for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
    {
        FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK

        Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
                #ifdef _LIGHT_LAYERS
        if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
                #endif
        {
            lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
        }
    }
                #endif

    LIGHT_LOOP_BEGIN(pixelLightCount)
        Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
                #ifdef _LIGHT_LAYERS
        if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
                #endif
        {
            lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
        }
    LIGHT_LOOP_END
                #endif

                #if defined(_ADDITIONAL_LIGHTS_VERTEX)
    lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo;
                #endif

                return CalculateFinalColor(lightingData, surfaceData.alpha);
            }

            ///
            //                  Vertex and Fragment functions                            //
            ///

            // Used in Standard (Simple Lighting) shader
            Varyings LitPassVertexSimple(Attributes input)
            {
                Varyings output = (Varyings)0;

                UNITY_SETUP_INSTANCE_ID(input);
                UNITY_TRANSFER_INSTANCE_ID(input, output);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

                VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
                VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);

                #if defined(_FOG_FRAGMENT)
                half fogFactor = 0;
                #else
        half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
                #endif

                output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
                output.positionWS.xyz = vertexInput.positionWS;
                output.positionCS = vertexInput.positionCS;

                #ifdef _NORMALMAP
    half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
    output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
    output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
    output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
                #else
                output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
                #endif

                OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
                #ifdef DYNAMICLIGHTMAP_ON
    output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
                #endif
                OUTPUT_SH(output.normalWS.xyz, output.vertexSH);

                #ifdef _ADDITIONAL_LIGHTS_VERTEX
        half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
        output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
                #else
                output.fogFactor = fogFactor;
                #endif

                #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
        output.shadowCoord = GetShadowCoord(vertexInput);
                #endif

                return output;
            }

            // Used for StandardSimpleLighting shader
            void LitPassFragmentSimple(
                Varyings input
                , out half4 outColor : SV_Target0
                #ifdef _WRITE_RENDERING_LAYERS
    , out float4 outRenderingLayers : SV_Target1
                #endif
            )
            {
                UNITY_SETUP_INSTANCE_ID(input);
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

                SurfaceData surfaceData;
                InitializeSimpleLitSurfaceData(input.uv, surfaceData);

                #ifdef LOD_FADE_CROSSFADE
    LODFadeCrossFade(input.positionCS);
                #endif

                InputData inputData;
                InitializeInputData(input, surfaceData.normalTS, inputData);
                SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);

                #ifdef _DBUFFER
    ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
                #endif

                half4 color = UniversalFragmentBlinnPhong1(inputData, surfaceData);
                outColor = color;
                color.rgb = MixFog(color.rgb, inputData.fogCoord);
                color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface));

                outColor = color;

                #ifdef _WRITE_RENDERING_LAYERS
    uint renderingLayers = GetMeshRenderingLayer();
    outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
                #endif
            }
            ENDHLSL
        }
        //ShadowCaster
        Pass
        {
            Name "ShadowCaster"
            Tags
            {
                "LightMode" = "ShadowCaster"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite On
            ZTest LEqual
            ColorMask 0
            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex ShadowPassVertex
            #pragma fragment ShadowPassFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
            #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
            ENDHLSL
        }
        //GBuffer
        Pass
        {
            Name "GBuffer"
            Tags
            {
                "LightMode" = "UniversalGBuffer"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite[_ZWrite]
            ZTest LEqual
            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 4.5

            // Deferred Rendering Path does not support the OpenGL-based graphics API:
            // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
            #pragma exclude_renderers gles3 glcore

            // -------------------------------------
            // Shader Stages
            #pragma vertex LitPassVertexSimple
            #pragma fragment LitPassFragmentSimple

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            //#pragma shader_feature _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
            #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local_fragment _EMISSION
            #pragma shader_feature_local _RECEIVE_SHADOWS_OFF

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
            #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            //--------------------------------------
            // Defines
            #define BUMP_SCALE_NOT_SUPPORTED 1

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
            ENDHLSL
        }
        //DepthOnly
        Pass
        {
            Name "DepthOnly"
            Tags
            {
                "LightMode" = "DepthOnly"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite On
            ColorMask R
            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex DepthOnlyVertex
            #pragma fragment DepthOnlyFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
            ENDHLSL
        }

        // This pass is used when drawing to a _CameraNormalsTexture texture
        Pass
        {
            Name "DepthNormals"
            Tags
            {
                "LightMode" = "DepthNormals"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite On
            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex DepthNormalsVertex
            #pragma fragment DepthNormalsFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE

            // Universal Pipeline keywords
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl"
            ENDHLSL
        }

        // This pass it not used during regular rendering, only for lightmap baking.
        Pass
        {
            Name "Meta"
            Tags
            {
                "LightMode" = "Meta"
            }

            // -------------------------------------
            // Render State Commands
            Cull Off

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex UniversalVertexMeta
            #pragma fragment UniversalFragmentMetaSimple

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local_fragment _EMISSION
            #pragma shader_feature_local_fragment _SPECGLOSSMAP
            #pragma shader_feature EDITOR_VISUALIZATION

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
            ENDHLSL
        }
        //Universal2D
        Pass
        {
            Name "Universal2D"
            Tags
            {
                "LightMode" = "Universal2D"
                "RenderType" = "Transparent"
                "Queue" = "Transparent"
            }

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex vert
            #pragma fragment frag

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
            ENDHLSL
        }
    }

    Fallback "Hidden/Universal Render Pipeline/FallbackError"
    CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader"
}

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