#ifndef LIL_PASS_FORWARD_FUR_INCLUDED #define LIL_PASS_FORWARD_FUR_INCLUDED #include "lil_common.hlsl" #include "lil_common_appdata.hlsl" //------------------------------------------------------------------------------------------------------------------------------ // Structure #if !defined(LIL_CUSTOM_V2G_MEMBER) #define LIL_CUSTOM_V2G_MEMBER(id0,id1,id2,id3,id4,id5,id6,id7) #endif #if !defined(LIL_CUSTOM_V2F_MEMBER) #define LIL_CUSTOM_V2F_MEMBER(id0,id1,id2,id3,id4,id5,id6,id7) #endif // v2g #define LIL_V2G_TEXCOORD0 #define LIL_V2G_POSITION_WS #if defined(LIL_V2G_FORCE_NORMAL_WS) || defined(LIL_SHOULD_NORMAL) #define LIL_V2G_NORMAL_WS #endif #if !defined(LIL_PASS_FORWARDADD) #define LIL_V2G_LIGHTCOLOR #define LIL_V2G_LIGHTDIRECTION #if defined(LIL_FEATURE_SHADOW) #define LIL_V2G_INDLIGHTCOLOR #endif #endif #define LIL_V2G_VERTEXLIGHT_FOG #define LIL_V2G_FURVECTOR #define LIL_V2G_VERTEXID // g2f #define LIL_V2F_POSITION_CS #define LIL_V2F_TEXCOORD0 #if defined(LIL_V2F_FORCE_POSITION_WS) || defined(LIL_PASS_FORWARDADD) || defined(LIL_FEATURE_DISTANCE_FADE) || !defined(LIL_BRP) || defined(LIL_USE_LPPV) #define LIL_V2F_POSITION_WS #endif #if defined(LIL_V2F_FORCE_NORMAL_WS) || defined(LIL_SHOULD_NORMAL) #define LIL_V2F_NORMAL_WS #endif #if !defined(LIL_PASS_FORWARDADD) #define LIL_V2F_LIGHTCOLOR #define LIL_V2F_LIGHTDIRECTION #if defined(LIL_FEATURE_SHADOW) #define LIL_V2F_INDLIGHTCOLOR #endif #endif #define LIL_V2F_VERTEXLIGHT_FOG #define LIL_V2F_FURLAYER struct v2g { float2 uv0 : TEXCOORD0; float3 positionWS : TEXCOORD1; float3 furVector : TEXCOORD2; uint vertexID : TEXCOORD3; #if defined(LIL_V2G_NORMAL_WS) float3 normalWS : TEXCOORD4; #endif LIL_LIGHTCOLOR_COORDS(5) LIL_LIGHTDIRECTION_COORDS(6) LIL_INDLIGHTCOLOR_COORDS(7) LIL_VERTEXLIGHT_FOG_COORDS(8) LIL_CUSTOM_V2G_MEMBER(9,10,11,12,13,14,15,16) LIL_VERTEX_INPUT_INSTANCE_ID LIL_VERTEX_OUTPUT_STEREO }; struct v2f { float4 positionCS : SV_POSITION; float2 uv0 : TEXCOORD0; #if defined(LIL_V2F_POSITION_WS) float3 positionWS : TEXCOORD1; #endif #if defined(LIL_V2F_NORMAL_WS) LIL_VECTOR_INTERPOLATION float3 normalWS : TEXCOORD2; #endif float furLayer : TEXCOORD3; LIL_LIGHTCOLOR_COORDS(4) LIL_LIGHTDIRECTION_COORDS(5) LIL_INDLIGHTCOLOR_COORDS(6) LIL_VERTEXLIGHT_FOG_COORDS(7) LIL_CUSTOM_V2F_MEMBER(8,9,10,11,12,13,14,15) LIL_VERTEX_INPUT_INSTANCE_ID LIL_VERTEX_OUTPUT_STEREO }; //------------------------------------------------------------------------------------------------------------------------------ // Shader #include "lil_common_vert_fur.hlsl" #include "lil_common_frag.hlsl" float4 frag(v2f input) : SV_Target { //------------------------------------------------------------------------------------------------------------------------------ // Initialize LIL_SETUP_INSTANCE_ID(input); LIL_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); lilFragData fd = lilInitFragData(); BEFORE_UNPACK_V2F OVERRIDE_UNPACK_V2F LIL_GET_HDRPDATA(input,fd); #if defined(LIL_V2F_SHADOW) || defined(LIL_PASS_FORWARDADD) LIL_LIGHT_ATTENUATION(fd.attenuation, input); #endif LIL_GET_LIGHTING_DATA(input,fd); //------------------------------------------------------------------------------------------------------------------------------ // View Direction #if defined(LIL_V2F_POSITION_WS) LIL_GET_POSITION_WS_DATA(input,fd); #endif #if defined(LIL_V2F_NORMAL_WS) && defined(LIL_V2F_TANGENT_WS) LIL_GET_TBN_DATA(input,fd); #endif #if defined(LIL_V2F_NORMAL_WS) && defined(LIL_V2F_TANGENT_WS) && defined(LIL_V2F_POSITION_WS) LIL_GET_PARALLAX_DATA(input,fd); #endif //------------------------------------------------------------------------------------------------------------------------------ // UV BEFORE_ANIMATE_MAIN_UV OVERRIDE_ANIMATE_MAIN_UV BEFORE_CALC_DDX_DDY OVERRIDE_CALC_DDX_DDY //------------------------------------------------------------------------------------------------------------------------------ // Main Color BEFORE_MAIN OVERRIDE_MAIN //------------------------------------------------------------------------------------------------------------------------------ // Fur BEFORE_FUR OVERRIDE_FUR //------------------------------------------------------------------------------------------------------------------------------ // Copy fd.albedo = fd.col.rgb; //------------------------------------------------------------------------------------------------------------------------------ // Alpha #if LIL_RENDER == 1 || defined(LIL_FUR_PRE) // Cutout fd.col.a = saturate(fd.col.a*5.0-2.0); if(fd.col.a == 0) discard; #else // Transparent clip(fd.col.a - _Cutoff); #endif BEFORE_SHADOW #ifndef LIL_PASS_FORWARDADD //------------------------------------------------------------------------------------------------------------------------------ // Lighting #if defined(LIL_FEATURE_SHADOW) fd.N = normalize(input.normalWS); fd.ln = dot(fd.L, fd.N); OVERRIDE_SHADOW fd.col.rgb += fd.albedo * fd.addLightColor; fd.col.rgb = min(fd.col.rgb, fd.albedo * _LightMaxLimit); #else fd.col.rgb *= saturate(fd.lightColor + fd.addLightColor); #endif #else #if defined(LIL_FEATURE_SHADOW) && defined(LIL_OPTIMIZE_APPLY_SHADOW_FA) fd.N = normalize(input.normalWS); fd.ln = dot(fd.L, fd.N); OVERRIDE_SHADOW #else fd.col.rgb *= fd.lightColor; #endif #if LIL_RENDER == 2 && !defined(LIL_FUR_PRE) fd.col.rgb *= saturate(fd.col.a * _AlphaBoostFA); #endif #endif //------------------------------------------------------------------------------------------------------------------------------ // Distance Fade BEFORE_DISTANCE_FADE #if defined(LIL_FEATURE_DISTANCE_FADE) OVERRIDE_DISTANCE_FADE #endif //------------------------------------------------------------------------------------------------------------------------------ // Fix Color LIL_HDRP_DEEXPOSURE(fd.col); //------------------------------------------------------------------------------------------------------------------------------ // Fog BEFORE_FOG OVERRIDE_FOG BEFORE_OUTPUT OVERRIDE_OUTPUT } #endif