438 lines
19 KiB
HLSL

#ifndef LIL_VERTEX_INCLUDED
#define LIL_VERTEX_INCLUDED
#if defined(LIL_V2F_OUT_BASE)
#undef LIL_V2F_OUT_BASE
#endif
#if defined(LIL_V2F_OUT)
#undef LIL_V2F_OUT
#endif
#if defined(LIL_V2F_TYPE)
#undef LIL_V2F_TYPE
#endif
#if defined(LIL_ONEPASS_OUTLINE)
#define LIL_V2F_OUT_BASE output.base
#define LIL_V2F_OUT output
#define LIL_V2F_TYPE v2g
#else
#define LIL_V2F_OUT_BASE output
#define LIL_V2F_OUT output
#define LIL_V2F_TYPE v2f
#endif
#if !defined(LIL_CUSTOM_VERT_COPY)
#define LIL_CUSTOM_VERT_COPY
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Insert a process for a custom shader
void lilCustomVertexOS(inout appdata input, inout float2 uvMain, inout float4 positionOS)
{
#if defined(LIL_CUSTOM_VERTEX_OS)
LIL_CUSTOM_VERTEX_OS
#endif
}
void lilCustomVertexOS(inout appdata input, inout float2 uvMain, inout float3 positionOS)
{
float4 positionOS4 = float4(positionOS, 1.0);
lilCustomVertexOS(input, uvMain, positionOS4);
positionOS = positionOS4.xyz;
}
void lilCustomVertexWS(inout appdata input, inout float2 uvMain, inout lilVertexPositionInputs vertexInput, inout lilVertexNormalInputs vertexNormalInput)
{
#if defined(LIL_CUSTOM_VERTEX_WS)
LIL_CUSTOM_VERTEX_WS
#endif
}
//------------------------------------------------------------------------------------------------------------------------------
// Vertex shader
LIL_V2F_TYPE vert(appdata input)
{
LIL_V2F_TYPE LIL_V2F_OUT;
LIL_INITIALIZE_STRUCT(v2f, LIL_V2F_OUT_BASE);
#if defined(LIL_ONEPASS_OUTLINE)
LIL_V2F_OUT.positionCSOL = 0.0;
#if defined(LIL_PASS_MOTIONVECTOR_INCLUDED)
LIL_V2F_OUT.previousPositionCSOL = 0.0;
#endif
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Invisible
#if defined(LIL_OUTLINE) && !defined(LIL_LITE) && defined(USING_STEREO_MATRICES)
#define LIL_VERTEX_CONDITION (_Invisible || _OutlineDisableInVR)
#elif defined(LIL_OUTLINE) && !defined(LIL_LITE)
#define LIL_VERTEX_CONDITION (_Invisible || _OutlineDisableInVR && (abs(UNITY_MATRIX_P._m02) > 0.000001))
#else
#define LIL_VERTEX_CONDITION (_Invisible)
#endif
#if defined(LIL_TESSELLATION) || defined(LIL_CUSTOM_SAFEVERT)
if(!LIL_VERTEX_CONDITION)
{
#else
if(LIL_VERTEX_CONDITION) return LIL_V2F_OUT;
#endif
#undef LIL_VERTEX_CONDITION
//------------------------------------------------------------------------------------------------------------------------------
// Single Pass Instanced rendering
LIL_SETUP_INSTANCE_ID(input);
LIL_TRANSFER_INSTANCE_ID(input, LIL_V2F_OUT_BASE);
LIL_INITIALIZE_VERTEX_OUTPUT_STEREO(LIL_V2F_OUT_BASE);
//------------------------------------------------------------------------------------------------------------------------------
// UV
float2 uvMain = lilCalcUV(input.uv0, _MainTex_ST);
float2 uvs[4] = {uvMain,input.uv1,input.uv2,input.uv3};
//------------------------------------------------------------------------------------------------------------------------------
// Object space direction
#if defined(LIL_APP_NORMAL) && defined(LIL_APP_TANGENT)
float3 bitangentOS = normalize(cross(input.normalOS, input.tangentOS.xyz)) * (input.tangentOS.w * length(input.normalOS));
float3x3 tbnOS = float3x3(input.tangentOS.xyz, bitangentOS, input.normalOS);
#else
float3 bitangentOS = 0.0;
float3x3 tbnOS = 0.0;
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Vertex Modification
#include "lil_vert_encryption.hlsl"
lilCustomVertexOS(input, uvMain, input.positionOS);
#include "lil_vert_audiolink.hlsl"
#if !defined(LIL_ONEPASS_OUTLINE)
#include "lil_vert_outline.hlsl"
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Previous Position (for HDRP)
#if defined(LIL_PASS_MOTIONVECTOR_INCLUDED)
input.previousPositionOS = unity_MotionVectorsParams.x > 0.0 ? input.previousPositionOS : input.positionOS.xyz;
#if defined(_ADD_PRECOMPUTED_VELOCITY)
input.previousPositionOS -= input.precomputedVelocity;
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Vertex Modification
#define LIL_MODIFY_PREVPOS
#include "lil_vert_encryption.hlsl"
lilCustomVertexOS(input, uvMain, input.previousPositionOS);
#include "lil_vert_audiolink.hlsl"
#undef LIL_MODIFY_PREVPOS
//------------------------------------------------------------------------------------------------------------------------------
// Transform
LIL_VERTEX_POSITION_INPUTS(input.previousPositionOS, previousVertexInput);
#if defined(LIL_APP_NORMAL) && defined(LIL_APP_TANGENT)
LIL_VERTEX_NORMAL_TANGENT_INPUTS(input.normalOS, input.tangentOS, previousVertexNormalInput);
#elif defined(LIL_APP_NORMAL)
LIL_VERTEX_NORMAL_INPUTS(input.normalOS, previousVertexNormalInput);
#else
lilVertexNormalInputs previousVertexNormalInput = lilGetVertexNormalInputs();
#endif
previousVertexInput.positionWS = TransformPreviousObjectToWorld(input.previousPositionOS);
lilCustomVertexWS(input, uvMain, previousVertexInput, previousVertexNormalInput);
LIL_V2F_OUT_BASE.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousVertexInput.positionWS, 1.0));
#if defined(LIL_ONEPASS_OUTLINE)
#define LIL_MODIFY_PREVPOS
#include "lil_vert_outline.hlsl"
#undef LIL_MODIFY_PREVPOS
LIL_VERTEX_POSITION_INPUTS(input.previousPositionOS, previousOLVertexInput);
previousOLVertexInput.positionWS = TransformPreviousObjectToWorld(input.previousPositionOS);
lilCustomVertexWS(input, uvMain, previousOLVertexInput, previousVertexNormalInput);
LIL_V2F_OUT.previousPositionCSOL = mul(UNITY_MATRIX_PREV_VP, float4(previousOLVertexInput.positionWS, 1.0));
#endif
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Transform
#if defined(LIL_APP_POSITION)
LIL_VERTEX_POSITION_INPUTS(input.positionOS, vertexInput);
#endif
#if defined(LIL_APP_NORMAL) && defined(LIL_APP_TANGENT)
LIL_VERTEX_NORMAL_TANGENT_INPUTS(input.normalOS, input.tangentOS, vertexNormalInput);
#elif defined(LIL_APP_NORMAL)
LIL_VERTEX_NORMAL_INPUTS(input.normalOS, vertexNormalInput);
#else
lilVertexNormalInputs vertexNormalInput = lilGetVertexNormalInputs();
#endif
lilCustomVertexWS(input, uvMain, vertexInput, vertexNormalInput);
#if defined(LIL_CUSTOM_VERTEX_WS)
LIL_RE_VERTEX_POSITION_INPUTS(vertexInput);
#endif
float3 viewDirection = normalize(lilViewDirection(lilToAbsolutePositionWS(vertexInput.positionWS)));
float3 headDirection = normalize(lilHeadDirection(lilToAbsolutePositionWS(vertexInput.positionWS)));
//------------------------------------------------------------------------------------------------------------------------------
// Copy
// UV
#if defined(LIL_V2F_TEXCOORD0)
LIL_V2F_OUT_BASE.uv0 = input.uv0;
#endif
#if defined(LIL_V2F_TEXCOORD1)
LIL_V2F_OUT_BASE.uv1 = input.uv1;
#endif
#if defined(LIL_V2F_TEXCOORD2)
LIL_V2F_OUT_BASE.uv2 = input.uv2;
#endif
#if defined(LIL_V2F_TEXCOORD3)
LIL_V2F_OUT_BASE.uv3 = input.uv3;
#endif
#if defined(LIL_V2F_PACKED_TEXCOORD01)
LIL_V2F_OUT_BASE.uv01.xy = input.uv0;
LIL_V2F_OUT_BASE.uv01.zw = input.uv1;
#endif
#if defined(LIL_V2F_PACKED_TEXCOORD23)
LIL_V2F_OUT_BASE.uv23.xy = input.uv2;
LIL_V2F_OUT_BASE.uv23.zw = input.uv3;
#endif
#if defined(LIL_V2F_UVMAT)
LIL_V2F_OUT_BASE.uvMat = lilCalcMatCapUV(input.uv1, vertexNormalInput.normalWS, viewDirection, headDirection, _MatCapTex_ST, _MatCapBlendUV1.xy, _MatCapZRotCancel, _MatCapPerspective, _MatCapVRParallaxStrength);
#endif
// Position
#if defined(LIL_V2F_POSITION_CS)
LIL_V2F_OUT_BASE.positionCS = vertexInput.positionCS;
#endif
#if defined(LIL_V2F_POSITION_OS)
LIL_V2F_OUT_BASE.positionOS = input.positionOS.xyz;
#endif
#if defined(LIL_V2F_POSITION_WS)
LIL_V2F_OUT_BASE.positionWS = vertexInput.positionWS;
#endif
// Normal
#if defined(LIL_V2F_NORMAL_WS) && defined(LIL_NORMALIZE_NORMAL_IN_VS) && !defined(SHADER_QUALITY_LOW)
LIL_V2F_OUT_BASE.normalWS = normalize(vertexNormalInput.normalWS);
#elif defined(LIL_V2F_NORMAL_WS)
LIL_V2F_OUT_BASE.normalWS = vertexNormalInput.normalWS;
#endif
#if defined(LIL_V2F_TANGENT_WS)
LIL_V2F_OUT_BASE.tangentWS = float4(vertexNormalInput.tangentWS, input.tangentOS.w);
#endif
LIL_CUSTOM_VERT_COPY
//------------------------------------------------------------------------------------------------------------------------------
// Meta
#if defined(LIL_PASS_META_INCLUDED) && !defined(LIL_HDRP)
LIL_TRANSFER_METAPASS(input,LIL_V2F_OUT_BASE);
#if defined(EDITOR_VISUALIZATION)
if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
LIL_V2F_OUT_BASE.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, input.uv0, input.uv1, input.uv2, unity_EditorViz_Texture_ST);
else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
{
LIL_V2F_OUT_BASE.vizUV = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
LIL_V2F_OUT_BASE.lightCoord = mul(unity_EditorViz_WorldToLight, float4(lilTransformOStoWS(input.positionOS.xyz), 1.0));
}
#endif
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Fog & Lighting
lilFragData fd = lilInitFragData();
LIL_GET_HDRPDATA(vertexInput,fd);
#if defined(LIL_V2F_LIGHTCOLOR) || defined(LIL_V2F_LIGHTDIRECTION) || defined(LIL_V2F_INDLIGHTCOLOR) || defined(LIL_V2F_NDOTL)
LIL_CALC_MAINLIGHT(vertexInput, lightdataInput);
#endif
#if defined(LIL_V2F_LIGHTCOLOR)
LIL_V2F_OUT_BASE.lightColor = lightdataInput.lightColor;
#endif
#if defined(LIL_V2F_LIGHTDIRECTION)
LIL_V2F_OUT_BASE.lightDirection = lightdataInput.lightDirection;
#endif
#if defined(LIL_V2F_INDLIGHTCOLOR)
LIL_V2F_OUT_BASE.indLightColor = lightdataInput.indLightColor * _ShadowEnvStrength;
#endif
#if defined(LIL_V2F_NDOTL)
float2 outlineNormalVS = normalize(lilTransformDirWStoVSCenter(vertexNormalInput.normalWS).xy);
#if defined(LIL_PASS_FORWARDADD)
float2 outlineLightVS = normalize(lilTransformDirWStoVSCenter(normalize(_WorldSpaceLightPos0.xyz - vertexInput.positionWS * _WorldSpaceLightPos0.w)).xy);
#else
float2 outlineLightVS = normalize(lilTransformDirWStoVSCenter(lightdataInput.lightDirection).xy);
#endif
LIL_V2F_OUT_BASE.NdotL = dot(outlineNormalVS, outlineLightVS) * 0.5 + 0.5;
#endif
#if defined(LIL_V2F_SHADOW)
LIL_TRANSFER_SHADOW(vertexInput, input.uv1, LIL_V2F_OUT_BASE);
#endif
#if defined(LIL_V2F_VERTEXLIGHT_FOG)
LIL_TRANSFER_FOG(vertexInput, LIL_V2F_OUT_BASE);
LIL_CALC_VERTEXLIGHT(vertexInput, LIL_V2F_OUT_BASE);
#endif
#if defined(LIL_V2F_SHADOW_CASTER)
LIL_TRANSFER_SHADOW_CASTER(input, LIL_V2F_OUT_BASE);
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Clipping Canceller
#if defined(LIL_V2F_POSITION_CS) && defined(LIL_FEATURE_CLIPPING_CANCELLER) && !defined(LIL_LITE) && !defined(LIL_PASS_SHADOWCASTER_INCLUDED) && !defined(LIL_PASS_META_INCLUDED)
#if defined(UNITY_REVERSED_Z)
// DirectX
if(LIL_V2F_OUT_BASE.positionCS.w < _ProjectionParams.y * 1.01 && LIL_V2F_OUT_BASE.positionCS.w > 0 && _ProjectionParams.y < LIL_NEARCLIP_THRESHOLD LIL_MULTI_SHOULD_CLIPPING)
{
LIL_V2F_OUT_BASE.positionCS.z = LIL_V2F_OUT_BASE.positionCS.z * 0.0001 + LIL_V2F_OUT_BASE.positionCS.w * 0.999;
}
#else
// OpenGL
if(LIL_V2F_OUT_BASE.positionCS.w < _ProjectionParams.y * 1.01 && LIL_V2F_OUT_BASE.positionCS.w > 0 && _ProjectionParams.y < LIL_NEARCLIP_THRESHOLD LIL_MULTI_SHOULD_CLIPPING)
{
LIL_V2F_OUT_BASE.positionCS.z = LIL_V2F_OUT_BASE.positionCS.z * 0.0001 - LIL_V2F_OUT_BASE.positionCS.w * 0.999;
}
#endif
#endif
//------------------------------------------------------------------------------------------------------------------------------
// One Pass Outline (for HDRP)
#if defined(LIL_ONEPASS_OUTLINE)
#include "lil_vert_outline.hlsl"
vertexInput = lilGetVertexPositionInputs(input.positionOS);
lilCustomVertexWS(input, uvMain, vertexInput, vertexNormalInput);
#if defined(LIL_CUSTOM_VERTEX_WS)
LIL_RE_VERTEX_POSITION_INPUTS(vertexInput);
#endif
LIL_V2F_OUT.positionCSOL = vertexInput.positionCS;
//------------------------------------------------------------------------------------------------------------------------------
// Clipping Canceller
#if defined(LIL_FEATURE_CLIPPING_CANCELLER) && !defined(LIL_LITE) && !defined(LIL_PASS_SHADOWCASTER_INCLUDED) && !defined(LIL_PASS_META_INCLUDED)
#if defined(UNITY_REVERSED_Z)
// DirectX
if(LIL_V2F_OUT.positionCSOL.w < _ProjectionParams.y * 1.01 && LIL_V2F_OUT.positionCSOL.w > 0 && _ProjectionParams.y < LIL_NEARCLIP_THRESHOLD LIL_MULTI_SHOULD_CLIPPING)
{
LIL_V2F_OUT.positionCSOL.z = LIL_V2F_OUT.positionCSOL.z * 0.0001 + LIL_V2F_OUT.positionCSOL.w * 0.999;
}
#else
// OpenGL
if(LIL_V2F_OUT.positionCSOL.w < _ProjectionParams.y * 1.01 && LIL_V2F_OUT.positionCSOL.w > 0 && _ProjectionParams.y < LIL_NEARCLIP_THRESHOLD LIL_MULTI_SHOULD_CLIPPING)
{
LIL_V2F_OUT.positionCSOL.z = LIL_V2F_OUT.positionCSOL.z * 0.0001 - LIL_V2F_OUT.positionCSOL.w * 0.999;
}
#endif
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Offset z for Less ZTest
#if defined(UNITY_REVERSED_Z)
// DirectX
LIL_V2F_OUT.positionCSOL.z -= 0.0001;
#else
// OpenGL
LIL_V2F_OUT.positionCSOL.z += 0.0001;
#endif
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Offset z for Less ZTest
#if defined(SHADERPASS) && SHADERPASS == SHADERPASS_DEPTH_ONLY && defined(LIL_OUTLINE)
#if defined(UNITY_REVERSED_Z)
// DirectX
LIL_V2F_OUT.positionCS.z -= 0.0001;
#else
// OpenGL
LIL_V2F_OUT.positionCS.z += 0.0001;
#endif
#endif
//------------------------------------------------------------------------------------------------------------------------------
// Remove Outline
#if defined(LIL_ONEPASS_OUTLINE)
float width = lilGetOutlineWidth(uvMain, input.color, _OutlineWidth, _OutlineWidthMask, _OutlineVertexR2Width LIL_SAMP_IN(sampler_linear_repeat));
if(width > -0.000001 && width < 0.000001 && _OutlineDeleteMesh) LIL_V2F_OUT.positionCSOL = 0.0/0.0;
#elif defined(LIL_OUTLINE)
float width = lilGetOutlineWidth(uvMain, input.color, _OutlineWidth, _OutlineWidthMask, _OutlineVertexR2Width LIL_SAMP_IN(sampler_linear_repeat));
if(width > -0.000001 && width < 0.000001 && _OutlineDeleteMesh) LIL_V2F_OUT.positionCS = 0.0/0.0;
#endif
#if defined(LIL_TESSELLATION) || defined(LIL_CUSTOM_SAFEVERT)
}
#endif
return LIL_V2F_OUT;
}
//------------------------------------------------------------------------------------------------------------------------------
// Geometry shader (for HDRP)
#if defined(LIL_ONEPASS_OUTLINE)
[maxvertexcount(12)]
void geom(triangle v2g input[3], inout TriangleStream<v2f> outStream)
{
//------------------------------------------------------------------------------------------------------------------------------
// Invisible
if(_Invisible) return;
v2f output[3];
LIL_INITIALIZE_STRUCT(v2f, output[0]);
LIL_INITIALIZE_STRUCT(v2f, output[1]);
LIL_INITIALIZE_STRUCT(v2f, output[2]);
LIL_SETUP_INSTANCE_ID(input[0].base);
LIL_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input[0].base);
//------------------------------------------------------------------------------------------------------------------------------
// Copy
for(uint i = 0; i < 3; i++)
{
output[i] = input[i].base;
}
// Front
if(_Cull != 1)
{
outStream.Append(output[0]);
outStream.Append(output[1]);
outStream.Append(output[2]);
outStream.RestartStrip();
}
// Back
if(_Cull != 2)
{
outStream.Append(output[2]);
outStream.Append(output[1]);
outStream.Append(output[0]);
outStream.RestartStrip();
}
//------------------------------------------------------------------------------------------------------------------------------
// Outline
for(uint j = 0; j < 3; j++)
{
output[j].positionCS = input[j].positionCSOL;
#if defined(LIL_PASS_MOTIONVECTOR_INCLUDED)
output[j].previousPositionCS = input[j].previousPositionCSOL;
#endif
}
// Front
if(_OutlineCull != 1)
{
outStream.Append(output[0]);
outStream.Append(output[1]);
outStream.Append(output[2]);
outStream.RestartStrip();
}
// Back
if(_OutlineCull != 2)
{
outStream.Append(output[2]);
outStream.Append(output[1]);
outStream.Append(output[0]);
outStream.RestartStrip();
}
}
#endif
#undef LIL_V2F_OUT_BASE
#undef LIL_V2F_OUT
#endif