PictureFrameBuilder/Shader: lighting parity, HTrace GBuffer pass, absolute frame metrics
Shader (PictureTessellationLit): - Lighting parity with URP Lit: lightmaps, shadowmask/mixed, APV, DBuffer decals, vertex additional lights, rendering layers, fragment fog - UniversalGBuffer pass (with tessellation + graded albedo) so HTrace WSGI composes correct GI instead of a cyan veil over pictures - Skip GPU tessellation entirely when strength/displacement is 0 - Inspector ranges matched to builder (-3..3 bump, -10..10 tessellation) Builder: - Frame Thickness & Padding are now absolute meters (size-independent) instead of fractions of the picture size - Tooltip updates for the new default/range semantics Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -6,10 +6,10 @@ namespace Chameleon.Components
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// Procedural picture frame, generated live in the editor (and at runtime) from the inspector
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// parameters. Sizing is inside-out: the picture keeps the texture's aspect ratio EXACTLY and the
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// outer frame grows around it by padding + thickness (Size = longer outer side) - insetting a
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// uniform border from an aspect-scaled outer rect would distort the picture. All shape parameters
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// are relative fractions (thickness/padding of the picture's longer side, radius of the maximum
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// possible rounding, depths of the frame depth), so a frame keeps its proportions when resized via
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// Size - resize via Size, NOT via transform scale. Four submeshes with their own
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// uniform border from an aspect-scaled outer rect would distort the picture. Thickness and padding
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// are absolute meters (independent of Size - the picture shrinks as they grow); corner radius is a
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// fraction of the maximum possible rounding and the depths are fractions of the frame depth.
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// Resize via Size, NOT via transform scale. Four submeshes with their own
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// material slots: 0 picture, 1 inner cavity (recess walls + padding ring), 2 frame (front ring, outer
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// sides, edge rounding), 3 back plate. Front faces -Z like Unity's built-in Quad. An assigned
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// PictureTexture becomes the picture material's base map via a per-frame DontSave material
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@@ -46,8 +46,8 @@ namespace Chameleon.Components
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[SerializeField] Vector2 _aspect = Vector2.one;
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[Header("Frame")]
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[Tooltip("Border width of the frame as a fraction of the picture's longer side.")]
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[SerializeField, Range(0f, 1f)] float _frameThickness = 0.05f;
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[Tooltip("Border width of the frame in meters (independent of Size).")]
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[SerializeField, Range(0.001f, 0.5f)] float _frameThickness = 0.03f;
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[Tooltip("Depth of the frame, front face to back face.")]
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[SerializeField, Range(0.002f, 0.500f)] float _frameDepth = 0.05f;
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[Tooltip("Rounding of the outer frame edges relative to the maximum possible radius (thickness / half depth); 0 = sharp box, 1 = fully rounded.")]
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@@ -58,27 +58,27 @@ namespace Chameleon.Components
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[SerializeField, Range(-1f, 1f)] float _frameInnerDepth = -0.1f;
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[Header("Picture")]
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[Tooltip("Gap between the frame's inner edge and the picture as a fraction of the picture's longer side.")]
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[SerializeField, Range(0f, 1f)] float _padding = 0.01f;
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[Tooltip("Gap between the frame's inner edge and the picture in meters (independent of Size).")]
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[SerializeField, Range(0f, 0.5f)] float _padding = 0.005f;
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[Tooltip("Picture plane: -1 = fully inside (on the back plate), 0 = flush with the inner floor, 1 = a full frame depth in front of the frame.")]
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[SerializeField, Range(-1f, 1f)] float _pictureDepth = 0.1f;
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[Tooltip("Photo for this frame: applied as the picture material's base map via a per-frame material instance (the material asset itself is never modified) and drives the aspect ratio. Empty = the material's own base map is shown.")]
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[SerializeField] Texture _pictureTexture;
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[Tooltip("Optional normal map for the picture: applied as the picture material's bump map via the same per-frame material instance.")]
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[SerializeField] Texture _pictureNormalMap;
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[Tooltip("Intensity of the picture normal map (URP _BumpScale). 1 = as authored.")]
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[SerializeField, Range(0f, 3f)] float _normalMapStrength = 1f;
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[Tooltip("Intensity of the picture normal map (URP _BumpScale). 0 = flat, negative inverts the relief.")]
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[SerializeField, Range(-3f, 3f)] float _normalMapStrength = 0;
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[Tooltip("Optional height map for the picture: set as _HeightMap on the per-frame material instance (tessellation shader); on plain URP Lit it falls back to the parallax map.")]
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[SerializeField] Texture _pictureHeightMap;
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[Tooltip("Scales the material's occlusion (_OcclusionStrength). 1 = as authored.")]
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[SerializeField, Range(0f, 3f)] float _occlusionStrength = 1f;
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[Tooltip("Scales the material's occlusion (_OcclusionStrength). 0 = no occlusion darkening.")]
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[SerializeField, Range(0f, 3f)] float _occlusionStrength = 0;
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[Tooltip("Contrast of the occlusion map around mid-gray (_OcclusionContrast). 0 = unchanged, -1 = flat, 3 = strongly exaggerated.")]
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[SerializeField, Range(-1f, 3f)] float _occlusionContrast;
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[Tooltip("Brightness multiplier on the picture base map (_Brightness) to compensate the darkening from occlusion. 1 = unchanged.")]
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[SerializeField, Range(0f, 3f)] float _brightness = 1f;
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[Tooltip("Scales the material's tessellation displacement (_TessellationStrength). 1 = as authored.")]
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[SerializeField, Range(0f, 10f)] float _tessellationStrength = 1f;
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[Tooltip("Triangle grid resolution of the picture plane (cells along its longer side); raise it so displacement/tessellation has vertices to work with. 1 = plain quad.")]
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[SerializeField, Range(0f, 3f)] float _brightness = 1;
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[Tooltip("Scales the material's tessellation displacement (_TessellationStrength). 0 = flat (GPU tessellation is skipped entirely), negative inverts the relief.")]
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[SerializeField, Range(-10f, 10f)] float _tessellationStrength = 0;
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[Tooltip("Triangle grid resolution of the picture plane mesh (cells along its longer side). 1 = plain quad; extra triangles visible in wireframe beyond this come from the shader's GPU Tessellation Factor, not this mesh.")]
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[SerializeField, Range(1, 10)] int _pictureSubdivisions = 1;
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[Header("Picture Crop")]
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@@ -162,13 +162,13 @@ namespace Chameleon.Components
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ResolveAspect();
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#endif
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// Inside-out sizing: the picture keeps the texture aspect exactly; thickness and padding
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// are fractions of the picture's longer side, and Size stays the longer OUTER side:
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// size = pLong + 2*(t + pad) = pLong * (1 + thickness + padding). No clamp dead zones -
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// every 0..1 combination yields valid geometry.
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// are absolute meters (they do NOT scale with Size), and Size stays the longer OUTER
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// side: pLong = size - 2*(t + pad), clamped so the picture never degenerates (the outer
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// side then exceeds Size instead).
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float d = Mathf.Max(_frameDepth, 0.002f);
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float pLong = Mathf.Max(_size, 0.01f) / (1f + _frameThickness + _padding);
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float t = Mathf.Max(_frameThickness * pLong * 0.5f, 0.001f);
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float pad = _padding * pLong * 0.5f;
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float t = Mathf.Max(_frameThickness, 0.001f);
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float pad = Mathf.Max(_padding, 0f);
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float pLong = Mathf.Max(Mathf.Max(_size, 0.01f) - 2f * (t + pad), 0.01f);
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float pw = Mathf.Max(pLong * _aspect.x, 0.001f);
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float ph = Mathf.Max(pLong * _aspect.y, 0.001f);
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float ow = pw + 2f * pad;
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@@ -19,10 +19,10 @@ Shader "Chameleon/PictureTessellationLit"
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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[Normal] _BumpMap("Normal Map", 2D) = "bump" {}
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_BumpScale("Normal Strength", Range(0.0, 3.0)) = 1.0
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_BumpScale("Normal Strength", Range(-3.0, 3.0)) = 1.0
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_HeightMap("Height Map", 2D) = "gray" {}
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_Displacement("Displacement (m)", Range(0.0, 0.2)) = 0.02
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_TessellationStrength("Tessellation Strength", Range(0.0, 3.0)) = 1.0
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_TessellationStrength("Tessellation Strength", Range(-10.0, 10.0)) = 1.0
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_TessellationFactor("Tessellation Factor", Range(1.0, 32.0)) = 8.0
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_OcclusionMap("Occlusion Map", 2D) = "white" {}
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_OcclusionStrength("Occlusion Strength", Range(0.0, 3.0)) = 1.0
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@@ -66,6 +66,8 @@ Shader "Chameleon/PictureTessellationLit"
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 uv : TEXCOORD0;
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float2 staticLightmapUV : TEXCOORD1;
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float2 dynamicLightmapUV : TEXCOORD2;
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};
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// Hull/domain control point: everything stays in object space until the domain stage.
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@@ -75,6 +77,8 @@ Shader "Chameleon/PictureTessellationLit"
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 uv : TEXCOORD0;
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float2 staticLightmapUV : TEXCOORD1;
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float2 dynamicLightmapUV : TEXCOORD2;
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};
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struct TessFactors
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@@ -90,16 +94,20 @@ Shader "Chameleon/PictureTessellationLit"
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p.normalOS = input.normalOS;
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p.tangentOS = input.tangentOS;
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p.uv = input.uv;
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p.staticLightmapUV = input.staticLightmapUV;
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p.dynamicLightmapUV = input.dynamicLightmapUV;
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return p;
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}
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TessFactors PatchConstants(InputPatch<ControlPoint, 3> patch)
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{
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TessFactors f;
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f.edge[0] = _TessellationFactor;
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f.edge[1] = _TessellationFactor;
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f.edge[2] = _TessellationFactor;
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f.inside = _TessellationFactor;
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// No displacement -> no reason to subdivide (keeps the wireframe a plain grid).
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half factor = (_TessellationStrength == 0.0h || _Displacement == 0.0h) ? 1.0h : _TessellationFactor;
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f.edge[0] = factor;
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f.edge[1] = factor;
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f.edge[2] = factor;
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f.inside = factor;
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return f;
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}
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@@ -124,6 +132,8 @@ Shader "Chameleon/PictureTessellationLit"
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v.normalOS = normalize(TESS_INTERPOLATE(normalOS));
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v.tangentOS = TESS_INTERPOLATE(tangentOS);
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v.uv = TESS_INTERPOLATE(uv);
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v.staticLightmapUV = TESS_INTERPOLATE(staticLightmapUV);
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v.dynamicLightmapUV = TESS_INTERPOLATE(dynamicLightmapUV);
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float height = SAMPLE_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, TRANSFORM_TEX(v.uv, _BaseMap), 0).r;
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v.positionOS.xyz += v.normalOS * ((height - 0.5) * _Displacement * _TessellationStrength);
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return v;
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@@ -145,22 +155,39 @@ Shader "Chameleon/PictureTessellationLit"
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#pragma domain ForwardDomain
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#pragma fragment ForwardFragment
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// Keyword set mirrored from PlayerCamoLit's working Deferred+ forward-only pass,
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// minus lightmap/detail/emission features this shader does not have.
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// Keyword set mirrored from URP Lit.shader's ForwardLit pass (Universal Pipeline +
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// Unity defined keywords) so every lighting feature the standard Lit supports works
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// here too: lightmaps, shadowmask/mixed lighting, APV probe volumes, decals (DBuffer),
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// vertex additional lights, rendering-layer output, reflection probe rotation.
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
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#pragma multi_compile_fog
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
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#pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
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TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
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@@ -173,7 +200,18 @@ Shader "Chameleon/PictureTessellationLit"
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float3 positionWS : TEXCOORD1;
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float3 normalWS : TEXCOORD2;
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float4 tangentWS : TEXCOORD3; // w = bitangent sign
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float fogCoord : TEXCOORD4;
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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half4 fogFactorAndVertexLight : TEXCOORD4; // x: fog, yzw: vertex light
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#else
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half fogFactor : TEXCOORD4;
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#endif
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 5);
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#ifdef DYNAMICLIGHTMAP_ON
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float2 dynamicLightmapUV : TEXCOORD6;
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#endif
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#ifdef USE_APV_PROBE_OCCLUSION
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float4 probeOcclusion : TEXCOORD7;
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#endif
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};
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[domain("tri")]
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@@ -183,17 +221,38 @@ Shader "Chameleon/PictureTessellationLit"
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VertexPositionInputs pos = GetVertexPositionInputs(v.positionOS.xyz);
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VertexNormalInputs nrm = GetVertexNormalInputs(v.normalOS, v.tangentOS);
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Varyings o;
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Varyings o = (Varyings)0;
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o.positionCS = pos.positionCS;
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o.positionWS = pos.positionWS;
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o.normalWS = nrm.normalWS;
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o.tangentWS = float4(nrm.tangentWS, v.tangentOS.w * GetOddNegativeScale());
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o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
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o.fogCoord = ComputeFogFactor(pos.positionCS.z);
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half fogFactor = 0;
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#if !defined(_FOG_FRAGMENT)
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fogFactor = ComputeFogFactor(pos.positionCS.z);
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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o.fogFactorAndVertexLight = half4(fogFactor, VertexLighting(pos.positionWS, nrm.normalWS));
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#else
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o.fogFactor = fogFactor;
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#endif
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OUTPUT_LIGHTMAP_UV(v.staticLightmapUV, unity_LightmapST, o.staticLightmapUV);
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#ifdef DYNAMICLIGHTMAP_ON
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o.dynamicLightmapUV = v.dynamicLightmapUV * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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OUTPUT_SH4(pos.positionWS, o.normalWS, GetWorldSpaceNormalizeViewDir(pos.positionWS), o.vertexSH, o.probeOcclusion);
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return o;
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}
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half4 ForwardFragment(Varyings input) : SV_Target
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void ForwardFragment(
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Varyings input
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, out half4 outColor : SV_Target0
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#ifdef _WRITE_RENDERING_LAYERS
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, out uint outRenderingLayers : SV_Target1
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#endif
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)
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{
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half4 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv) * _BaseColor;
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// Height-weighted brightness: raised areas get the full multiplier, deep areas stay
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@@ -220,9 +279,32 @@ Shader "Chameleon/PictureTessellationLit"
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#else
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inputData.shadowCoord = TransformWorldToShadowCoord(input.positionWS);
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#endif
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inputData.fogCoord = input.fogCoord;
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inputData.bakedGI = SampleSH(inputData.normalWS);
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inputData.shadowMask = half4(1, 1, 1, 1);
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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#else
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor);
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#endif
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// Baked GI exactly like LitForwardPass.InitializeBakedGIData: lightmaps (static/
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// dynamic), APV probe volumes, screen-space irradiance, shadowmask - else SH.
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#if defined(_SCREEN_SPACE_IRRADIANCE)
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inputData.bakedGI = SAMPLE_GI(_ScreenSpaceIrradiance, input.positionCS.xy);
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#elif defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
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inputData.bakedGI = SAMPLE_GI(input.vertexSH,
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GetAbsolutePositionWS(inputData.positionWS),
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inputData.normalWS,
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inputData.viewDirectionWS,
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input.positionCS.xy,
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input.probeOcclusion,
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inputData.shadowMask);
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#else
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#endif
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SurfaceData surfaceData = (SurfaceData)0;
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surfaceData.albedo = albedo.rgb;
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@@ -233,9 +315,16 @@ Shader "Chameleon/PictureTessellationLit"
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// Strength > 1 keeps darkening past the authored map (saturate stops negatives).
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surfaceData.occlusion = saturate(LerpWhiteTo(occ, _OcclusionStrength));
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#if defined(_DBUFFER)
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ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
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#endif
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half4 color = UniversalFragmentPBR(inputData, surfaceData);
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color.rgb = MixFog(color.rgb, input.fogCoord);
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return color;
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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outColor = color;
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#ifdef _WRITE_RENDERING_LAYERS
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outRenderingLayers = EncodeMeshRenderingLayer();
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#endif
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}
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ENDHLSL
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}
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@@ -353,6 +442,9 @@ Shader "Chameleon/PictureTessellationLit"
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#pragma domain DepthNormalsDomain
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#pragma fragment DepthNormalsFragment
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// Same as URP Lit's DepthNormals pass: decals need the rendering-layers target.
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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struct DepthNormalsVaryings
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{
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float4 positionCS : SV_POSITION;
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@@ -369,9 +461,183 @@ Shader "Chameleon/PictureTessellationLit"
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return o;
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}
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half4 DepthNormalsFragment(DepthNormalsVaryings input) : SV_Target
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void DepthNormalsFragment(
|
||||
DepthNormalsVaryings input
|
||||
, out half4 outNormalWS : SV_Target0
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
, out uint outRenderingLayers : SV_Target1
|
||||
#endif
|
||||
)
|
||||
{
|
||||
return half4(NormalizeNormalPerPixel(input.normalWS), 0);
|
||||
outNormalWS = half4(NormalizeNormalPerPixel(input.normalWS), 0);
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
outRenderingLayers = EncodeMeshRenderingLayer();
|
||||
#endif
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
// The project renders forward(+); the ONLY consumer of this pass is HTrace WSGI, which
|
||||
// renders its thin GBuffer through the "UniversalGBuffer" tag and composites its traced
|
||||
// irradiance from GBuffer0.rgb (albedo) / GBuffer1.a (occlusion) AFTER post-processing.
|
||||
// Without it these pixels keep stale GBuffer data and get wrong injected GI (the cyan
|
||||
// sky tint) - same failure class as the HeroCutout/PlayerCamo GBuffer fixes. Albedo is
|
||||
// graded exactly like the forward pass (brightness/occlusion/contrast) so the injected
|
||||
// indirect light matches the visible picture.
|
||||
Name "GBuffer"
|
||||
Tags { "LightMode" = "UniversalGBuffer" }
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull Back
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.6
|
||||
#pragma exclude_renderers gles3 glcore
|
||||
|
||||
#pragma vertex TessVertex
|
||||
#pragma hull TessHull
|
||||
#pragma domain GBufferDomain
|
||||
#pragma fragment GBufferFragment
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||||
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||||
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||||
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
||||
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
|
||||
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
|
||||
#pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
||||
|
||||
TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
|
||||
TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap);
|
||||
TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap);
|
||||
|
||||
struct GBufferVaryings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 positionWS : TEXCOORD1;
|
||||
float3 normalWS : TEXCOORD2;
|
||||
float4 tangentWS : TEXCOORD3; // w = bitangent sign
|
||||
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 4);
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
float2 dynamicLightmapUV : TEXCOORD5;
|
||||
#endif
|
||||
#ifdef USE_APV_PROBE_OCCLUSION
|
||||
float4 probeOcclusion : TEXCOORD6;
|
||||
#endif
|
||||
};
|
||||
|
||||
[domain("tri")]
|
||||
GBufferVaryings GBufferDomain(TessFactors factors, OutputPatch<ControlPoint, 3> patch, float3 bary : SV_DomainLocation)
|
||||
{
|
||||
Attributes v = TessInterpolate(patch, bary);
|
||||
VertexPositionInputs pos = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
VertexNormalInputs nrm = GetVertexNormalInputs(v.normalOS, v.tangentOS);
|
||||
|
||||
GBufferVaryings o = (GBufferVaryings)0;
|
||||
o.positionCS = pos.positionCS;
|
||||
o.positionWS = pos.positionWS;
|
||||
o.normalWS = nrm.normalWS;
|
||||
o.tangentWS = float4(nrm.tangentWS, v.tangentOS.w * GetOddNegativeScale());
|
||||
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
|
||||
|
||||
OUTPUT_LIGHTMAP_UV(v.staticLightmapUV, unity_LightmapST, o.staticLightmapUV);
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
o.dynamicLightmapUV = v.dynamicLightmapUV * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||||
#endif
|
||||
OUTPUT_SH4(pos.positionWS, o.normalWS, GetWorldSpaceNormalizeViewDir(pos.positionWS), o.vertexSH, o.probeOcclusion);
|
||||
return o;
|
||||
}
|
||||
|
||||
GBufferFragOutput GBufferFragment(GBufferVaryings input)
|
||||
{
|
||||
// Surface build mirrors ForwardFragment 1:1 (graded albedo, contrast'd occlusion).
|
||||
half4 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv) * _BaseColor;
|
||||
half heightBr = SAMPLE_TEXTURE2D(_HeightMap, sampler_HeightMap, input.uv).r;
|
||||
albedo.rgb *= lerp(1.0h, _Brightness, heightBr);
|
||||
half3 normalTS = UnpackNormalScale(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, input.uv), _BumpScale);
|
||||
half occ = SAMPLE_TEXTURE2D(_OcclusionMap, sampler_OcclusionMap, input.uv).g;
|
||||
occ = saturate((occ - 0.5h) * (1.0h + _OcclusionContrast) + 0.5h);
|
||||
half occlusion = saturate(LerpWhiteTo(occ, _OcclusionStrength));
|
||||
|
||||
float sgn = input.tangentWS.w;
|
||||
float3 bitangentWS = sgn * cross(input.normalWS, input.tangentWS.xyz);
|
||||
half3x3 tbn = half3x3(input.tangentWS.xyz, bitangentWS, input.normalWS);
|
||||
|
||||
InputData inputData = (InputData)0;
|
||||
inputData.positionWS = input.positionWS;
|
||||
inputData.positionCS = input.positionCS;
|
||||
inputData.normalWS = NormalizeNormalPerPixel(TransformTangentToWorld(normalTS, tbn));
|
||||
inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
||||
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||||
#if defined(_MAIN_LIGHT_SHADOWS_SCREEN)
|
||||
inputData.shadowCoord = float4(inputData.normalizedScreenSpaceUV, 0, 1);
|
||||
#else
|
||||
inputData.shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||||
#endif
|
||||
|
||||
#if defined(_SCREEN_SPACE_IRRADIANCE)
|
||||
inputData.bakedGI = SAMPLE_GI(_ScreenSpaceIrradiance, input.positionCS.xy);
|
||||
#elif defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||||
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
||||
inputData.bakedGI = SAMPLE_GI(input.vertexSH,
|
||||
GetAbsolutePositionWS(inputData.positionWS),
|
||||
inputData.normalWS,
|
||||
inputData.viewDirectionWS,
|
||||
input.positionCS.xy,
|
||||
input.probeOcclusion,
|
||||
inputData.shadowMask);
|
||||
#else
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||||
#endif
|
||||
|
||||
SurfaceData surfaceData = (SurfaceData)0;
|
||||
surfaceData.albedo = saturate(albedo.rgb); // GBuffer0 is UNORM; HTrace multiplies GI by it
|
||||
surfaceData.alpha = 1;
|
||||
surfaceData.metallic = _Metallic;
|
||||
surfaceData.smoothness = _Smoothness;
|
||||
surfaceData.normalTS = normalTS;
|
||||
surfaceData.occlusion = occlusion;
|
||||
|
||||
#if defined(_DBUFFER)
|
||||
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
||||
#endif
|
||||
|
||||
BRDFData brdfData;
|
||||
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
|
||||
|
||||
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
||||
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
||||
|
||||
half3 color = GlobalIllumination(brdfData, (BRDFData)0, 0,
|
||||
inputData.bakedGI, surfaceData.occlusion, inputData.positionWS,
|
||||
inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV);
|
||||
|
||||
return PackGBuffersBRDFData(brdfData, inputData, surfaceData.smoothness, color, surfaceData.occlusion);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user