// SPDX-FileCopyrightText: 2023 Unity Technologies and the glTFast authors // SPDX-License-Identifier: Apache-2.0 // Based on Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) #ifndef UNITY_STANDARD_META_INCLUDED #define UNITY_STANDARD_META_INCLUDED // Functionality for Standard shader "meta" pass // (extracts albedo/emission for lightmapper etc.) #include "UnityCG.cginc" #include "glTFUnityStandardInput.cginc" #include "UnityMetaPass.cginc" #include "glTFUnityStandardCore.cginc" struct v2f_meta { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; #ifdef EDITOR_VISUALIZATION float2 vizUV : TEXCOORD1; float4 lightCoord : TEXCOORD2; #endif half4 color :COLOR; }; v2f_meta vert_meta (VertexInput v) { v2f_meta o; #ifdef UNITY_COLORSPACE_GAMMA o.color.rgb = LinearToGammaSpace(v.color.rgb); o.color.a = v.color.a; #else o.color = v.color; #endif o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); o.uv.xy = TexCoordsSingle((baseColorTexture_texCoord==0)?v.uv0:v.uv1,baseColorTexture); #ifdef _NORMALMAP o.uv.zw = TexCoordsSingle((normalTexture_texCoord==0)?v.uv0:v.uv1,normalTexture); #else o.uv.zw = float2(0,0); #endif #ifdef EDITOR_VISUALIZATION o.vizUV = 0; o.lightCoord = 0; if (unity_VisualizationMode == EDITORVIZ_TEXTURE) o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.uv0.xy, v.uv1.xy, v.uv2.xy, unity_EditorViz_Texture_ST); else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) { o.vizUV = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); } #endif return o; } // Albedo for lightmapping should basically be diffuse color. // But rough metals (black diffuse) still scatter quite a lot of light around, so // we want to take some of that into account too. half3 UnityLightmappingAlbedo (half3 diffuse, half3 specular, half smoothness) { half roughness = SmoothnessToRoughness(smoothness); half3 res = diffuse; res += specular * roughness * 0.5; return res; } float4 frag_meta (v2f_meta i) : SV_Target { // we're interested in diffuse & specular colors, // and surface roughness to produce final albedo. #ifdef _METALLICGLOSSMAP FragmentCommonData data = UNITY_SETUP_BRDF_INPUT (i.uv,i.uv,i.color); #else FragmentCommonData data = UNITY_SETUP_BRDF_INPUT (i.uv,i.color); #endif UnityMetaInput o; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o); #ifdef EDITOR_VISUALIZATION o.Albedo = data.diffColor; o.VizUV = i.vizUV; o.LightCoord = i.lightCoord; #else o.Albedo = UnityLightmappingAlbedo (data.diffColor, data.specColor, data.smoothness); #endif o.SpecularColor = data.specColor; o.Emission = Emission(i.uv.xy); return UnityMetaFragment(o); } #endif // UNITY_STANDARD_META_INCLUDED