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2026-02-23 22:01:07 +07:00

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HLSL

#ifndef ALLIN13DSHADER_LIGHT_ADD_PASS_INCLUDED
#define ALLIN13DSHADER_LIGHT_ADD_PASS_INCLUDED
#include "../ShaderLibrary/AllIn13DShader_BasePass.hlsl"
float4 CalculateLightingAdd(float3 vertexWS, float3 normalWS, float3 viewDirWS,
float4 objectColor, float shadows,
float2 mainUV,
FragmentData fragmentData, EffectsData effectsData,
AllIn1GI gi)
{
float4 col = float4(0, 0, 0, objectColor.a);
col.rgb = CalculateLighting(vertexWS,
normalWS, 0, 0,
objectColor.rgb, objectColor.a,
0, 0, viewDirWS,
mainUV,
0, 1.0, fragmentData, 1.0, effectsData,
gi);
return col;
}
FragmentData BasicVertexAdd(VertexData v)
{
FragmentData o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
v.vertex = ApplyVertexEffects(v.vertex, v.normal, 0);
POSITION_WS(o) = GetPositionWS(v.vertex);
o.normalWS = GetNormalWS(v.normal);
VIEWDIR_WS(o) = GetViewDirWS(POSITION_WS(o));
SCALED_MAIN_UV(o) = SIMPLE_CUSTOM_TRANSFORM_TEX(v.uv, _MainTex);
RAW_MAIN_UV(o) = v.uv;
o.pos = OBJECT_TO_CLIP_SPACE(v);
ShadowCoordStruct shadowCoordStruct = GetShadowCoords(v, o.pos, POSITION_WS(o), v.uvLightmap);
o._ShadowCoord = shadowCoordStruct._ShadowCoord;
FOGCOORD(o) = GetFogFactor(o.pos);
#if defined(LIGHTMAP_ON) || defined(SHADOWS_SHADOWMASK)
UV_LIGHTMAP(o) = v.uvLightmap * unity_LightmapST.xy + unity_LightmapST.zw;
#else
UV_LIGHTMAP(o) = v.uvLightmap;
#endif
#ifdef REQUIRE_TANGENT_WS
float3 tangentWS = GetDirWS(float4(v.tangent.xyz, 0));
float3 bitangentWS = GetBitangentWS(v.tangent, tangentWS, o.normalWS);
INIT_T_SPACE(o.normalWS)
#endif
return o;
}
float4 BasicFragmentAdd(FragmentData i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#ifdef _LIGHTMODEL_FASTLIGHTING
float4 additiveRes = 0;
#else
AllIn1DecalData decalData;
INIT_DECAL_DATA(decalData)
#ifdef ALLIN1_DECALS_READY_TO_USE
ConfigureDecalData(decalData, i.pos);
#endif
EffectsData data = CalculateEffectsData(i, decalData);
data = ApplyUVEffects_FragmentStage(data);
data.normalWS = GetNormalWS(data, i, decalData);
float4 objectColor = GetBaseColor(data);
float3 normalOS = data.normalOS;
float3 normalWS = data.normalWS;
float3 viewDirWS = data.viewDirWS;
objectColor *= ACCESS_PROP_FLOAT4(_Color);
objectColor = ApplyColorEffectsBeforeLighting(objectColor, data);
float4 col = objectColor;
AllIn1GI gi = CalculateGI(UV_LIGHTMAP(i), data);
col = CalculateLightingAdd(POSITION_WS(i), normalWS, VIEWDIR_WS(i), objectColor, 1.0, i.mainUV, i, data, gi);
col = ApplyAlphaEffects(col,
i.mainUV, UV_LIGHTMAP(i), data.vertexWS,
0, data.camDistance, data.projPos);
#ifdef _ALPHA_CUTOFF_ON
clip((col.a - ACCESS_PROP_FLOAT(_AlphaCutoffValue)) - 0.001);
#endif
col = ApplyColorEffectsAfterLighting(col, data);
col.a *= ACCESS_PROP_FLOAT(_GeneralAlpha);
#if defined(FOG_ENABLED)
col = CustomMixFog(FOGCOORD(i), col);
#endif
float4 additiveRes = col * col.a;
#endif
return additiveRes;
}
#endif