Created
May 1, 2017 16:44
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SVG importer 1.3.1 shader fixes for Unity 5.6
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From 81b6ef5d94662e522ac9304402ea9f3f98bd672e Mon Sep 17 00:00:00 2001 | |
Date: Mon, 1 May 2017 17:56:36 +0200 | |
Subject: [PATCH] SVG importer shader fixes | |
--- | |
.../Shaders/Resources/Standard/UnitySVG.cginc | 72 ++++++++++++---------- | |
1 file changed, 41 insertions(+), 31 deletions(-) | |
diff --git a/Assets/SVG Importer/Plugins/Shaders/Resources/Standard/UnitySVG.cginc b/Assets/SVG Importer/Plugins/Shaders/Resources/Standard/UnitySVG.cginc | |
index 5ab3afd..885add7 100644 | |
--- a/Assets/SVG Importer/Plugins/Shaders/Resources/Standard/UnitySVG.cginc | |
+++ b/Assets/SVG Importer/Plugins/Shaders/Resources/Standard/UnitySVG.cginc | |
@@ -32,14 +32,14 @@ struct VertexOutputForwardBase_SVG | |
float4 pos : SV_POSITION; | |
float4 tex : TEXCOORD0; | |
half3 eyeVec : TEXCOORD1; | |
- half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax] | |
+ half4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos] | |
half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV | |
- SHADOW_COORDS(6) | |
+ UNITY_SHADOW_COORDS(6) | |
UNITY_FOG_COORDS(7) | |
fixed4 color : COLOR; | |
// next ones would not fit into SM2.0 limits, but they are always for SM3.0+ | |
- #if UNITY_REQUIRE_FRAG_WORLDPOS | |
+ #if UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT | |
float3 posWorld : TEXCOORD8; | |
#endif | |
}; | |
@@ -51,9 +51,15 @@ VertexOutputForwardBase_SVG vertForwardBase_SVG (VertexInput_SVG v) | |
float4 posWorld = mul(unity_ObjectToWorld, v.vertex); | |
#if UNITY_REQUIRE_FRAG_WORLDPOS | |
- o.posWorld = posWorld.xyz; | |
+ #if UNITY_PACK_WORLDPOS_WITH_TANGENT | |
+ o.tangentToWorldAndPackedData[0].w = posWorld.x; | |
+ o.tangentToWorldAndPackedData[1].w = posWorld.y; | |
+ o.tangentToWorldAndPackedData[2].w = posWorld.z; | |
+ #else | |
+ o.posWorld = posWorld.xyz; | |
+ #endif | |
#endif | |
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
+ o.pos = UnityObjectToClipPos(v.vertex); | |
o.tex = TexCoords_SVG(v); | |
o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); | |
float3 normalWorld = UnityObjectToWorldNormal(v.normal); | |
@@ -61,16 +67,16 @@ VertexOutputForwardBase_SVG vertForwardBase_SVG (VertexInput_SVG v) | |
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); | |
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); | |
- o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0]; | |
- o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1]; | |
- o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2]; | |
+ o.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0]; | |
+ o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1]; | |
+ o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2]; | |
#else | |
- o.tangentToWorldAndParallax[0].xyz = 0; | |
- o.tangentToWorldAndParallax[1].xyz = 0; | |
- o.tangentToWorldAndParallax[2].xyz = normalWorld; | |
+ o.tangentToWorldAndPackedData[0].xyz = 0; | |
+ o.tangentToWorldAndPackedData[1].xyz = 0; | |
+ o.tangentToWorldAndPackedData[2].xyz = normalWorld; | |
#endif | |
//We need this for shadow receving | |
- TRANSFER_SHADOW(o); | |
+ UNITY_TRANSFER_SHADOW(o, v.uv1); | |
// Static lightmaps | |
#ifndef LIGHTMAP_OFF | |
@@ -102,9 +108,9 @@ VertexOutputForwardBase_SVG vertForwardBase_SVG (VertexInput_SVG v) | |
#ifdef _PARALLAXMAP | |
TANGENT_SPACE_ROTATION; | |
half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); | |
- o.tangentToWorldAndParallax[0].w = viewDirForParallax.x; | |
- o.tangentToWorldAndParallax[1].w = viewDirForParallax.y; | |
- o.tangentToWorldAndParallax[2].w = viewDirForParallax.z; | |
+ o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x; | |
+ o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y; | |
+ o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z; | |
#endif | |
o.color = v.color; | |
@@ -117,7 +123,7 @@ half4 fragForwardBase_SVG (VertexOutputForwardBase_SVG i) : SV_Target | |
{ | |
FRAGMENT_SETUP(s) | |
UnityLight mainLight = MainLight (); | |
- half atten = SHADOW_ATTENUATION(i); | |
+ UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld); | |
half occlusion = Occlusion(i.tex.xy); | |
UnityGI gi = FragmentGI ( | |
@@ -127,7 +133,6 @@ half4 fragForwardBase_SVG (VertexOutputForwardBase_SVG i) : SV_Target | |
c *= i.color; | |
- c.rgb += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi); | |
c.rgb += Emission(i.tex.xy); | |
UNITY_APPLY_FOG(i.fogCoord, c.rgb); | |
@@ -141,9 +146,9 @@ struct VertexOutputDeferred_SVG | |
fixed4 color : COLOR; | |
float4 tex : TEXCOORD0; | |
half3 eyeVec : TEXCOORD1; | |
- half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax] | |
+ half4 tangentToWorldAndPackedData[3]: TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos] | |
half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UVs | |
- #if UNITY_REQUIRE_FRAG_WORLDPOS | |
+ #if UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT | |
float3 posWorld : TEXCOORD6; | |
#endif | |
}; | |
@@ -155,9 +160,15 @@ VertexOutputDeferred_SVG vertDeferred_SVG (VertexInput_SVG v) | |
float4 posWorld = mul(unity_ObjectToWorld, v.vertex); | |
#if UNITY_REQUIRE_FRAG_WORLDPOS | |
- o.posWorld = posWorld; | |
+ #if UNITY_PACK_WORLDPOS_WITH_TANGENT | |
+ o.tangentToWorldAndPackedData[0].w = posWorld.x; | |
+ o.tangentToWorldAndPackedData[1].w = posWorld.y; | |
+ o.tangentToWorldAndPackedData[2].w = posWorld.z; | |
+ #else | |
+ o.posWorld = posWorld.xyz; | |
+ #endif | |
#endif | |
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
+ o.pos = UnityObjectToClipPos(v.vertex); | |
o.tex = TexCoords_SVG(v); | |
o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); | |
float3 normalWorld = UnityObjectToWorldNormal(v.normal); | |
@@ -165,13 +176,13 @@ VertexOutputDeferred_SVG vertDeferred_SVG (VertexInput_SVG v) | |
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); | |
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); | |
- o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0]; | |
- o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1]; | |
- o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2]; | |
+ o.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0]; | |
+ o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1]; | |
+ o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2]; | |
#else | |
- o.tangentToWorldAndParallax[0].xyz = 0; | |
- o.tangentToWorldAndParallax[1].xyz = 0; | |
- o.tangentToWorldAndParallax[2].xyz = normalWorld; | |
+ o.tangentToWorldAndPackedData[0].xyz = 0; | |
+ o.tangentToWorldAndPackedData[1].xyz = 0; | |
+ o.tangentToWorldAndPackedData[2].xyz = normalWorld; | |
#endif | |
#ifndef LIGHTMAP_OFF | |
@@ -193,9 +204,9 @@ VertexOutputDeferred_SVG vertDeferred_SVG (VertexInput_SVG v) | |
#ifdef _PARALLAXMAP | |
TANGENT_SPACE_ROTATION; | |
half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); | |
- o.tangentToWorldAndParallax[0].w = viewDirForParallax.x; | |
- o.tangentToWorldAndParallax[1].w = viewDirForParallax.y; | |
- o.tangentToWorldAndParallax[2].w = viewDirForParallax.z; | |
+ o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x; | |
+ o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y; | |
+ o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z; | |
#endif | |
o.color = v.color; | |
@@ -236,7 +247,6 @@ void fragDeferred_SVG ( | |
half3 emissiveColor = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect).rgb; | |
emissiveColor *= i.color; | |
- emissiveColor += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi); | |
#ifdef _EMISSION | |
emissiveColor += Emission (i.tex.xy); | |
-- | |
2.8.1.windows.1 | |
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