#ifndef UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED
#define UNIVERSAL_SIMPLE_LIT_PASS_INCLUDED

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

struct Attributes
{
    float4 positionOS    : POSITION;
    float3 normalOS      : NORMAL;
    float4 tangentOS     : TANGENT;
    float2 texcoord      : TEXCOORD0;
    float2 staticLightmapUV    : TEXCOORD1;
    float2 dynamicLightmapUV    : TEXCOORD2;
    UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct Varyings
{
    float2 uv                       : TEXCOORD0;

    float3 positionWS                  : TEXCOORD1;    // xyz: posWS

    #ifdef _NORMALMAP
        half4 normalWS                 : TEXCOORD2;    // xyz: normal, w: viewDir.x
        half4 tangentWS                : TEXCOORD3;    // xyz: tangent, w: viewDir.y
        half4 bitangentWS              : TEXCOORD4;    // xyz: bitangent, w: viewDir.z
    #else
        half3  normalWS                : TEXCOORD2;
    #endif

    #ifdef _ADDITIONAL_LIGHTS_VERTEX
        half4 fogFactorAndVertexLight  : TEXCOORD5; // x: fogFactor, yzw: vertex light
    #else
        half  fogFactor                 : TEXCOORD5;
    #endif

    #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
        float4 shadowCoord             : TEXCOORD6;
    #endif

    DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7);

#ifdef DYNAMICLIGHTMAP_ON
    float2  dynamicLightmapUV : TEXCOORD8; // Dynamic lightmap UVs
#endif

    float4 positionCS                  : SV_POSITION;
    UNITY_VERTEX_INPUT_INSTANCE_ID
    UNITY_VERTEX_OUTPUT_STEREO
};

void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
{
    inputData = (InputData)0;

    inputData.positionWS = input.positionWS;

    #ifdef _NORMALMAP
        half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
        inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
        inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
    #else
        half3 viewDirWS = GetWorldSpaceNormalizeViewDir(inputData.positionWS);
        inputData.normalWS = input.normalWS;
    #endif

    inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
    viewDirWS = SafeNormalize(viewDirWS);

    inputData.viewDirectionWS = viewDirWS;

    #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
        inputData.shadowCoord = input.shadowCoord;
    #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
        inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
    #else
        inputData.shadowCoord = float4(0, 0, 0, 0);
    #endif

    #ifdef _ADDITIONAL_LIGHTS_VERTEX
        inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
        inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
    #else
        inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactor);
        inputData.vertexLighting = half3(0, 0, 0);
    #endif

#if defined(DYNAMICLIGHTMAP_ON)
    inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
#else
    inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
#endif

    inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
    inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);

    #if defined(DEBUG_DISPLAY)
    #if defined(DYNAMICLIGHTMAP_ON)
    inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
    #endif
    #if defined(LIGHTMAP_ON)
    inputData.staticLightmapUV = input.staticLightmapUV;
    #else
    inputData.vertexSH = input.vertexSH;
    #endif
    #endif
}

///////////////////////////////////////////////////////////////////////////////
//                  Vertex and Fragment functions                            //
///////////////////////////////////////////////////////////////////////////////

// Used in Standard (Simple Lighting) shader
Varyings LitPassVertexSimple(Attributes input)
{
    Varyings output = (Varyings)0;

    UNITY_SETUP_INSTANCE_ID(input);
    UNITY_TRANSFER_INSTANCE_ID(input, output);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

    VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
    VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);

#if defined(_FOG_FRAGMENT)
        half fogFactor = 0;
#else
        half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
#endif

    output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
    output.positionWS.xyz = vertexInput.positionWS;
    output.positionCS = vertexInput.positionCS;

#ifdef _NORMALMAP
    half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
    output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
    output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
    output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
    output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
#endif

    OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
#ifdef DYNAMICLIGHTMAP_ON
    output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
    OUTPUT_SH(output.normalWS.xyz, output.vertexSH);

    #ifdef _ADDITIONAL_LIGHTS_VERTEX
        half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
        output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
    #else
        output.fogFactor = fogFactor;
    #endif

    #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
        output.shadowCoord = GetShadowCoord(vertexInput);
    #endif

    return output;
}

// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimple(Varyings input) : SV_Target
{
    UNITY_SETUP_INSTANCE_ID(input);
    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

    SurfaceData surfaceData;
    InitializeSimpleLitSurfaceData(input.uv, surfaceData);

    InputData inputData;
    InitializeInputData(input, surfaceData.normalTS, inputData);
    SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);

#ifdef _DBUFFER
    ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
#endif

    half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData);
    color.rgb = MixFog(color.rgb, inputData.fogCoord);
    color.a = OutputAlpha(color.a, _Surface);

    return color;
}

#endif