2023-09-17 06:37:55 +00:00
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#ifndef POI_LIGHTING
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#define POI_LIGHTING
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float _LightingRampType;
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float _LightingIgnoreAmbientColor;
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float _UseShadowTexture;
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float _LightingEnableAO;
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float _LightingDetailShadowsEnabled;
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float _LightingOnlyUnityShadows;
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float _LightingMode;
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float _ForceLightDirection;
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float _ShadowStrength;
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float _OutlineShadowStrength;
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float _ShadowOffset;
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float3 _LightDirection;
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float _ForceShadowStrength;
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float _CastedShadowSmoothing;
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float _AttenuationMultiplier;
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float _EnableLighting;
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float _LightingControlledUseLightColor;
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fixed _LightingStandardSmoothness;
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fixed _LightingStandardControlsToon;
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fixed _LightingMinLightBrightness;
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float _LightingUseShadowRamp;
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float _LightingMinShadowBrightnessRatio;
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fixed _LightingMonochromatic;
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fixed _LightingGradientStart;
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fixed _LightingGradientEnd;
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float3 _LightingShadowColor;
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float _AOStrength;
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fixed _LightingDetailStrength;
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fixed _LightingAdditiveDetailStrength;
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fixed _LightingNoIndirectMultiplier;
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fixed _LightingNoIndirectThreshold;
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float _LightingUncapped;
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float _LightingDirectColorMode;
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float _LightingIndirectColorMode;
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float _LightingAdditiveType;
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fixed _LightingAdditiveGradientStart;
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fixed _LightingAdditiveGradientEnd;
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fixed _LightingAdditivePassthrough;
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float _LightingDirectAdjustment;
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float _LightingIndirect;
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float _LightingEnableHSL;
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float _LightingShadowHue;
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float _LightingShadowSaturation;
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float _LightingShadowLightness;
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float _LightingHSLIntensity;
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float4 _1st_ShadeColor;
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float _Use_BaseAs1st;
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float4 _2nd_ShadeColor;
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float _Use_1stAs2nd;
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float _BaseColor_Step;
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float _BaseShade_Feather;
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float _ShadeColor_Step;
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float _1st2nd_Shades_Feather;
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float _Use_1stShadeMapAlpha_As_ShadowMask;
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float _1stShadeMapMask_Inverse;
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float _Tweak_1stShadingGradeMapLevel;
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float _Use_2ndShadeMapAlpha_As_ShadowMask;
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float _2ndShadeMapMask_Inverse;
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float _Tweak_2ndShadingGradeMapLevel;
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float _SkinScatteringProperties;
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float _SssWeight;
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float _SssMaskCutoff ;
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float _SssBias;
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float _SssScale;
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float _SssBumpBlur;
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float4 _SssTransmissionAbsorption;
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float4 _SssColorBleedAoWeights;
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half4 shadowStrength;
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sampler2D _SkinLUT;
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UNITY_DECLARE_TEX2D(_ToonRamp);
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POI_TEXTURE_NOSAMPLER(_1st_ShadeMap);
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POI_TEXTURE_NOSAMPLER(_2nd_ShadeMap);
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POI_TEXTURE_NOSAMPLER(_LightingDetailShadows);
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POI_TEXTURE_NOSAMPLER(_LightingAOTex);
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POI_TEXTURE_NOSAMPLER(_LightingShadowMask);
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float3 directLighting;
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float3 indirectLighting;
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float _LightingWrappedWrap;
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float _LightingWrappedNormalization;
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float RTWrapFunc(in float dt, in float w, in float norm)
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{
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float cw = saturate(w);
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float o = (dt + cw) / ((1.0 + cw) * (1.0 + cw * norm));
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float flt = 1.0 - 0.85 * norm;
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if (w > 1.0)
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{
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o = lerp(o, flt, w - 1.0);
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}
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return o;
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}
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float3 GreenWrapSH(float fA) // Greens unoptimized and non-normalized
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{
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float fAs = saturate(fA);
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float4 t = float4(fA + 1, fAs - 1, fA - 2, fAs + 1); // DJL edit: allow wrapping to L0-only at w=2
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return float3(t.x, -t.z * t.x / 3, 0.25 * t.y * t.y * t.w);
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}
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float3 GreenWrapSHOpt(float fW) // optimised and normalized https://blog.selfshadow.com/2012/01/07/righting-wrap-part-2/
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{
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const float4 t0 = float4(0.0, 1.0 / 4.0, -1.0 / 3.0, -1.0 / 2.0);
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const float4 t1 = float4(1.0, 2.0 / 3.0, 1.0 / 4.0, 0.0);
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float3 fWs = float3(fW, fW, saturate(fW)); // DJL edit: allow wrapping to L0-only at w=2
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float3 r;
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r.xyz = t0.xxy * fWs + t0.xzw;
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r.xyz = r.xyz * fWs + t1.xyz;
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return r;
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}
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float3 ShadeSH9_wrapped(float3 normal, float wrap)
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{
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float3 x0, x1, x2;
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float3 conv = lerp(GreenWrapSH(wrap), GreenWrapSHOpt(wrap), (0.0 /*_LightingWrappedNormalization*/)); // Should try optimizing this...
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conv *= float3(1, 1.5, 4); // Undo pre-applied cosine convolution by using the inverse
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x0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
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float3 L2_0 = float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / - 3.0;
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x0 -= L2_0;
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x1.r = dot(unity_SHAr.xyz, normal);
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x1.g = dot(unity_SHAg.xyz, normal);
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x1.b = dot(unity_SHAb.xyz, normal);
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float4 vB = normal.xyzz * normal.yzzx;
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x2.r = dot(unity_SHBr, vB);
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x2.g = dot(unity_SHBg, vB);
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x2.b = dot(unity_SHBb, vB);
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float vC = normal.x * normal.x - normal.y * normal.y;
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x2 += unity_SHC.rgb * vC;
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x2 += L2_0;
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return x0 * conv.x + x1 * conv.y + x2 * conv.z;
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}
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float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
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{
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float R0 = max(0, L0);
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float3 R1 = 0.5f * L1;
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float lenR1 = length(R1);
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float q = dot(normalize(R1), n) * 0.5 + 0.5;
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q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
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float p = 1.0f + 2.0f * lenR1 / R0;
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float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
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return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
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}
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half3 BetterSH9(half4 normal)
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{
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float3 indirect;
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float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
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indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
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indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
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indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
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indirect = max(0, indirect);
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indirect += SHEvalLinearL2(normal);
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return indirect;
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}
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float3 BetterSH9(float3 normal)
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{
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return BetterSH9(float4(normal, 1));
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}
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UnityLight CreateLight(float3 normal, fixed detailShadowMap)
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{
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UnityLight light;
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light.dir = poiLight.direction;
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light.color = saturate(_LightColor0.rgb * lerp(1, poiLight.attenuation, (0.0 /*_AttenuationMultiplier*/)) * detailShadowMap);
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light.ndotl = DotClamped(normal, poiLight.direction);
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return light;
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}
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float FadeShadows(float attenuation)
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{
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#if HANDLE_SHADOWS_BLENDING_IN_GI || ADDITIONAL_MASKED_DIRECTIONAL_SHADOWS
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#if ADDITIONAL_MASKED_DIRECTIONAL_SHADOWS
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attenuation = lerp(1, poiLight.attenuation, (0.0 /*_AttenuationMultiplier*/));
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#endif
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float viewZ = dot(_WorldSpaceCameraPos - poiMesh.worldPos, UNITY_MATRIX_V[2].xyz);
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float shadowFadeDistance = UnityComputeShadowFadeDistance(poiMesh.worldPos, viewZ);
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float shadowFade = UnityComputeShadowFade(shadowFadeDistance);
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float bakedAttenuation = UnitySampleBakedOcclusion(poiMesh.lightmapUV.xy, poiMesh.worldPos);
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attenuation = UnityMixRealtimeAndBakedShadows(
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attenuation, bakedAttenuation, shadowFade
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);
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#endif
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return attenuation;
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}
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void ApplySubtractiveLighting(inout UnityIndirect indirectLight)
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{
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#if SUBTRACTIVE_LIGHTING
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poiLight.attenuation = FadeShadows(lerp(1, poiLight.attenuation, (0.0 /*_AttenuationMultiplier*/)));
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float ndotl = saturate(dot(i.normal, _WorldSpaceLightPos0.xyz));
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float3 shadowedLightEstimate = ndotl * (1 - poiLight.attenuation) * _LightColor0.rgb;
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float3 subtractedLight = indirectLight.diffuse - shadowedLightEstimate;
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subtractedLight = max(subtractedLight, unity_ShadowColor.rgb);
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subtractedLight = lerp(subtractedLight, indirectLight.diffuse, _LightShadowData.x);
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indirectLight.diffuse = min(subtractedLight, indirectLight.diffuse);
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#endif
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}
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float3 weightedBlend(float3 layer1, float3 layer2, float2 weights)
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{
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return(weights.x * layer1 + weights.y * layer2) / (weights.x + weights.y);
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}
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UnityIndirect CreateIndirectLight(float3 normal)
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{
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UnityIndirect indirectLight;
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indirectLight.diffuse = 0;
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indirectLight.specular = 0;
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#if defined(FORWARD_BASE_PASS)
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#if defined(LIGHTMAP_ON)
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indirectLight.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, poiMesh.lightmapUV.xy));
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#if defined(DIRLIGHTMAP_COMBINED)
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float4 lightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
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unity_LightmapInd, unity_Lightmap, poiMesh.lightmapUV.xy
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);
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indirectLight.diffuse = DecodeDirectionalLightmap(
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indirectLight.diffuse, lightmapDirection, normal
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);
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#endif
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ApplySubtractiveLighting(indirectLight);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float3 dynamicLightDiffuse = DecodeRealtimeLightmap(
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UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, poiMesh.lightmapUV.zw)
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);
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#if defined(DIRLIGHTMAP_COMBINED)
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float4 dynamicLightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
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unity_DynamicDirectionality, unity_DynamicLightmap,
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poiMesh.lightmapUV.zw
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);
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indirectLight.diffuse += DecodeDirectionalLightmap(
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dynamicLightDiffuse, dynamicLightmapDirection, normal
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);
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#else
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indirectLight.diffuse += dynamicLightDiffuse;
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#endif
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#endif
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#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
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#if UNITY_LIGHT_PROBE_PROXY_VOLUME
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if (unity_ProbeVolumeParams.x == 1)
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{
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indirectLight.diffuse = SHEvalLinearL0L1_SampleProbeVolume(
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float4(normal, 1), poiMesh.worldPos
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);
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indirectLight.diffuse = max(0, indirectLight.diffuse);
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#if defined(UNITY_COLORSPACE_GAMMA)
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indirectLight.diffuse = LinearToGammaSpace(indirectLight.diffuse);
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#endif
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}
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else
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{
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indirectLight.diffuse += max(0, ShadeSH9(float4(normal, 1)));
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}
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#else
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indirectLight.diffuse += max(0, ShadeSH9(float4(normal, 1)));
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#endif
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#endif
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float3 reflectionDir = reflect(-poiCam.viewDir, normal);
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Unity_GlossyEnvironmentData envData;
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envData.roughness = 1 - (0.0 /*_LightingStandardSmoothness*/);
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envData.reflUVW = BoxProjection(
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reflectionDir, poiMesh.worldPos.xyz,
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unity_SpecCube0_ProbePosition,
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unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz
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);
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float3 probe0 = Unity_GlossyEnvironment(
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UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, envData
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);
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envData.reflUVW = BoxProjection(
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reflectionDir, poiMesh.worldPos.xyz,
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unity_SpecCube1_ProbePosition,
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unity_SpecCube1_BoxMin.xyz, unity_SpecCube1_BoxMax.xyz
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);
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#if UNITY_SPECCUBE_BLENDING
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float interpolator = unity_SpecCube0_BoxMin.w;
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if (interpolator < 0.99999)
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{
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float3 probe1 = Unity_GlossyEnvironment(
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UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0),
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unity_SpecCube0_HDR, envData
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);
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indirectLight.specular = lerp(probe1, probe0, interpolator);
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}
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else
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{
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indirectLight.specular = probe0;
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}
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#else
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indirectLight.specular = probe0;
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#endif
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float occlusion = 1;
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if ((0.0 /*_LightingEnableAO*/))
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{
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occlusion = lerp(1, POI2D_SAMPLER_PAN(_LightingAOTex, _MainTex, poiMesh.uv[(0.0 /*_LightingAOTexUV*/)], float4(0,0,0,0)).r, (1.0 /*_AOStrength*/));
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}
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indirectLight.diffuse *= occlusion;
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indirectLight.diffuse = max(indirectLight.diffuse, (0.0 /*_LightingMinLightBrightness*/));
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indirectLight.specular *= occlusion;
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#endif
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return indirectLight;
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}
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half PoiDiffuse(half NdotV, half NdotL, half LdotH)
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{
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half fd90 = 0.5 + 2 * LdotH * LdotH * SmoothnessToPerceptualRoughness(.5);
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half lightScatter = (1 + (fd90 - 1) * Pow5(1 - NdotL));
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half viewScatter = (1 + (fd90 - 1) * Pow5(1 - NdotV));
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return lightScatter * viewScatter;
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}
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float3 ShadeSH9Indirect()
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{
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return ShadeSH9(half4(0.0, -1.0, 0.0, 1.0));
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}
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float3 ShadeSH9Direct()
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{
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return ShadeSH9(half4(0.0, 1.0, 0.0, 1.0));
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}
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float3 ShadeSH9Normal(float3 normalDirection)
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{
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return ShadeSH9(half4(normalDirection, 1.0));
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}
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half3 GetSHLength()
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{
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half3 x, x1;
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|
x.r = length(unity_SHAr);
|
|
|
|
x.g = length(unity_SHAg);
|
|
|
|
x.b = length(unity_SHAb);
|
|
|
|
x1.r = length(unity_SHBr);
|
|
|
|
x1.g = length(unity_SHBg);
|
|
|
|
x1.b = length(unity_SHBb);
|
|
|
|
return x + x1;
|
|
|
|
}
|
|
|
|
half3 GetSHDirectionL1()
|
|
|
|
{
|
|
|
|
float3 grayscale = float3(.33333, .33333, .33333);
|
|
|
|
half3 r = Unity_SafeNormalize(half3(unity_SHAr.x, unity_SHAr.y, unity_SHAr.z));
|
|
|
|
half3 g = Unity_SafeNormalize(half3(unity_SHAg.x, unity_SHAg.y, unity_SHAg.z));
|
|
|
|
half3 b = Unity_SafeNormalize(half3(unity_SHAb.x, unity_SHAb.y, unity_SHAb.z));
|
|
|
|
return Unity_SafeNormalize(grayscale.r * r + grayscale.g * g + grayscale.b * b);
|
|
|
|
}
|
|
|
|
float3 GetSHDirectionL1_()
|
|
|
|
{
|
|
|
|
return Unity_SafeNormalize((unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz));
|
|
|
|
}
|
|
|
|
half3 GetSHMaxL1()
|
|
|
|
{
|
|
|
|
float3 maxDirection = GetSHDirectionL1();
|
|
|
|
return ShadeSH9_wrapped(maxDirection, 0);
|
|
|
|
}
|
|
|
|
float3 calculateRealisticLighting(float4 colorToLight, fixed detailShadowMap)
|
|
|
|
{
|
|
|
|
return UNITY_BRDF_PBS(1, 0, 0, (0.0 /*_LightingStandardSmoothness*/), poiMesh.normals[1], poiCam.viewDir, CreateLight(poiMesh.normals[1], detailShadowMap), CreateIndirectLight(poiMesh.normals[1])).xyz;
|
|
|
|
}
|
|
|
|
void calculateBasePassLightMaps()
|
|
|
|
{
|
|
|
|
#if defined(FORWARD_BASE_PASS) || defined(POI_META_PASS)
|
|
|
|
float AOMap = 1;
|
|
|
|
float AOStrength = 0;
|
|
|
|
float3 lightColor = poiLight.color;
|
|
|
|
bool lightExists = false;
|
|
|
|
if (any(_LightColor0.rgb >= 0.002))
|
|
|
|
{
|
|
|
|
lightExists = true;
|
|
|
|
}
|
|
|
|
#ifndef OUTLINE
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingEnableAO*/))
|
|
|
|
{
|
|
|
|
AOMap = POI2D_SAMPLER_PAN(_LightingAOTex, _MainTex, poiMesh.uv[(0.0 /*_LightingAOTexUV*/)], float4(0,0,0,0)).r;
|
|
|
|
AOStrength = (1.0 /*_AOStrength*/);
|
|
|
|
poiLight.occlusion = lerp(1, AOMap, AOStrength);
|
|
|
|
}
|
|
|
|
#ifdef FORWARD_BASE_PASS
|
|
|
|
if (lightExists)
|
|
|
|
{
|
|
|
|
lightColor = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
lightColor = BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb));
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
float3 grayscale_vector = float3(.33333, .33333, .33333);
|
|
|
|
float3 ShadeSH9Plus = GetSHLength();
|
|
|
|
float3 ShadeSH9Minus = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
|
|
|
|
shadowStrength = 1;
|
|
|
|
#ifndef OUTLINE
|
|
|
|
shadowStrength = POI2D_SAMPLER_PAN(_LightingShadowMask, _MainTex, poiMesh.uv[(0.0 /*_LightingShadowMaskUV*/)], float4(0,0,0,0)) * (1.0 /*_ShadowStrength*/);
|
|
|
|
#else
|
|
|
|
shadowStrength = (1.0 /*_OutlineShadowStrength*/);
|
|
|
|
#endif
|
|
|
|
float bw_lightColor = dot(lightColor, grayscale_vector);
|
|
|
|
float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, (0.0 /*_AttenuationMultiplier*/))) + dot(ShadeSH9Normal(poiMesh.normals[1]), grayscale_vector));
|
|
|
|
float bw_bottomIndirectLighting = dot(ShadeSH9Minus, grayscale_vector);
|
|
|
|
float bw_topIndirectLighting = dot(ShadeSH9Plus, grayscale_vector);
|
|
|
|
float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
|
|
|
|
fixed detailShadow = 1;
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingDetailShadowsEnabled*/))
|
|
|
|
{
|
|
|
|
detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[(0.0 /*_LightingDetailShadowsUV*/)], float4(0,0,0,0)), (1.0 /*_LightingDetailStrength*/)).r;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingOnlyUnityShadows*/))
|
|
|
|
{
|
|
|
|
poiLight.lightMap = poiLight.attenuation;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting);
|
|
|
|
}
|
|
|
|
poiLight.lightMap *= detailShadow;
|
|
|
|
indirectLighting = 0;
|
|
|
|
directLighting = 0;
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingIndirectColorMode*/) == 1)
|
|
|
|
{
|
|
|
|
indirectLighting = BetterSH9(float4(poiMesh.normals[1], 1));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
indirectLighting = ShadeSH9Minus;
|
|
|
|
}
|
|
|
|
poiLight.directLighting = lightColor;
|
|
|
|
poiLight.indirectLighting = indirectLighting;
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingDirectColorMode*/) == 0)
|
|
|
|
{
|
|
|
|
float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
|
|
|
|
float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
|
|
|
|
float magiLumi = calculateluminance(magic);
|
|
|
|
float normaLumi = calculateluminance(normalLight);
|
|
|
|
float maginormalumi = magiLumi + normaLumi;
|
|
|
|
float magiratio = magiLumi / maginormalumi;
|
|
|
|
float normaRatio = normaLumi / maginormalumi;
|
|
|
|
float target = calculateluminance(magic * magiratio + normalLight * normaRatio);
|
|
|
|
float3 properLightColor = magic * poiLight.occlusion + normalLight;
|
|
|
|
float properLuminance = calculateluminance(magic + normalLight);
|
|
|
|
directLighting = properLightColor * max(0.0001, (target / properLuminance));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (lightExists)
|
|
|
|
{
|
|
|
|
directLighting = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1)) * poiLight.occlusion;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
directLighting = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(0.0 /*_LightingUncapped*/))
|
|
|
|
{
|
|
|
|
float directluminance = calculateluminance(directLighting);
|
|
|
|
float indirectluminance = calculateluminance(indirectLighting);
|
|
|
|
directLighting = min(directLighting, directLighting / max(0.0001, (directluminance / 1)));
|
|
|
|
indirectLighting = min(indirectLighting, indirectLighting / max(0.0001, (indirectluminance / 1)));
|
|
|
|
}
|
|
|
|
directLighting = lerp(directLighting, dot(directLighting, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
|
|
|
|
indirectLighting = lerp(indirectLighting, dot(indirectLighting, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
|
|
|
|
if (max(max(indirectLighting.x, indirectLighting.y), indirectLighting.z) <= _LightingNoIndirectThreshold && max(max(directLighting.x, directLighting.y), directLighting.z) >= 0)
|
|
|
|
{
|
|
|
|
indirectLighting = directLighting * _LightingNoIndirectMultiplier;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingMinShadowBrightnessRatio*/))
|
|
|
|
{
|
|
|
|
float directluminance = clamp(directLighting.r * 0.299 + directLighting.g * 0.587 + directLighting.b * 0.114, 0, 1);
|
|
|
|
if (directluminance > 0)
|
|
|
|
{
|
|
|
|
indirectLighting = max(0.001, indirectLighting);
|
|
|
|
}
|
|
|
|
float indirectluminance = clamp(indirectLighting.r * 0.299 + indirectLighting.g * 0.587 + indirectLighting.b * 0.114, 0, 1);
|
|
|
|
float targetluminance = directluminance * (0.0 /*_LightingMinShadowBrightnessRatio*/);
|
|
|
|
if (indirectluminance < targetluminance)
|
|
|
|
{
|
|
|
|
indirectLighting = indirectLighting / max(0.0001, indirectluminance / targetluminance);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
poiLight.rampedLightMap = 1 - smoothstep(0, .5, 1 - poiLight.lightMap);
|
|
|
|
poiLight.finalLighting = directLighting;
|
|
|
|
indirectLighting = max(indirectLighting, 0);
|
|
|
|
directLighting = max(directLighting, 0);
|
|
|
|
switch((0.0 /*_LightingRampType*/))
|
|
|
|
{
|
|
|
|
case 0: // Ramp Texture
|
|
|
|
{
|
|
|
|
poiLight.rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, poiLight.lightMap + (0.0 /*_ShadowOffset*/)).rgb, shadowStrength.r);
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingIgnoreAmbientColor*/))
|
|
|
|
{
|
|
|
|
poiLight.finalLighting = lerp(poiLight.rampedLightMap * directLighting * poiLight.occlusion, directLighting, poiLight.rampedLightMap);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
poiLight.finalLighting = lerp(indirectLighting * poiLight.occlusion, directLighting, poiLight.rampedLightMap);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 1: // Math Gradient
|
|
|
|
{
|
|
|
|
poiLight.rampedLightMap = saturate(1 - smoothstep((0.0 /*_LightingGradientStart*/) - .000001, (0.5 /*_LightingGradientEnd*/), 1 - poiLight.lightMap));
|
|
|
|
float3 shadowColor = float4(1,1,1,1);
|
|
|
|
|
|
|
|
if (_UseShadowTexture)
|
|
|
|
{
|
|
|
|
shadowColor = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingIgnoreAmbientColor*/))
|
|
|
|
{
|
|
|
|
poiLight.finalLighting = lerp((directLighting * shadowColor * poiLight.occlusion), (directLighting), saturate(poiLight.rampedLightMap + 1 - (1.0 /*_ShadowStrength*/)));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
poiLight.finalLighting = lerp((indirectLighting * shadowColor * poiLight.occlusion), (directLighting), saturate(poiLight.rampedLightMap + 1 - (1.0 /*_ShadowStrength*/)));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
{
|
|
|
|
poiLight.rampedLightMap = saturate(1 - smoothstep(0, .5, 1 - poiLight.lightMap));
|
|
|
|
poiLight.finalLighting = directLighting;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if ((4.0 /*_LightingMode*/) == 2) // Wrapped
|
|
|
|
{
|
|
|
|
poiLight.directLighting = (_LightColor0.rgb) * saturate(RTWrapFunc(poiLight.nDotL, (0.0 /*_LightingWrappedWrap*/), (0.0 /*_LightingWrappedNormalization*/))) * detailShadow * lerp(1, poiLight.attenuation, (0.0 /*_AttenuationMultiplier*/));
|
|
|
|
poiLight.indirectLighting = ShadeSH9_wrapped(poiMesh.normals[(0.0 /*_LightingIndirectColorMode*/)], (0.0 /*_LightingWrappedWrap*/)) * poiLight.occlusion;
|
|
|
|
float3 ShadeSH9Plus_2 = GetSHMaxL1();
|
|
|
|
float bw_topDirectLighting_2 = dot(_LightColor0.rgb, grayscale_vector);
|
|
|
|
float bw_directLighting = dot(poiLight.directLighting, grayscale_vector);
|
|
|
|
float bw_indirectLighting = dot(poiLight.indirectLighting, grayscale_vector);
|
|
|
|
float bw_topIndirectLighting = dot(ShadeSH9Plus_2, grayscale_vector);
|
|
|
|
poiLight.lightMap = smoothstep(0, bw_topIndirectLighting + bw_topDirectLighting_2, bw_indirectLighting + bw_directLighting);
|
|
|
|
poiLight.rampedLightMap = 1;
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingRampType*/) == 0) // Ramp Texture
|
|
|
|
{
|
|
|
|
poiLight.rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, poiLight.lightMap + (0.0 /*_ShadowOffset*/)).rgb, shadowStrength.r);
|
|
|
|
}
|
|
|
|
else if ((0.0 /*_LightingRampType*/) == 1) // Math Gradient
|
|
|
|
{
|
|
|
|
poiLight.rampedLightMap = lerp(float4(1,1,1,1) * lerp(poiLight.indirectLighting, 1, (0.0 /*_LightingIgnoreAmbientColor*/)), float3(1, 1, 1), saturate(1 - smoothstep((0.0 /*_LightingGradientStart*/) - .000001, (0.5 /*_LightingGradientEnd*/), 1 - poiLight.lightMap)));
|
|
|
|
poiLight.rampedLightMap = lerp(float3(1, 1, 1), poiLight.rampedLightMap, shadowStrength.r);
|
|
|
|
}
|
|
|
|
poiLight.finalLighting = (poiLight.indirectLighting + poiLight.directLighting) * saturate(poiLight.rampedLightMap + 1 - (1.0 /*_ShadowStrength*/));
|
|
|
|
}
|
|
|
|
if (!(0.0 /*_LightingUncapped*/))
|
|
|
|
{
|
|
|
|
poiLight.finalLighting = saturate(poiLight.finalLighting);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
float3 calculateNonImportantLighting(float attenuation, float attenuationDotNL, float3 albedo, float3 lightColor, half dotNL, half correctedDotNL)
|
|
|
|
{
|
|
|
|
fixed detailShadow = 1;
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingDetailShadowsEnabled*/))
|
|
|
|
{
|
|
|
|
detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[(0.0 /*_LightingDetailShadowsUV*/)], float4(0,0,0,0)), (1.0 /*_LightingAdditiveDetailStrength*/)).r;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((1.0 /*_LightingAdditiveType*/) == 0)
|
|
|
|
{
|
|
|
|
return lightColor * attenuationDotNL * detailShadow; // Realistic
|
|
|
|
}
|
|
|
|
else if ((1.0 /*_LightingAdditiveType*/) == 1) // Toon
|
|
|
|
{
|
|
|
|
return lerp(lightColor * attenuation, lightColor * (0.5 /*_LightingAdditivePassthrough*/) * attenuation, smoothstep((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/), dotNL)) * detailShadow;
|
|
|
|
}
|
|
|
|
else //if((1.0 /*_LightingAdditiveType*/) == 2) // Wrapped
|
|
|
|
{
|
|
|
|
float uv = saturate(RTWrapFunc(-dotNL, (0.0 /*_LightingWrappedWrap*/), (0.0 /*_LightingWrappedNormalization*/))) * detailShadow;
|
|
|
|
poiLight.rampedLightMap = 1;
|
|
|
|
if ((0.0 /*_LightingRampType*/) == 1) // Math Gradient
|
|
|
|
poiLight.rampedLightMap = lerp(float4(1,1,1,1), float3(1, 1, 1), saturate(1 - smoothstep((0.0 /*_LightingGradientStart*/) - .000001, (0.5 /*_LightingGradientEnd*/), 1 - uv)));
|
|
|
|
return lightColor * poiLight.rampedLightMap * saturate(attenuation * uv);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void applyShadeMaps(inout float4 albedo)
|
|
|
|
{
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingRampType*/) == 2)
|
|
|
|
{
|
|
|
|
float3 baseColor = albedo.rgb;
|
|
|
|
float MainColorFeatherStep = (0.5 /*_BaseColor_Step*/) - (0.0001 /*_BaseShade_Feather*/);
|
|
|
|
float firstColorFeatherStep = (0.0 /*_ShadeColor_Step*/) - (0.0001 /*_1st2nd_Shades_Feather*/);
|
|
|
|
#if defined(PROP_1ST_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
|
|
|
|
float4 firstShadeMap = POI2D_SAMPLER_PAN(_1st_ShadeMap, _MainTex, poiMesh.uv[(0.0 /*_1st_ShadeMapUV*/)], float4(0,0,0,0));
|
|
|
|
#else
|
|
|
|
float4 firstShadeMap = float4(1, 1, 1, 1);
|
|
|
|
#endif
|
|
|
|
firstShadeMap = lerp(firstShadeMap, albedo, (0.0 /*_Use_BaseAs1st*/));
|
|
|
|
#if defined(PROP_2ND_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
|
|
|
|
float4 secondShadeMap = POI2D_SAMPLER_PAN(_2nd_ShadeMap, _MainTex, poiMesh.uv[(0.0 /*_2nd_ShadeMapUV*/)], float4(0,0,0,0));
|
|
|
|
#else
|
|
|
|
float4 secondShadeMap = float4(1, 1, 1, 1);
|
|
|
|
#endif
|
|
|
|
secondShadeMap = lerp(secondShadeMap, firstShadeMap, (0.0 /*_Use_1stAs2nd*/));
|
|
|
|
firstShadeMap.rgb *= float4(1,1,1,1).rgb; //* lighColor
|
|
|
|
secondShadeMap.rgb *= float4(1,1,1,1).rgb; //* LightColor;
|
|
|
|
float shadowMask = 1;
|
|
|
|
shadowMask *= (0.0 /*_Use_1stShadeMapAlpha_As_ShadowMask*/) ?((0.0 /*_1stShadeMapMask_Inverse*/) ?(1.0 - firstShadeMap.a) : firstShadeMap.a) : 1;
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shadowMask *= (0.0 /*_Use_2ndShadeMapAlpha_As_ShadowMask*/) ?((0.0 /*_2ndShadeMapMask_Inverse*/) ?(1.0 - secondShadeMap.a) : secondShadeMap.a) : 1;
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float mainShadowMask = saturate(1 - ((poiLight.lightMap) - MainColorFeatherStep) / ((0.5 /*_BaseColor_Step*/) - MainColorFeatherStep) * (shadowMask));
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float firstSecondShadowMask = saturate(1 - ((poiLight.lightMap) - firstColorFeatherStep) / ((0.0 /*_ShadeColor_Step*/) - firstColorFeatherStep) * (shadowMask));
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#if defined(PROP_LIGHTINGSHADOWMASK) || !defined(OPTIMIZER_ENABLED)
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float removeShadow = POI2D_SAMPLER_PAN(_LightingShadowMask, _MainTex, poiMesh.uv[(0.0 /*_LightingShadowMaskUV*/)], float4(0,0,0,0)).r;
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#else
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float removeShadow = 1;
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#endif
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mainShadowMask *= removeShadow;
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firstSecondShadowMask *= removeShadow;
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albedo.rgb = lerp(albedo.rgb, lerp(firstShadeMap.rgb, secondShadeMap.rgb, firstSecondShadowMask), mainShadowMask);
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}
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}
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float3 calculateFinalLighting(inout float3 albedo, float4 finalColor)
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{
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float3 finalLighting = 1;
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#ifdef FORWARD_ADD_PASS
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fixed detailShadow = 1;
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if ((0.0 /*_LightingDetailShadowsEnabled*/))
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{
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detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[(0.0 /*_LightingDetailShadowsUV*/)], float4(0,0,0,0)), (1.0 /*_LightingAdditiveDetailStrength*/)).r;
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}
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if ((1.0 /*_LightingAdditiveType*/) == 0) // Realistic
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{
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finalLighting = poiLight.color * poiLight.attenuation * max(0, poiLight.nDotL) * detailShadow * poiLight.additiveShadow;
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}
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else if ((1.0 /*_LightingAdditiveType*/) == 1) // Toon
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{
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|
|
#if defined(POINT) || defined(SPOT)
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finalLighting = lerp(poiLight.color * max(poiLight.additiveShadow, (0.5 /*_LightingAdditivePassthrough*/)), poiLight.color * (0.5 /*_LightingAdditivePassthrough*/), smoothstep((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/), 1 - (.5 * poiLight.nDotL + .5))) * poiLight.attenuation * detailShadow;
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#else
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finalLighting = lerp(poiLight.color * max(poiLight.attenuation, (0.5 /*_LightingAdditivePassthrough*/)), poiLight.color * (0.5 /*_LightingAdditivePassthrough*/), smoothstep((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/), 1 - (.5 * poiLight.nDotL + .5))) * detailShadow;
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|
#endif
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}
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else //if((1.0 /*_LightingAdditiveType*/) == 2) // Wrapped
|
|
|
|
{
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|
|
float uv = saturate(RTWrapFunc(poiLight.nDotL, (0.0 /*_LightingWrappedWrap*/), (0.0 /*_LightingWrappedNormalization*/))) * detailShadow;
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|
|
poiLight.rampedLightMap = 1;
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|
|
|
|
|
|
if ((0.0 /*_LightingRampType*/) == 1) // Math Gradient
|
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|
|
poiLight.rampedLightMap = lerp(float4(1,1,1,1), float3(1, 1, 1), saturate(1 - smoothstep((0.0 /*_LightingGradientStart*/) - .000001, (0.5 /*_LightingGradientEnd*/), 1 - uv)));
|
|
|
|
float shadowatten = max(poiLight.additiveShadow, (0.5 /*_LightingAdditivePassthrough*/));
|
|
|
|
return poiLight.color * poiLight.rampedLightMap * saturate(poiLight.attenuation * uv * shadowatten);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#if defined(FORWARD_BASE_PASS) || defined(POI_META_PASS)
|
|
|
|
#ifdef VERTEXLIGHT_ON
|
|
|
|
poiLight.vFinalLighting = 0;
|
|
|
|
for (int index = 0; index < 4; index++)
|
|
|
|
{
|
|
|
|
poiLight.vFinalLighting += calculateNonImportantLighting(poiLight.vAttenuation[index], poiLight.vAttenuationDotNL[index], albedo, poiLight.vColor[index], poiLight.vDotNL[index], poiLight.vCorrectedDotNL[index]);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
switch((4.0 /*_LightingMode*/))
|
|
|
|
{
|
|
|
|
case 0: // Toon Lighting
|
|
|
|
case 2: // or wrapped
|
|
|
|
{
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingEnableHSL*/))
|
|
|
|
{
|
|
|
|
float3 HSLMod = float3((0.5 /*_LightingShadowHue*/) * 2 - 1, (0.5 /*_LightingShadowSaturation*/) * 2 - 1, (0.5 /*_LightingShadowLightness*/) * 2 - 1) * (1 - poiLight.rampedLightMap);
|
|
|
|
albedo = lerp(albedo.rgb, ModifyViaHSL(albedo.rgb, HSLMod), (1.0 /*_LightingHSLIntensity*/));
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingMinLightBrightness*/) > 0)
|
|
|
|
{
|
|
|
|
poiLight.finalLighting = max(0.001, poiLight.finalLighting);
|
|
|
|
float finalluminance = calculateluminance(poiLight.finalLighting);
|
|
|
|
finalLighting = max(poiLight.finalLighting, poiLight.finalLighting / max(0.0001, (finalluminance / (0.0 /*_LightingMinLightBrightness*/))));
|
|
|
|
poiLight.finalLighting = finalLighting;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
finalLighting = poiLight.finalLighting;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 1: // realistic
|
|
|
|
{
|
|
|
|
fixed detailShadow = 1;
|
|
|
|
|
|
|
|
if ((0.0 /*_LightingDetailShadowsEnabled*/))
|
|
|
|
{
|
|
|
|
detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[(0.0 /*_LightingDetailShadowsUV*/)], float4(0,0,0,0)), (1.0 /*_LightingDetailStrength*/)).r;
|
|
|
|
}
|
|
|
|
float3 realisticLighting = calculateRealisticLighting(finalColor, detailShadow).rgb;
|
|
|
|
finalLighting = lerp(realisticLighting, dot(realisticLighting, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 3: // Skin
|
|
|
|
{
|
|
|
|
float subsurfaceShadowWeight = 0.0h;
|
|
|
|
float3 ambientNormalWorld = poiMesh.normals[1];//aTangentToWorld(s, s.blurredNormalTangent);
|
|
|
|
float subsurface = 1;
|
|
|
|
float skinScatteringMask = _SssWeight * saturate(1.0h / _SssMaskCutoff * subsurface);
|
|
|
|
float skinScattering = saturate(subsurface * (1.0 /*_SssScale*/) * 2 + _SssBias);
|
|
|
|
half3 absorption = exp((1.0h - subsurface) * float4(-8,-40,-64,0).rgb);
|
|
|
|
absorption *= saturate(finalColor.rgb * unity_ColorSpaceDouble.rgb);
|
|
|
|
ambientNormalWorld = normalize(lerp(poiMesh.normals[1], ambientNormalWorld, (0.7 /*_SssBumpBlur*/)));
|
|
|
|
float ndlBlur = dot(poiMesh.normals[1], poiLight.direction) * 0.5h + 0.5h;
|
|
|
|
float lumi = dot(poiLight.color, half3(0.2126h, 0.7152h, 0.0722h));
|
|
|
|
float4 sssLookupUv = float4(ndlBlur, skinScattering * lumi, 0.0f, 0.0f);
|
|
|
|
half3 sss = poiLight.lightMap * poiLight.attenuation * tex2Dlod(_SkinLUT, sssLookupUv).rgb;
|
|
|
|
finalLighting = min(lerp(indirectLighting * float4(1,1,1,1), float4(1,1,1,1), (0.0 /*_LightingIgnoreAmbientColor*/)) + (sss * directLighting), directLighting);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
{
|
|
|
|
finalLighting = directLighting;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
return finalLighting;
|
|
|
|
}
|
|
|
|
void applyLighting(inout float4 finalColor, float3 finalLighting)
|
|
|
|
{
|
|
|
|
#ifdef VERTEXLIGHT_ON
|
|
|
|
finalColor.rgb *= finalLighting + poiLight.vFinalLighting;
|
|
|
|
#else
|
|
|
|
finalColor.rgb *= finalLighting;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
#endif
|