res-avatar-unity/Assets/_PoiyomiShaders/Shaders/7.3/Pro/Includes/CGI_PoiLighting.cginc

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2023-07-16 02:51:23 +00:00
#ifndef POI_LIGHTING
#define POI_LIGHTING
float _LightingRampType;
float _LightingIgnoreAmbientColor;
float _UseShadowTexture;
float _LightingEnableAO;
float _LightingDetailShadowsEnabled;
float _LightingOnlyUnityShadows;
float _LightingMode;
float _ForceLightDirection;
float _ShadowStrength;
float _OutlineShadowStrength;
float _ShadowOffset;
float3 _LightDirection;
float _ForceShadowStrength;
float _CastedShadowSmoothing;
float _AttenuationMultiplier;
float _EnableLighting;
float _LightingControlledUseLightColor;
fixed _LightingStandardSmoothness;
fixed _LightingStandardControlsToon;
fixed _LightingMinLightBrightness;
float _LightingUseShadowRamp;
float _LightingMinShadowBrightnessRatio;
fixed _LightingMonochromatic;
fixed _LightingGradientStart;
fixed _LightingGradientEnd;
float3 _LightingShadowColor;
float _AOStrength;
fixed _LightingDetailStrength;
fixed _LightingAdditiveDetailStrength;
fixed _LightingNoIndirectMultiplier;
fixed _LightingNoIndirectThreshold;
float _LightingUncapped;
float _LightingDirectColorMode;
float _LightingIndirectColorMode;
float _LightingAdditiveType;
fixed _LightingAdditiveGradientStart;
fixed _LightingAdditiveGradientEnd;
fixed _LightingAdditivePassthrough;
float _LightingDirectAdjustment;
float _LightingIndirect;
// HSL JUNK
float _LightingEnableHSL;
float _LightingShadowHue;
float _LightingShadowSaturation;
float _LightingShadowLightness;
float _LightingHSLIntensity;
// UTS Style Shade Mapping
float4 _1st_ShadeColor;
float _Use_BaseAs1st;
float4 _2nd_ShadeColor;
float _Use_1stAs2nd;
float _BaseColor_Step;
float _BaseShade_Feather;
float _ShadeColor_Step;
float _1st2nd_Shades_Feather;
float _Use_1stShadeMapAlpha_As_ShadowMask;
float _1stShadeMapMask_Inverse;
float _Tweak_1stShadingGradeMapLevel;
float _Use_2ndShadeMapAlpha_As_ShadowMask;
float _2ndShadeMapMask_Inverse;
float _Tweak_2ndShadingGradeMapLevel;
// Skin
float _SkinScatteringProperties;
float _SssWeight;
float _SssMaskCutoff ;
float _SssBias;
float _SssScale;
float _SssBumpBlur;
float4 _SssTransmissionAbsorption;
float4 _SssColorBleedAoWeights;
/*
UNITY_DECLARE_TEX2D_NOSAMPLER(_ToonRamp3);
half _LightingShadowStrength3;
half _ShadowOffset3;
*/
half4 shadowStrength;
sampler2D _SkinLUT;
UNITY_DECLARE_TEX2D(_ToonRamp);
POI_TEXTURE_NOSAMPLER(_1st_ShadeMap);
POI_TEXTURE_NOSAMPLER(_2nd_ShadeMap);
POI_TEXTURE_NOSAMPLER(_LightingDetailShadows);
POI_TEXTURE_NOSAMPLER(_LightingAOTex);
POI_TEXTURE_NOSAMPLER(_LightingShadowMask);
float3 directLighting;
float3 indirectLighting;
/*
* DJLs code starts here
*/
float _LightingWrappedWrap;
float _LightingWrappedNormalization;
// Greens model with adjustable energy
// http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
// Modified for adjustable conservation ratio and over-wrap to directionless
float RTWrapFunc(in float dt, in float w, in float norm)
{
float cw = saturate(w);
float o = (dt + cw) / ((1.0 + cw) * (1.0 + cw * norm));
float flt = 1.0 - 0.85 * norm;
if (w > 1.0)
{
o = lerp(o, flt, w - 1.0);
}
return o;
}
float3 GreenWrapSH(float fA) // Greens unoptimized and non-normalized
{
float fAs = saturate(fA);
float4 t = float4(fA + 1, fAs - 1, fA - 2, fAs + 1); // DJL edit: allow wrapping to L0-only at w=2
return float3(t.x, -t.z * t.x / 3, 0.25 * t.y * t.y * t.w);
}
float3 GreenWrapSHOpt(float fW) // optimised and normalized https://blog.selfshadow.com/2012/01/07/righting-wrap-part-2/
{
const float4 t0 = float4(0.0, 1.0 / 4.0, -1.0 / 3.0, -1.0 / 2.0);
const float4 t1 = float4(1.0, 2.0 / 3.0, 1.0 / 4.0, 0.0);
float3 fWs = float3(fW, fW, saturate(fW)); // DJL edit: allow wrapping to L0-only at w=2
float3 r;
r.xyz = t0.xxy * fWs + t0.xzw;
r.xyz = r.xyz * fWs + t1.xyz;
return r;
}
float3 ShadeSH9_wrapped(float3 normal, float wrap)
{
float3 x0, x1, x2;
float3 conv = lerp(GreenWrapSH(wrap), GreenWrapSHOpt(wrap), _LightingWrappedNormalization); // Should try optimizing this...
conv *= float3(1, 1.5, 4); // Undo pre-applied cosine convolution by using the inverse
// Constant (L0)
x0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
// Remove pre-applied constant part from L(2,0) to apply correct convolution
float3 L2_0 = float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / - 3.0;
x0 -= L2_0;
// Linear (L1) polynomial terms
x1.r = dot(unity_SHAr.xyz, normal);
x1.g = dot(unity_SHAg.xyz, normal);
x1.b = dot(unity_SHAb.xyz, normal);
// 4 of the quadratic (L2) polynomials
float4 vB = normal.xyzz * normal.yzzx;
x2.r = dot(unity_SHBr, vB);
x2.g = dot(unity_SHBg, vB);
x2.b = dot(unity_SHBb, vB);
// Final (5th) quadratic (L2) polynomial
float vC = normal.x * normal.x - normal.y * normal.y;
x2 += unity_SHC.rgb * vC;
// Move back the constant part of L(2,0)
x2 += L2_0;
return x0 * conv.x + x1 * conv.y + x2 * conv.z;
}
/*
* MIT License
*
* Copyright (c) 2018 s-ilent
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/*
* Silent's code starts here
*/
float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
{
// average energy
float R0 = max(0, L0);
// avg direction of incoming light
float3 R1 = 0.5f * L1;
// directional brightness
float lenR1 = length(R1);
// linear angle between normal and direction 0-1
//float q = 0.5f * (1.0f + dot(R1 / lenR1, n));
//float q = dot(R1 / lenR1, n) * 0.5 + 0.5;
float q = dot(normalize(R1), n) * 0.5 + 0.5;
q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
// power for q
// lerps from 1 (linear) to 3 (cubic) based on directionality
float p = 1.0f + 2.0f * lenR1 / R0;
// dynamic range constant
// should vary between 4 (highly directional) and 0 (ambient)
float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
}
half3 BetterSH9(half4 normal)
{
float3 indirect;
float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
indirect = max(0, indirect);
indirect += SHEvalLinearL2(normal);
return indirect;
}
float3 BetterSH9(float3 normal)
{
return BetterSH9(float4(normal, 1));
}
/*
* Standard stuff starts here
*/
UnityLight CreateLight(float3 normal, fixed detailShadowMap)
{
UnityLight light;
light.dir = poiLight.direction;
light.color = saturate(_LightColor0.rgb * lerp(1, poiLight.attenuation, _AttenuationMultiplier) * detailShadowMap);
light.ndotl = DotClamped(normal, poiLight.direction);
return light;
}
float FadeShadows(float attenuation)
{
#if HANDLE_SHADOWS_BLENDING_IN_GI || ADDITIONAL_MASKED_DIRECTIONAL_SHADOWS
// UNITY_LIGHT_ATTENUATION doesn't fade shadows for us.
#if ADDITIONAL_MASKED_DIRECTIONAL_SHADOWS
attenuation = lerp(1, poiLight.attenuation, _AttenuationMultiplier);
#endif
float viewZ = dot(_WorldSpaceCameraPos - poiMesh.worldPos, UNITY_MATRIX_V[2].xyz);
float shadowFadeDistance = UnityComputeShadowFadeDistance(poiMesh.worldPos, viewZ);
float shadowFade = UnityComputeShadowFade(shadowFadeDistance);
float bakedAttenuation = UnitySampleBakedOcclusion(poiMesh.lightmapUV.xy, poiMesh.worldPos);
attenuation = UnityMixRealtimeAndBakedShadows(
attenuation, bakedAttenuation, shadowFade
);
#endif
return attenuation;
}
void ApplySubtractiveLighting(inout UnityIndirect indirectLight)
{
#if SUBTRACTIVE_LIGHTING
poiLight.attenuation = FadeShadows(lerp(1, poiLight.attenuation, _AttenuationMultiplier));
float ndotl = saturate(dot(i.normal, _WorldSpaceLightPos0.xyz));
float3 shadowedLightEstimate = ndotl * (1 - poiLight.attenuation) * _LightColor0.rgb;
float3 subtractedLight = indirectLight.diffuse - shadowedLightEstimate;
subtractedLight = max(subtractedLight, unity_ShadowColor.rgb);
subtractedLight = lerp(subtractedLight, indirectLight.diffuse, _LightShadowData.x);
indirectLight.diffuse = min(subtractedLight, indirectLight.diffuse);
#endif
}
float3 weightedBlend(float3 layer1, float3 layer2, float2 weights)
{
return(weights.x * layer1 + weights.y * layer2) / (weights.x + weights.y);
}
UnityIndirect CreateIndirectLight(float3 normal)
{
UnityIndirect indirectLight;
indirectLight.diffuse = 0;
indirectLight.specular = 0;
#if defined(FORWARD_BASE_PASS)
#if defined(LIGHTMAP_ON)
indirectLight.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, poiMesh.lightmapUV.xy));
#if defined(DIRLIGHTMAP_COMBINED)
float4 lightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_LightmapInd, unity_Lightmap, poiMesh.lightmapUV.xy
);
indirectLight.diffuse = DecodeDirectionalLightmap(
indirectLight.diffuse, lightmapDirection, normal
);
#endif
ApplySubtractiveLighting(indirectLight);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float3 dynamicLightDiffuse = DecodeRealtimeLightmap(
UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, poiMesh.lightmapUV.zw)
);
#if defined(DIRLIGHTMAP_COMBINED)
float4 dynamicLightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_DynamicDirectionality, unity_DynamicLightmap,
poiMesh.lightmapUV.zw
);
indirectLight.diffuse += DecodeDirectionalLightmap(
dynamicLightDiffuse, dynamicLightmapDirection, normal
);
#else
indirectLight.diffuse += dynamicLightDiffuse;
#endif
#endif
#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
#if UNITY_LIGHT_PROBE_PROXY_VOLUME
if (unity_ProbeVolumeParams.x == 1)
{
indirectLight.diffuse = SHEvalLinearL0L1_SampleProbeVolume(
float4(normal, 1), poiMesh.worldPos
);
indirectLight.diffuse = max(0, indirectLight.diffuse);
#if defined(UNITY_COLORSPACE_GAMMA)
indirectLight.diffuse = LinearToGammaSpace(indirectLight.diffuse);
#endif
}
else
{
indirectLight.diffuse += max(0, ShadeSH9(float4(normal, 1)));
}
#else
indirectLight.diffuse += max(0, ShadeSH9(float4(normal, 1)));
#endif
#endif
float3 reflectionDir = reflect(-poiCam.viewDir, normal);
Unity_GlossyEnvironmentData envData;
envData.roughness = 1 - _LightingStandardSmoothness;
envData.reflUVW = BoxProjection(
reflectionDir, poiMesh.worldPos.xyz,
unity_SpecCube0_ProbePosition,
unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz
);
float3 probe0 = Unity_GlossyEnvironment(
UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, envData
);
envData.reflUVW = BoxProjection(
reflectionDir, poiMesh.worldPos.xyz,
unity_SpecCube1_ProbePosition,
unity_SpecCube1_BoxMin.xyz, unity_SpecCube1_BoxMax.xyz
);
#if UNITY_SPECCUBE_BLENDING
float interpolator = unity_SpecCube0_BoxMin.w;
UNITY_BRANCH
if (interpolator < 0.99999)
{
float3 probe1 = Unity_GlossyEnvironment(
UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0),
unity_SpecCube0_HDR, envData
);
indirectLight.specular = lerp(probe1, probe0, interpolator);
}
else
{
indirectLight.specular = probe0;
}
#else
indirectLight.specular = probe0;
#endif
float occlusion = 1;
UNITY_BRANCH
if (_LightingEnableAO)
{
occlusion = lerp(1, POI2D_SAMPLER_PAN(_LightingAOTex, _MainTex, poiMesh.uv[_LightingAOTexUV], _LightingAOTexPan).r, _AOStrength);
}
indirectLight.diffuse *= occlusion;
indirectLight.diffuse = max(indirectLight.diffuse, _LightingMinLightBrightness);
indirectLight.specular *= occlusion;
#endif
return indirectLight;
}
/*
* Poiyomi's cool as heck code starts here :smug:
*/
half PoiDiffuse(half NdotV, half NdotL, half LdotH)
{
half fd90 = 0.5 + 2 * LdotH * LdotH * SmoothnessToPerceptualRoughness(.5);
// Two schlick fresnel term
half lightScatter = (1 + (fd90 - 1) * Pow5(1 - NdotL));
half viewScatter = (1 + (fd90 - 1) * Pow5(1 - NdotV));
return lightScatter * viewScatter;
}
float3 ShadeSH9Indirect()
{
return ShadeSH9(half4(0.0, -1.0, 0.0, 1.0));
}
float3 ShadeSH9Direct()
{
return ShadeSH9(half4(0.0, 1.0, 0.0, 1.0));
}
float3 ShadeSH9Normal(float3 normalDirection)
{
return ShadeSH9(half4(normalDirection, 1.0));
}
half3 GetSHLength()
{
half3 x, x1;
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(.3, .59, .11);
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_()
{
// For efficiency, we only get the direction from L1.
// Because getting it from L2 would be too hard!
return Unity_SafeNormalize((unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz));
}
// Returns the value from SH in the lighting direction with the
// brightest intensity.
half3 GetSHMaxL1()
{
float3 maxDirection = GetSHDirectionL1();
return ShadeSH9_wrapped(maxDirection, 0);
}
float3 calculateRealisticLighting(float4 colorToLight, fixed detailShadowMap)
{
return UNITY_BRDF_PBS(1, 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;
/*
* Generate Basic Light Maps
*/
bool lightExists = false;
if (any(_LightColor0.rgb >= 0.002))
{
lightExists = true;
}
#ifndef OUTLINE
UNITY_BRANCH
if (_LightingEnableAO)
{
AOMap = POI2D_SAMPLER_PAN(_LightingAOTex, _MainTex, poiMesh.uv[_LightingAOTexUV], _LightingAOTexPan).r;
AOStrength = _AOStrength;
poiLight.occlusion = lerp(1, AOMap, AOStrength);
}
#ifdef FORWARD_BASE_PASS
//poiLight.color = saturate(_LightColor0.rgb) + saturate(ShadeSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)));
if (lightExists)
{
lightColor = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
}
else
{
lightColor = BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb));
}
//lightColor = magic * magiratio + normalLight * normaRatio;
//lightColor = magic + normalLight;
#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[_LightingShadowMaskUV], _LightingShadowMaskPan) * _ShadowStrength;
#else
shadowStrength = _OutlineShadowStrength;
#endif
float bw_lightColor = dot(lightColor, grayscale_vector);
float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, _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;
UNITY_BRANCH
if (_LightingDetailShadowsEnabled)
{
detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[_LightingDetailShadowsUV], _LightingDetailShadowsPan), _LightingDetailStrength).r;
}
UNITY_BRANCH
if (_LightingOnlyUnityShadows)
{
poiLight.lightMap = poiLight.attenuation;
}
else
{
poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting);
}
poiLight.lightMap *= detailShadow;
/*
* Decide on light colors
*/
indirectLighting = 0;
directLighting = 0;
UNITY_BRANCH
if (_LightingIndirectColorMode == 1)
{
indirectLighting = BetterSH9(float4(poiMesh.normals[1], 1));
}
else
{
indirectLighting = ShadeSH9Minus;
}
poiLight.directLighting = lightColor;
poiLight.indirectLighting = indirectLighting;
UNITY_BRANCH
if (_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);
}
}
UNITY_BRANCH
if (!_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)), _LightingMonochromatic);
indirectLighting = lerp(indirectLighting, dot(indirectLighting, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
if (max(max(indirectLighting.x, indirectLighting.y), indirectLighting.z) <= _LightingNoIndirectThreshold && max(max(directLighting.x, directLighting.y), directLighting.z) >= 0)
{
indirectLighting = directLighting * _LightingNoIndirectMultiplier;
}
UNITY_BRANCH
if (_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 * _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);
/*
* Create Gradiant Maps
*/
switch(_LightingRampType)
{
case 0: // Ramp Texture
{
poiLight.rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, poiLight.lightMap + _ShadowOffset).rgb, shadowStrength.r);
UNITY_BRANCH
if (_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(_LightingGradientStart - .000001, _LightingGradientEnd, 1 - poiLight.lightMap));
float3 shadowColor = _LightingShadowColor;
UNITY_BRANCH
if (_UseShadowTexture)
{
shadowColor = 1;
}
UNITY_BRANCH
if (_LightingIgnoreAmbientColor)
{
poiLight.finalLighting = lerp((directLighting * shadowColor * poiLight.occlusion), (directLighting), saturate(poiLight.rampedLightMap + 1 - _ShadowStrength));
}
else
{
poiLight.finalLighting = lerp((indirectLighting * shadowColor * poiLight.occlusion), (directLighting), saturate(poiLight.rampedLightMap + 1 - _ShadowStrength));
}
}
break;
case 2:
{
poiLight.rampedLightMap = saturate(1 - smoothstep(0, .5, 1 - poiLight.lightMap));
poiLight.finalLighting = directLighting;
}
break;
}
// DJL stuff
if (_LightingMode == 2) // Wrapped
{
poiLight.directLighting = (_LightColor0.rgb) * saturate(RTWrapFunc(poiLight.nDotL, _LightingWrappedWrap, _LightingWrappedNormalization)) * detailShadow * lerp(1, poiLight.attenuation, _AttenuationMultiplier);
poiLight.indirectLighting = ShadeSH9_wrapped(poiMesh.normals[_LightingIndirectColorMode], _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 = saturate(dot(poiLight.indirectLighting + poiLight.directLighting, grayscale_vector));
poiLight.lightMap = smoothstep(0, bw_topIndirectLighting + bw_topDirectLighting_2, bw_indirectLighting + bw_directLighting);
poiLight.rampedLightMap = 1;
UNITY_BRANCH
if (_LightingRampType == 0) // Ramp Texture
{
poiLight.rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, poiLight.lightMap + _ShadowOffset).rgb, shadowStrength.r);
}
else if (_LightingRampType == 1) // Math Gradient
{
poiLight.rampedLightMap = lerp(_LightingShadowColor * lerp(poiLight.indirectLighting, 1, _LightingIgnoreAmbientColor), float3(1, 1, 1), saturate(1 - smoothstep(_LightingGradientStart - .000001, _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 - _ShadowStrength);
}
if (!_LightingUncapped)
{
poiLight.finalLighting = saturate(poiLight.finalLighting);
}
//poiLight.finalLighting *= .8;
#endif
}
/*
void applyShadowTexture(inout float4 albedo)
{
UNITY_BRANCH
if (_UseShadowTexture && _LightingRampType == 1)
{
albedo.rgb = lerp(albedo.rgb, POI2D_SAMPLER_PAN(_LightingShadowTexture, _MainTex, poiMesh.uv[_LightingShadowTextureUV], _LightingShadowTexturePan) * _LightingShadowColor, (1 - poiLight.rampedLightMap) * shadowStrength);
}
}
*/
float3 calculateNonImportantLighting(float attenuation, float attenuationDotNL, float3 albedo, float3 lightColor, half dotNL, half correctedDotNL)
{
fixed detailShadow = 1;
UNITY_BRANCH
if (_LightingDetailShadowsEnabled)
{
detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[_LightingDetailShadowsUV], _LightingDetailShadowsPan), _LightingAdditiveDetailStrength).r;
}
UNITY_BRANCH
if (_LightingAdditiveType == 0)
{
return lightColor * attenuationDotNL * detailShadow; // Realistic
}
else if (_LightingAdditiveType == 1) // Toon
{
return lerp(lightColor * attenuation, lightColor * _LightingAdditivePassthrough * attenuation, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, dotNL)) * detailShadow;
}
else //if(_LightingAdditiveType == 2) // Wrapped
{
float uv = saturate(RTWrapFunc(-dotNL, _LightingWrappedWrap, _LightingWrappedNormalization)) * detailShadow;
poiLight.rampedLightMap = 1;
if (_LightingRampType == 1) // Math Gradient
poiLight.rampedLightMap = lerp(_LightingShadowColor, float3(1, 1, 1), saturate(1 - smoothstep(_LightingGradientStart - .000001, _LightingGradientEnd, 1 - uv)));
// TODO: ramp texture or full shade/tint map for atlasing
return lightColor * poiLight.rampedLightMap * saturate(attenuation * uv);
}
}
void applyShadeMaps(inout float4 albedo)
{
UNITY_BRANCH
if (_LightingRampType == 2)
{
float3 baseColor = albedo.rgb;
float MainColorFeatherStep = _BaseColor_Step - _BaseShade_Feather;
float firstColorFeatherStep = _ShadeColor_Step - _1st2nd_Shades_Feather;
#if defined(PROP_1ST_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
float4 firstShadeMap = POI2D_SAMPLER_PAN(_1st_ShadeMap, _MainTex, poiMesh.uv[_1st_ShadeMapUV], _1st_ShadeMapPan);
#else
float4 firstShadeMap = float4(1, 1, 1, 1);
#endif
firstShadeMap = lerp(firstShadeMap, albedo, _Use_BaseAs1st);
#if defined(PROP_2ND_SHADEMAP) || !defined(OPTIMIZER_ENABLED)
float4 secondShadeMap = POI2D_SAMPLER_PAN(_2nd_ShadeMap, _MainTex, poiMesh.uv[_2nd_ShadeMapUV], _2nd_ShadeMapPan);
#else
float4 secondShadeMap = float4(1, 1, 1, 1);
#endif
secondShadeMap = lerp(secondShadeMap, firstShadeMap, _Use_1stAs2nd);
firstShadeMap.rgb *= _1st_ShadeColor.rgb; //* lighColor
secondShadeMap.rgb *= _2nd_ShadeColor.rgb; //* LightColor;
float shadowMask = 1;
shadowMask *= _Use_1stShadeMapAlpha_As_ShadowMask ?(_1stShadeMapMask_Inverse ?(1.0 - firstShadeMap.a) : firstShadeMap.a) : 1;
shadowMask *= _Use_2ndShadeMapAlpha_As_ShadowMask ?(_2ndShadeMapMask_Inverse ?(1.0 - secondShadeMap.a) : secondShadeMap.a) : 1;
float mainShadowMask = saturate(1 - ((poiLight.lightMap) - MainColorFeatherStep) / (_BaseColor_Step - MainColorFeatherStep) * (shadowMask));
float firstSecondShadowMask = saturate(1 - ((poiLight.lightMap) - firstColorFeatherStep) / (_ShadeColor_Step - firstColorFeatherStep) * (shadowMask));
#if defined(PROP_LIGHTINGSHADOWMASK) || !defined(OPTIMIZER_ENABLED)
float removeShadow = POI2D_SAMPLER_PAN(_LightingShadowMask, _MainTex, poiMesh.uv[_LightingShadowMaskUV], _LightingShadowMaskPan).r;
#else
float removeShadow = 1;
#endif
mainShadowMask *= removeShadow;
firstSecondShadowMask *= removeShadow;
albedo.rgb = lerp(albedo.rgb, lerp(firstShadeMap.rgb, secondShadeMap.rgb, firstSecondShadowMask), mainShadowMask);
}
}
float3 calculateFinalLighting(inout float3 albedo, float4 finalColor)
{
float3 finalLighting = 1;
// Additive Lighting
#ifdef FORWARD_ADD_PASS
fixed detailShadow = 1;
UNITY_BRANCH
if (_LightingDetailShadowsEnabled)
{
detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[_LightingDetailShadowsUV], _LightingDetailShadowsPan), _LightingAdditiveDetailStrength).r;
}
UNITY_BRANCH
if (_LightingAdditiveType == 0) // Realistic
{
finalLighting = poiLight.color * poiLight.attenuation * max(0, poiLight.nDotL) * detailShadow * poiLight.additiveShadow;
}
else if (_LightingAdditiveType == 1) // Toon
{
#if defined(POINT) || defined(SPOT)
finalLighting = lerp(poiLight.color * max(poiLight.additiveShadow, _LightingAdditivePassthrough), poiLight.color * _LightingAdditivePassthrough, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5))) * poiLight.attenuation * detailShadow;
#else
finalLighting = lerp(poiLight.color * max(poiLight.attenuation, _LightingAdditivePassthrough), poiLight.color * _LightingAdditivePassthrough, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5))) * detailShadow;
#endif
}
else //if(_LightingAdditiveType == 2) // Wrapped
{
float uv = saturate(RTWrapFunc(poiLight.nDotL, _LightingWrappedWrap, _LightingWrappedNormalization)) * detailShadow;
poiLight.rampedLightMap = 1;
UNITY_BRANCH
if (_LightingRampType == 1) // Math Gradient
poiLight.rampedLightMap = lerp(_LightingShadowColor, float3(1, 1, 1), saturate(1 - smoothstep(_LightingGradientStart - .000001, _LightingGradientEnd, 1 - uv)));
// TODO: ramp texture or full shade/tint map for atlasing
//poiLight.rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, float2(uv + _ShadowOffset, 1)), shadowStrength.r);
float shadowatten = max(poiLight.additiveShadow, _LightingAdditivePassthrough);
return poiLight.color * poiLight.rampedLightMap * saturate(poiLight.attenuation * uv * shadowatten);
}
#endif
// Base and Meta Lighting
#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(_LightingMode)
{
case 0: // Toon Lighting
case 2: // or wrapped
{
// HSL Shading
UNITY_BRANCH
if (_LightingEnableHSL)
{
float3 HSLMod = float3(_LightingShadowHue * 2 - 1, _LightingShadowSaturation * 2 - 1, _LightingShadowLightness * 2 - 1) * (1 - poiLight.rampedLightMap);
albedo = lerp(albedo.rgb, ModifyViaHSL(albedo.rgb, HSLMod), _LightingHSLIntensity);
}
// Normal Shading
UNITY_BRANCH
if (_LightingMinLightBrightness > 0)
{
poiLight.finalLighting = max(0.001, poiLight.finalLighting);
float finalluminance = calculateluminance(poiLight.finalLighting);
finalLighting = max(poiLight.finalLighting, poiLight.finalLighting / max(0.0001, (finalluminance / _LightingMinLightBrightness)));
poiLight.finalLighting = finalLighting;
}
else
{
finalLighting = poiLight.finalLighting;
}
}
break;
case 1: // realistic
{
fixed detailShadow = 1;
UNITY_BRANCH
if (_LightingDetailShadowsEnabled)
{
detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[_LightingDetailShadowsUV], _LightingDetailShadowsPan), _LightingDetailStrength).r;
}
float3 realisticLighting = calculateRealisticLighting(finalColor, detailShadow).rgb;
finalLighting = lerp(realisticLighting, dot(realisticLighting, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
}
break;
case 3: // Skin
{
float subsurfaceShadowWeight = 0.0h;
float3 ambientNormalWorld = poiMesh.normals[1];//aTangentToWorld(s, s.blurredNormalTangent);
// Scattering mask.
float subsurface = 1;
float skinScatteringMask = _SssWeight * saturate(1.0h / _SssMaskCutoff * subsurface);
float skinScattering = saturate(subsurface * _SssScale * 2 + _SssBias);
// Skin subsurface depth absorption tint.
// cf http://www.crytek.com/download/2014_03_25_CRYENGINE_GDC_Schultz.pdf pg 35
half3 absorption = exp((1.0h - subsurface) * _SssTransmissionAbsorption.rgb);
// Albedo scale for absorption assumes ~0.5 luminance for Caucasian skin.
absorption *= saturate(finalColor.rgb * unity_ColorSpaceDouble.rgb);
// Blurred normals for indirect diffuse and direct scattering.
ambientNormalWorld = normalize(lerp(poiMesh.normals[1], ambientNormalWorld, _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 * _LightingShadowColor, _LightingShadowColor, _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 = blendSoftLight(finalColor.rgb, finalLighting);
//finalColor.rgb *= saturate(poiLight.directLighting);
finalColor.rgb *= finalLighting;
#endif
}
#endif