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

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2023-07-16 02:51:23 +00:00
#ifndef POI_LIGHTING
#define POI_LIGHTING
int _LightingType;
float _AdditiveSoftness;
float _AdditiveOffset;
float _ForceLightDirection;
float _ShadowStrength;
float _OutlineShadowStrength;
float _ShadowOffset;
float3 _LightDirection;
float _ForceShadowStrength;
float _CastedShadowSmoothing;
float _LightingIndirectContribution;
float _AttenuationMultiplier;
float _EnableLighting;
float _LightingControlledUseLightColor;
uint _LightingAOTexUV;
fixed _LightingStandardSmoothness;
fixed _LightingStandardControlsToon;
fixed _LightingMinLightBrightness;
fixed _LightingAdditiveIntensity;
fixed _AoIndirectStrength;
UNITY_DECLARE_TEX2D(_ToonRamp);
sampler2D _LightingAOTex; float4 _LightingAOTex_ST;
sampler2D _LightingShadowMask; float4 _LightingShadowMask_ST;
float _AOStrength;
float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
{
#if UNITY_SPECCUBE_BOX_PROJECTION
UNITY_BRANCH
if (cubemapPosition.w > 0)
{
float3 factors = ((direction > 0 ? boxMax: boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition);
}
#endif
return direction;
}
/*
* Standard stuff Start
*/
UnityLight CreateLight(half3 lightDirection, half attenuation, half ndotl)
{
UnityLight light;
light.dir = lightDirection;
light.color = saturate(_LightColor0.rgb * lerp(1, attenuation, _AttenuationMultiplier));
light.ndotl = ndotl;
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, attenuation, _AttenuationMultiplier);
#endif
float viewZ = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz);
float shadowFadeDistance = UnityComputeShadowFadeDistance(worldPos, viewZ);
float shadowFade = UnityComputeShadowFade(shadowFadeDistance);
float bakedAttenuation = UnitySampleBakedOcclusion(lightmapUV.xy, worldPos);
attenuation = UnityMixRealtimeAndBakedShadows(
attenuation, bakedAttenuation, shadowFade
);
#endif
return attenuation;
}
void ApplySubtractiveLighting(inout UnityIndirect indirectLight)
{
#if SUBTRACTIVE_LIGHTING
attenuation = FadeShadows(lerp(1, attenuation, _AttenuationMultiplier));
float nDotL = saturate(dot(i.normal, _WorldSpaceLightPos0.xyz));
float3 shadowedLightEstimate = nDotL * (1 - 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
}
UnityIndirect CreateIndirectLight(float3 normal, float3 worldPos, half3 viewDir, float2 uv)
{
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, lightmapUV.xy));
#if defined(DIRLIGHTMAP_COMBINED)
float4 lightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_LightmapInd, unity_Lightmap, 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, lightmapUV.zw)
);
#if defined(DIRLIGHTMAP_COMBINED)
float4 dynamicLightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_DynamicDirectionality, unity_DynamicLightmap,
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), 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(-viewDir, normal);
Unity_GlossyEnvironmentData envData;
envData.roughness = 1 - _LightingStandardSmoothness;
envData.reflUVW = BoxProjection(
reflectionDir, worldPos.xyz,
unity_SpecCube0_ProbePosition,
unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax
);
float3 probe0 = Unity_GlossyEnvironment(
UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, envData
);
envData.reflUVW = BoxProjection(
reflectionDir, worldPos.xyz,
unity_SpecCube1_ProbePosition,
unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax
);
#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 = lerp(1, tex2D(_LightingAOTex, TRANSFORM_TEX(uv, _LightingAOTex)), _AOStrength);
indirectLight.diffuse *= occlusion;
indirectLight.diffuse = max(indirectLight.diffuse, _LightingMinLightBrightness);
indirectLight.specular *= occlusion;
#endif
return indirectLight;
}
/*
* Standard stuff End
*/
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;
}
float3 calculateRealisticLighting(float4 colorToLight, float3 normal, float3 viewDir, half3 lightDirection, half attenuation, half ndotl, float3 worldPos, float2 uv)
{
return UNITY_BRDF_PBS(colorToLight, 0, 0, _LightingStandardSmoothness,
normal, viewDir, CreateLight(lightDirection, attenuation, ndotl), CreateIndirectLight(normal, worldPos, viewDir, uv));
}
half3 calculateBasePassLighting(float2 uv, float3 lightColor, half nDotL, half attenuation, half3 normal, half3 viewDir, half3 lightDirection, float3 worldPos)
{
half3 finalLighting = 0;
UNITY_BRANCH
if (_LightingType == 0 || _LightingType == 1)
{
float AOMap = 1;
float DirectAO = 1;
float IndirectAO = 1;
#ifndef OUTLINE
AOMap = tex2D(_LightingAOTex, TRANSFORM_TEX(uv, _LightingAOTex));
DirectAO = lerp(1, AOMap, _AOStrength);
IndirectAO = lerp(1, AOMap, _AoIndirectStrength);
#endif
half3 grayscale_vector = float3(.33333, .33333, .33333);
half3 ShadeSH9Plus = GetSHLength();
half3 ShadeSH9Minus = ShadeSH9(float4(0, 0, 0, 1));
half3 directLighting = saturate(lerp(ShadeSH9Plus, lightColor, 1 - _LightingIndirectContribution));
half3 indirectLighting = saturate(ShadeSH9Minus) * IndirectAO;
half4 shadowStrength = 1;
#ifndef OUTLINE
shadowStrength = tex2D(_LightingShadowMask, TRANSFORM_TEX(uv, _LightingShadowMask));
shadowStrength *= _ShadowStrength;
#else
shadowStrength = _OutlineShadowStrength;
#endif
float bw_lightColor = dot(lightColor, grayscale_vector);
float bw_directLighting = (((nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, attenuation, _AttenuationMultiplier)) + dot(ShadeSH9Normal(normal), grayscale_vector));
float bw_bottomIndirectLighting = dot(ShadeSH9Minus, grayscale_vector);
float bw_topIndirectLighting = dot(ShadeSH9Plus, grayscale_vector);
float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
float lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting) * DirectAO;
float3 rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, lightMap + _ShadowOffset), shadowStrength.r);
UNITY_BRANCH
if(_LightingType == 0)
{
finalLighting = lerp(indirectLighting, directLighting, rampedLightMap);
}
UNITY_BRANCH
if(_LightingType == 1)
{
finalLighting = rampedLightMap * directLighting;
}
}
return finalLighting;
}
void applyFurLighting(inout float4 finalColor, float2 uv, half attenuation, half3 normal, half3 viewDir, float3 worldPos)
{
float3 finalLighting = 0;
float3 lightColor = 0;
float3 lightDirection = 0;
#ifdef FORWARD_BASE_PASS
//lightColor = saturate(_LightColor0.rgb) + saturate(ShadeSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)));
float3 magic = saturate(ShadeSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)));
float3 normalLight = saturate(_LightColor0.rgb);
lightColor = saturate(magic + normalLight);
#else
#if defined(POINT) || defined(SPOT)
lightColor = _LightColor0.rgb;
#endif
#endif
#ifdef FORWARD_BASE_PASS
lightDirection = normalize(_WorldSpaceLightPos0 + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
#else
#if defined(POINT) || defined(SPOT)
lightDirection = normalize(_WorldSpaceLightPos0.xyz - i.worldPos);
#endif
#endif
half nDotL = dot(normal, lightDirection);
#ifdef FORWARD_BASE_PASS
finalLighting = calculateBasePassLighting(uv, lightColor, nDotL, attenuation, normal, viewDir, lightDirection, worldPos);
#else
#if defined(POINT) || defined(SPOT)
finalLighting = lightColor * attenuation * smoothstep(.5 - _AdditiveSoftness + _AdditiveOffset, .5 + _AdditiveSoftness + _AdditiveOffset, .5 * nDotL + .5);
finalLighting *= _LightingAdditiveIntensity;
#endif
#endif
#ifdef FORWARD_BASE_PASS
UNITY_BRANCH
if (_LightingType == 2)
{
finalColor.rgb = calculateRealisticLighting(finalColor, normal, viewDir, lightDirection, attenuation, nDotL, worldPos, uv);
}
else
{
finalColor.rgb *= max(finalLighting, _LightingMinLightBrightness);
}
#else
finalColor.rgb *= max(finalLighting, _LightingMinLightBrightness);
#endif
}
#endif