188 lines
7.5 KiB
HLSL
188 lines
7.5 KiB
HLSL
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#ifndef POI_DATA
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#define POI_DATA
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float _ParallaxBias;
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void calculateAttenuation(v2f i)
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{
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#if defined(POINT) || defined(SPOT)
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POI_LIGHT_ATTENUATION(attenuation, shadow, i, i.worldPos.xyz)
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poiLight.additiveShadow = shadow;
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#else
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UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz)
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#endif
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poiLight.attenuation = attenuation;
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}
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void calculateLightingData(in v2f i)
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{
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#ifdef FORWARD_BASE_PASS
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//poiLight.color = saturate(_LightColor0.rgb) + saturate(ShadeSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)));
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float3 magic = saturate(ShadeSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)));
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float3 normalLight = saturate(_LightColor0.rgb);
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poiLight.color = saturate(magic + normalLight);
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#else
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#if defined(POINT) || defined(SPOT)
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poiLight.color = _LightColor0.rgb;
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#endif
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#endif
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#ifdef VERTEXLIGHT_ON
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float4 toLightX = unity_4LightPosX0 - i.worldPos.x;
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float4 toLightY = unity_4LightPosY0 - i.worldPos.y;
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float4 toLightZ = unity_4LightPosZ0 - i.worldPos.z;
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float4 lengthSq = 0;
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lengthSq += toLightX * toLightX;
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lengthSq += toLightY * toLightY;
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lengthSq += toLightZ * toLightZ;
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float4 lightAttenSq = unity_4LightAtten0;
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float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
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float4 vLightWeight = saturate(1 - (lengthSq * lightAttenSq / 25));
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poiLight.vAttenuation = min(atten, vLightWeight * vLightWeight);
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poiLight.vDotNL = 0;
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poiLight.vDotNL += toLightX * poiMesh.normals[1].x;
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poiLight.vDotNL += toLightY * poiMesh.normals[1].y;
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poiLight.vDotNL += toLightZ * poiMesh.normals[1].z;
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float4 corr = rsqrt(lengthSq);
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poiLight.vDotNL = max(0, poiLight.vDotNL * corr);
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poiLight.vAttenuationDotNL = poiLight.vAttenuation * poiLight.vDotNL;
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for (int index = 0; index < 4; index ++)
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{
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poiLight.vPosition[index] = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]);
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float3 vertexToLightSource = poiLight.vPosition[index] - poiMesh.worldPos;
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poiLight.vDirection[index] = normalize(vertexToLightSource);
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//poiLight.vAttenuationDotNL[index] = 1.0 / (1.0 + unity_4LightAtten0[index] * poiLight.vDotNL[index]);
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poiLight.vColor[index] = unity_LightColor[index].rgb;
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poiLight.vHalfDir[index] = Unity_SafeNormalize(poiLight.vDirection[index] + poiCam.viewDir);
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poiLight.vDotNL[index] = dot(poiMesh.normals[1], -poiLight.vDirection[index]);
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poiLight.vCorrectedDotNL[index] = .5 * (poiLight.vDotNL[index] + 1);
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#ifdef POI_VAR_DOTLH
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poiLight.vDotLH[index] = saturate(dot(poiLight.vDirection[index], poiLight.vHalfDir[index]));
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#endif
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#ifdef POI_VAR_DOTNH
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poiLight.vDotNH[index] = saturate(dot(poiMesh.normals[1], poiLight.vHalfDir[index]));
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#endif
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}
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#endif
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#ifdef FORWARD_BASE_PASS
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poiLight.direction = normalize(_WorldSpaceLightPos0 + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz);
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#else
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#if defined(POINT) || defined(SPOT)
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poiLight.direction = normalize(_WorldSpaceLightPos0.xyz - i.worldPos);
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#endif
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#endif
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poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
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#ifdef POI_VAR_DOTNH
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poiLight.dotNH = saturate(dot(poiMesh.normals[1], poiLight.halfDir));
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#endif
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#ifdef POI_VAR_DOTLH
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poiLight.dotLH = saturate(dot(poiLight.direction, poiLight.halfDir));
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#endif
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poiLight.nDotV = dot(poiMesh.normals[1], poiCam.viewDir);
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poiLight.N0DotV = dot(poiMesh.normals[0], poiCam.viewDir);
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poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
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poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
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poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
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poiLight.lDotH = dot(poiLight.direction, poiLight.halfDir);
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}
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float3 CreateBinormal(float3 normal, float3 tangent, float binormalSign)
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{
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return cross(normal, tangent.xyz) * (binormalSign * unity_WorldTransformParams.w);
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}
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void InitializeMeshData(inout v2f i, uint facing)
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{
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poiMesh.normals[0] = normalize(i.normal);
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poiMesh.binormal = CreateBinormal(i.normal, i.tangent.xyz, i.tangent.w);
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poiMesh.tangent = i.tangent.xyz;
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#ifndef OUTLINE
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if (!facing)
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{
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poiMesh.normals[0] *= -1;
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poiMesh.tangent *= -1;
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poiMesh.binormal *= -1;
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}
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#endif
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poiMesh.worldPos = i.worldPos;
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poiMesh.localPos = i.localPos;
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poiMesh.barycentricCoordinates = i.barycentricCoordinates;
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poiMesh.uv[0] = i.uv0.xy;
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poiMesh.uv[1] = i.uv0.zw;
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poiMesh.uv[2] = i.uv1.xy;
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poiMesh.uv[3] = i.uv1.zw;
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#ifdef POI_UV_DISTORTION
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poiMesh.uv[4] = calculateDistortionUV(i.uv0.xy);
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#else
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poiMesh.uv[4] = poiMesh.uv[0];
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#endif
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poiMesh.vertexColor = i.vertexColor;
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#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
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poiMesh.lightmapUV = i.lightmapUV;
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#endif
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poiMesh.modelPos = i.modelPos;
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#ifdef FUR
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poiMesh.furAlpha = i.furAlpha;
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#endif
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}
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void initializeCamera(v2f i)
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{
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poiCam.viewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
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poiCam.forwardDir = getCameraForward();
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poiCam.worldPos = _WorldSpaceCameraPos;
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poiCam.distanceToModel = distance(poiMesh.modelPos, poiCam.worldPos);
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poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
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poiCam.grabPos = i.grabPos;
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poiCam.screenUV = calcScreenUVs(i.grabPos);
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poiCam.clipPos = i.pos;
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#if defined(GRAIN)
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poiCam.screenPos = i.screenPos;
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#endif
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poiCam.tangentViewDir = normalize(i.tangentViewDir);
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poiCam.tangentViewDir.xy /= (poiCam.tangentViewDir.z + _ParallaxBias);
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}
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void calculateTangentData()
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{
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poiTData.tangentTransform = float3x3(poiMesh.tangent, poiMesh.binormal, poiMesh.normals[0]);
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poiTData.tangentToWorld = transpose(float3x3(poiMesh.tangent, poiMesh.binormal, poiMesh.normals[0]));
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}
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void InitData(inout v2f i, uint facing)
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{
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UNITY_SETUP_INSTANCE_ID(i);
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calculateAttenuation(i);
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InitializeMeshData(i, facing);
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initializeCamera(i);
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calculateTangentData();
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}
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void CalculateReflectionData()
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{
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#if defined(_METALLICGLOSSMAP) || defined(_COLORCOLOR_ON)
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poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
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poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
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#endif
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}
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#endif
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