#ifndef POI_CLEARCOAT #define POI_CLEARCOAT float _Clearcoat; float _ClearcoatGlossiness; float _ClearcoatAnisotropy; float _ClearcoatForceFallback; float _ClearcoatEnableReflections; float _ClearcoatEnableSpecular; float _ClearcoatInvertSmoothness; #if defined(PROP_CLEARCOATMAP) || !defined(OPTIMIZER_ENABLED) POI_TEXTURE_NOSAMPLER(_ClearcoatMap); #endif samplerCUBE _ClearcoatFallback; bool clearcoatDoesReflectionProbeExist() { float4 envSample = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, poiCam.reflectionDir, UNITY_SPECCUBE_LOD_STEPS); bool probeExists = !(unity_SpecCube0_HDR.a == 0 && envSample.a == 0); return probeExists && !_ClearcoatForceFallback; } float3 clearcoatF_Schlick(float u, float3 f0) { return f0 + (1.0 - f0) * pow(1.0 - u, 5.0); } float4 getClearcoatSmoothness(float4 clearcoatMap) { float roughness = 1 - (_ClearcoatGlossiness * clearcoatMap.a); roughness = clamp(roughness, 0.0045, 1.0); roughness = roughness * roughness; float reflectivity = _Clearcoat * clearcoatMap.r; return float4(reflectivity, 0, 0, roughness); } float getGeometricClearCoatSpecularAA(float3 normal) { float3 vNormalWsDdx = ddx(normal.xyz); float3 vNormalWsDdy = ddy(normal.xyz); float flGeometricRoughnessFactor = pow(saturate(max(dot(vNormalWsDdx.xyz, vNormalWsDdx.xyz), dot(vNormalWsDdy.xyz, vNormalWsDdy.xyz))), 0.333); return max(0, flGeometricRoughnessFactor); } float3 getClearcoatAnisotropicReflectionVector(float3 viewDir, float3 bitangent, float3 tangent, float3 normal, float roughness, float anisotropy) { //_Anisotropy = lerp(-0.2, 0.2, sin(_Time.y / 20)); //This is pretty fun float3 anisotropicDirection = anisotropy >= 0.0 ? bitangent: tangent; float3 anisotropicTangent = cross(anisotropicDirection, viewDir); float3 anisotropicNormal = cross(anisotropicTangent, anisotropicDirection); float bendFactor = abs(anisotropy) * saturate(5.0 * roughness); float3 bentNormal = normalize(lerp(normal, anisotropicNormal, bendFactor)); return reflect(-viewDir, bentNormal); } float D_GGXClearcoat(float NoH, float roughness) { float a2 = roughness * roughness; float f = (NoH * a2 - NoH) * NoH + 1.0; return a2 / (UNITY_PI * f * f); } float D_GGXClearcoat_Anisotropic(float NoH, const float3 h, const float3 t, const float3 b, float at, float ab) { float ToH = dot(t, h); float BoH = dot(b, h); float a2 = at * ab; float3 v = float3(ab * ToH, at * BoH, a2 * NoH); float v2 = dot(v, v); float w2 = a2 / v2; return a2 * w2 * w2 * (1.0 / UNITY_PI); } float V_SmithGGXClearcoatCorrelated(float NoV, float NoL, float a) { float a2 = a * a; float GGXL = NoV * sqrt((-NoL * a2 + NoL) * NoL + a2); float GGXV = NoL * sqrt((-NoV * a2 + NoV) * NoV + a2); return 0.5 / (GGXV + GGXL); } float3 getClearcoatDirectSpecular(float roughness, float ndh, float vdn, float ndl, float ldh, float3 f0, float3 halfVector, float3 tangent, float3 bitangent, float anisotropy) { #if !defined(LIGHTMAP_ON) float rough = max(roughness * roughness, 0.0045); float Dn = D_GGXClearcoat(ndh, rough); float3 F = clearcoatF_Schlick(ldh, f0); float V = V_SmithGGXClearcoatCorrelated(vdn, ndl, rough); float3 directSpecularNonAniso = max(0, (Dn * V) * F); anisotropy *= saturate(5.0 * roughness); float at = max(rough * (1.0 + anisotropy), 0.001); float ab = max(rough * (1.0 - anisotropy), 0.001); float D = D_GGXClearcoat_Anisotropic(ndh, halfVector, tangent, bitangent, at, ab); float3 directSpecularAniso = max(0, (D * V) * F); return lerp(directSpecularNonAniso, directSpecularAniso, saturate(abs(_ClearcoatAnisotropy * 100))) * 3; // * 100 to prevent blending, blend because otherwise tangents are fucked on lightmapped object #else return 0; #endif } float3 getClearCoatBoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax) { // #if defined(UNITY_SPECCUBE_BOX_PROJECTION) // For some reason this doesn't work? 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.xyz); } // #endif return direction; } float3 getClearcoatIndirectSpecular(float metallic, float roughness, float3 reflDir, float3 worldPos, float3 lightmap, float3 normal) { float3 spec = float3(0, 0, 0); #if defined(UNITY_PASS_FORWARDBASE) float3 indirectSpecular; Unity_GlossyEnvironmentData envData; envData.roughness = roughness; envData.reflUVW = getClearCoatBoxProjection( reflDir, worldPos, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz ); float3 probe0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, envData); float interpolator = unity_SpecCube0_BoxMin.w; UNITY_BRANCH if (interpolator < 0.99999) { envData.reflUVW = getClearCoatBoxProjection( reflDir, worldPos, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin.xyz, unity_SpecCube1_BoxMax.xyz ); float3 probe1 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0), unity_SpecCube0_HDR, envData); indirectSpecular = lerp(probe1, probe0, interpolator); } else { indirectSpecular = probe0; } if (!clearcoatDoesReflectionProbeExist()) { indirectSpecular = texCUBElod(_ClearcoatFallback, float4(envData.reflUVW, roughness * UNITY_SPECCUBE_LOD_STEPS)).rgb * poiLight.finalLighting; } float horizon = min(1 + dot(reflDir, normal), 1); indirectSpecular *= horizon * horizon; spec = indirectSpecular; #if defined(LIGHTMAP_ON) float specMultiplier = max(0, lerp(1, pow(length(lightmap), _SpecLMOcclusionAdjust), _SpecularLMOcclusion)); spec *= specMultiplier; #endif #endif return spec; } void calculateAndApplyClearCoat(inout float4 finalColor) { #if defined(PROP_CLEARCOATMAP) || !defined(OPTIMIZER_ENABLED) float4 clearCoatMap = POI2D_SAMPLER_PAN(_ClearcoatMap, _MainTex, poiMesh.uv[_ClearcoatMapUV], _ClearcoatMapPan); #else float4 clearCoatMap = 1; #endif float4 clearcoatReflectivitySmoothness = getClearcoatSmoothness(clearCoatMap); float clearcoatReflectivity = clearcoatReflectivitySmoothness.r; float clearcoatRoughness = clearcoatReflectivitySmoothness.a; UNITY_BRANCH if (_ClearcoatInvertSmoothness) { clearcoatRoughness = 1 - clearcoatRoughness; } float3 creflViewDir = getClearcoatAnisotropicReflectionVector(poiCam.viewDir, poiMesh.binormal, poiMesh.tangent.xyz, poiMesh.normals[0], clearcoatRoughness, _ClearcoatAnisotropy); float cndl = saturate(dot(poiLight.direction, poiMesh.normals[0])); float cvdn = abs(dot(poiCam.viewDir, poiMesh.normals[0])); float cndh = saturate(dot(poiMesh.normals[0], poiLight.halfDir)); float3 clearcoatf0 = 0.16 * clearcoatReflectivity * clearcoatReflectivity; float3 clearcoatFresnel = clearcoatF_Schlick(cvdn, clearcoatf0); #if defined(FORWARD_BASE_PASS) || defined(POI_META_PASS) float attenuation = poiLight.rampedLightMap; #endif #ifdef FORWARD_ADD_PASS float attenuation = saturate(poiLight.nDotL); #endif float3 vDirectSpecular = 0; #ifdef VERTEXLIGHT_ON for (int index = 0; index < 4; index++) { float vcndh = saturate(dot(poiMesh.normals[0], poiLight.vHalfDir[index])); float vcndl = saturate(dot(poiLight.vDirection[index], poiMesh.normals[0])); float3 v0directSpecular = getClearcoatDirectSpecular(clearcoatRoughness, vcndh, max(cvdn, 0.000001), vcndl, saturate(poiLight.vDotLH[index]), clearcoatf0, poiLight.halfDir, poiMesh.tangent, poiMesh.binormal, _ClearcoatAnisotropy) * poiLight.vAttenuation * vcndl * poiLight.vColor[index]; vDirectSpecular += v0directSpecular; } #endif float3 clearcoatDirectSpecular = getClearcoatDirectSpecular(clearcoatRoughness, cndh, max(cvdn, 0.000001), attenuation, saturate(poiLight.lDotH), clearcoatf0, poiLight.halfDir, poiMesh.tangent, poiMesh.binormal, _ClearcoatAnisotropy) * poiLight.attenuation * attenuation * poiLight.color; float3 clearcoatIndirectSpecular = getClearcoatIndirectSpecular(0, clearcoatRoughness, creflViewDir, poiMesh.worldPos, finalColor, poiMesh.normals[0]); float3 clearcoat = ((clearcoatDirectSpecular + vDirectSpecular) * clearCoatMap.g * _ClearcoatEnableSpecular + clearcoatIndirectSpecular * clearCoatMap.b * _ClearcoatEnableReflections) * clearcoatReflectivity * clearcoatFresnel; finalColor.rgb += clearcoat; } #endif