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