#ifndef SPECULAR #define SPECULAR int _SpecularType; int _SmoothnessFrom; int _SpecularColorFrom; UNITY_DECLARE_TEX2D_NOSAMPLER(_SpecularMap); float4 _SpecularMap_ST; UNITY_DECLARE_TEX2D_NOSAMPLER(_SpecularHighTexture); float4 _SpecularHighTexture_ST; float4 _SpecularTint; float _SpecularSmoothness; // Globals half4 finalSpecular; half4 highTexture; UnityIndirect ZeroIndirect() { UnityIndirect ind; ind.diffuse = 0; ind.specular = 0; return ind; } // From unity just putting it here in case I want to mod it half4 poiRealisticSpecular(half3 diffColor, half3 specColor, half oneMinusReflectivity, half smoothness, float3 normal, float3 viewDir, UnityLight light, UnityIndirect gi) { float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); float3 halfDir = Unity_SafeNormalize(float3(light.dir) + viewDir); // NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping // In this case normal should be modified to become valid (i.e facing camera) and not cause weird artifacts. // but this operation adds few ALU and users may not want it. Alternative is to simply take the abs of NdotV (less correct but works too). // Following define allow to control this. Set it to 0 if ALU is critical on your platform. // This correction is interesting for GGX with SmithJoint visibility function because artifacts are more visible in this case due to highlight edge of rough surface // Edit: Disable this code by default for now as it is not compatible with two sided lighting used in SpeedTree. #define UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV 0 #if UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV // The amount we shift the normal toward the view vector is defined by the dot product. half shiftAmount = dot(normal, viewDir); normal = shiftAmount < 0.0f ? normal + viewDir * (-shiftAmount + 1e-5f): normal; // A re-normalization should be applied here but as the shift is small we don't do it to save ALU. //normal = normalize(normal); float nv = saturate(dot(normal, viewDir)); // TODO: this saturate should no be necessary here #else half nv = abs(dot(normal, viewDir)); // This abs allow to limit artifact #endif float nl = saturate(dot(normal, light.dir)); float nh = saturate(dot(normal, halfDir)); half lv = saturate(dot(light.dir, viewDir)); half lh = saturate(dot(light.dir, halfDir)); // Diffuse term half diffuseTerm = DisneyDiffuse(nv, nl, lh, perceptualRoughness) * nl; // Specular term // HACK: theoretically we should divide diffuseTerm by Pi and not multiply specularTerm! // BUT 1) that will make shader look significantly darker than Legacy ones // and 2) on engine side "Non-important" lights have to be divided by Pi too in cases when they are injected into ambient SH float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); // GGX with roughtness to 0 would mean no specular at all, using max(roughness, 0.002) here to match HDrenderloop roughtness remapping. roughness = max(roughness, 0.002); float V = SmithJointGGXVisibilityTerm(nl, nv, roughness); float D = GGXTerm(nh, roughness); float specularTerm = V * D * UNITY_PI; // Torrance-Sparrow model, Fresnel is applied later #ifdef UNITY_COLORSPACE_GAMMA specularTerm = sqrt(max(1e-4h, specularTerm)); #endif // specularTerm * nl can be NaN on Metal in some cases, use max() to make sure it's a sane value specularTerm = max(0, specularTerm * nl); #if defined(_SPECULARHIGHLIGHTS_OFF) specularTerm = 0.0; #endif // surfaceReduction = Int D(NdotH) * NdotH * Id(NdotL>0) dH = 1/(roughness^2+1) half surfaceReduction; #ifdef UNITY_COLORSPACE_GAMMA surfaceReduction = 1.0 - 0.28 * roughness * perceptualRoughness; // 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1] #else surfaceReduction = 1.0 / (roughness * roughness + 1.0); // fade \in [0.5;1] #endif // To provide true Lambert lighting, we need to be able to kill specular completely. specularTerm *= any(specColor) ? 1.0: 0.0; half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity)); half3 color = diffColor * (gi.diffuse + light.color * diffuseTerm) + specularTerm * light.color * FresnelTerm(specColor, lh) + surfaceReduction * gi.specular * FresnelLerp(specColor, grazingTerm, nv); return half4(color, 1); } void calculateRealisticSpecular(float3 normal, float4 albedo, float3 viewDir, float2 uv) { half4 spec = UNITY_SAMPLE_TEX2D_SAMPLER(_SpecularMap, _MainTex, TRANSFORM_TEX(uv, _SpecularMap)); half oneMinusReflectivity; UnityLight unityLight; unityLight.color = poiLight.color; unityLight.dir = poiLight.direction; unityLight.ndotl = poiLight.nDotL; UNITY_BRANCH if(_SmoothnessFrom == 0) { half3 diffColor = EnergyConservationBetweenDiffuseAndSpecular(albedo, spec.rgb * _SpecularTint.rgb, /*out*/ oneMinusReflectivity); finalSpecular = poiRealisticSpecular(diffColor, spec.rgb, oneMinusReflectivity, spec.a * _SpecularSmoothness, normal, viewDir, unityLight, ZeroIndirect()); } else { half3 diffColor = EnergyConservationBetweenDiffuseAndSpecular(albedo, _SpecularTint.rgb, /*out*/ oneMinusReflectivity); float smoothness = max (max (spec.r, spec.g), spec.b); finalSpecular = poiRealisticSpecular(diffColor, 1, oneMinusReflectivity, smoothness * _SpecularSmoothness, normal, viewDir, unityLight, ZeroIndirect()); } } void calculateToonSpecular(float3 normal, float4 albedo, float3 viewDir, float2 uv) { finalSpecular = 1; calculateRealisticSpecular(normal, albedo, viewDir, uv); float specIntensity = dot(finalSpecular.rgb, grayscale_for_light()); finalSpecular.rgb = smoothstep(0.99,1, specIntensity) * poiLight.color.rgb * poiLight.attenuation; } void calculateSpecular(float3 normal, float4 albedo, float3 viewDir, float2 uv) { highTexture = UNITY_SAMPLE_TEX2D_SAMPLER(_SpecularHighTexture, _MainTex, TRANSFORM_TEX(uv, _SpecularHighTexture)); UNITY_BRANCH if (_SpecularType == 0) // Off { return; } else if (_SpecularType == 1) // Realistic { calculateRealisticSpecular(normal, albedo, viewDir, uv); finalSpecular *= poiLight.attenuation; } else if (_SpecularType == 2) // Toon { calculateToonSpecular(normal, albedo, viewDir, uv); } else if (_SpecularType == 4) // anisotropic { return; } } void applySpecular(inout float4 finalColor) { if(_SpecularColorFrom == 0) { finalColor.rgb += finalSpecular.rgb * _SpecularTint.rgb; } else { float specIntensity = max (max (finalSpecular.r, finalSpecular.g), finalSpecular.b); finalColor.rgb += lerp(0, highTexture.rgb, saturate(specIntensity)) * _SpecularTint.rgb; } } #endif