345 lines
14 KiB
HLSL
Executable file
345 lines
14 KiB
HLSL
Executable file
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#ifndef POI_LIGHTING
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#define POI_LIGHTING
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int _LightingType;
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float _AdditiveSoftness;
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float _AdditiveOffset;
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float _ForceLightDirection;
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float _ShadowStrength;
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float _OutlineShadowStrength;
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float _ShadowOffset;
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float3 _LightDirection;
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float _ForceShadowStrength;
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float _CastedShadowSmoothing;
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float _LightingIndirectContribution;
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float _AttenuationMultiplier;
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float _EnableLighting;
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float _LightingControlledUseLightColor;
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uint _LightingAOTexUV;
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fixed _LightingStandardSmoothness;
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fixed _LightingStandardControlsToon;
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fixed _LightingMinLightBrightness;
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fixed _LightingAdditiveIntensity;
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fixed _AoIndirectStrength;
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UNITY_DECLARE_TEX2D(_ToonRamp);
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sampler2D _LightingAOTex; float4 _LightingAOTex_ST;
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sampler2D _LightingShadowMask; float4 _LightingShadowMask_ST;
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float _AOStrength;
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float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
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{
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#if UNITY_SPECCUBE_BOX_PROJECTION
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UNITY_BRANCH
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if (cubemapPosition.w > 0)
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{
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float3 factors = ((direction > 0 ? boxMax: boxMin) - position) / direction;
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float scalar = min(min(factors.x, factors.y), factors.z);
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direction = direction * scalar + (position - cubemapPosition);
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}
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#endif
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return direction;
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}
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/*
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* Standard stuff Start
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*/
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UnityLight CreateLight(half3 lightDirection, half attenuation, half ndotl)
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{
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UnityLight light;
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light.dir = lightDirection;
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light.color = saturate(_LightColor0.rgb * lerp(1, attenuation, _AttenuationMultiplier));
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light.ndotl = ndotl;
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return light;
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}
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float FadeShadows(float attenuation)
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{
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#if HANDLE_SHADOWS_BLENDING_IN_GI || ADDITIONAL_MASKED_DIRECTIONAL_SHADOWS
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// UNITY_LIGHT_ATTENUATION doesn't fade shadows for us.
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#if ADDITIONAL_MASKED_DIRECTIONAL_SHADOWS
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attenuation = lerp(1, attenuation, _AttenuationMultiplier);
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#endif
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float viewZ = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz);
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float shadowFadeDistance = UnityComputeShadowFadeDistance(worldPos, viewZ);
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float shadowFade = UnityComputeShadowFade(shadowFadeDistance);
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float bakedAttenuation = UnitySampleBakedOcclusion(lightmapUV.xy, worldPos);
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attenuation = UnityMixRealtimeAndBakedShadows(
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attenuation, bakedAttenuation, shadowFade
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);
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#endif
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return attenuation;
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}
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void ApplySubtractiveLighting(inout UnityIndirect indirectLight)
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{
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#if SUBTRACTIVE_LIGHTING
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attenuation = FadeShadows(lerp(1, attenuation, _AttenuationMultiplier));
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float nDotL = saturate(dot(i.normal, _WorldSpaceLightPos0.xyz));
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float3 shadowedLightEstimate = nDotL * (1 - attenuation) * _LightColor0.rgb;
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float3 subtractedLight = indirectLight.diffuse - shadowedLightEstimate;
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subtractedLight = max(subtractedLight, unity_ShadowColor.rgb);
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subtractedLight = lerp(subtractedLight, indirectLight.diffuse, _LightShadowData.x);
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indirectLight.diffuse = min(subtractedLight, indirectLight.diffuse);
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#endif
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}
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UnityIndirect CreateIndirectLight(float3 normal, float3 worldPos, half3 viewDir, float2 uv)
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{
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UnityIndirect indirectLight;
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indirectLight.diffuse = 0;
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indirectLight.specular = 0;
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#if defined(FORWARD_BASE_PASS)
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#if defined(LIGHTMAP_ON)
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indirectLight.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV.xy));
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#if defined(DIRLIGHTMAP_COMBINED)
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float4 lightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
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unity_LightmapInd, unity_Lightmap, lightmapUV.xy
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);
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indirectLight.diffuse = DecodeDirectionalLightmap(
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indirectLight.diffuse, lightmapDirection, normal
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);
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#endif
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ApplySubtractiveLighting(indirectLight);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float3 dynamicLightDiffuse = DecodeRealtimeLightmap(
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UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, lightmapUV.zw)
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);
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#if defined(DIRLIGHTMAP_COMBINED)
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float4 dynamicLightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
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unity_DynamicDirectionality, unity_DynamicLightmap,
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lightmapUV.zw
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);
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indirectLight.diffuse += DecodeDirectionalLightmap(
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dynamicLightDiffuse, dynamicLightmapDirection, normal
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);
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#else
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indirectLight.diffuse += dynamicLightDiffuse;
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#endif
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#endif
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#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
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#if UNITY_LIGHT_PROBE_PROXY_VOLUME
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if (unity_ProbeVolumeParams.x == 1)
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{
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indirectLight.diffuse = SHEvalLinearL0L1_SampleProbeVolume(
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float4(normal, 1), worldPos
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);
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indirectLight.diffuse = max(0, indirectLight.diffuse);
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#if defined(UNITY_COLORSPACE_GAMMA)
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indirectLight.diffuse = LinearToGammaSpace(indirectLight.diffuse);
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#endif
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}
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else
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{
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indirectLight.diffuse += max(0, ShadeSH9(float4(normal, 1)));
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}
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#else
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indirectLight.diffuse += max(0, ShadeSH9(float4(normal, 1)));
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#endif
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#endif
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float3 reflectionDir = reflect(-viewDir, normal);
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Unity_GlossyEnvironmentData envData;
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envData.roughness = 1 - _LightingStandardSmoothness;
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envData.reflUVW = BoxProjection(
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reflectionDir, worldPos.xyz,
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unity_SpecCube0_ProbePosition,
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unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax
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);
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float3 probe0 = Unity_GlossyEnvironment(
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UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, envData
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);
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envData.reflUVW = BoxProjection(
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reflectionDir, worldPos.xyz,
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unity_SpecCube1_ProbePosition,
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unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax
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);
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#if UNITY_SPECCUBE_BLENDING
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float interpolator = unity_SpecCube0_BoxMin.w;
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UNITY_BRANCH
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if(interpolator < 0.99999)
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{
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float3 probe1 = Unity_GlossyEnvironment(
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UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0),
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unity_SpecCube0_HDR, envData
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);
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indirectLight.specular = lerp(probe1, probe0, interpolator);
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}
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else
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{
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indirectLight.specular = probe0;
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}
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#else
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indirectLight.specular = probe0;
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#endif
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float occlusion = lerp(1, tex2D(_LightingAOTex, TRANSFORM_TEX(uv, _LightingAOTex)), _AOStrength);
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indirectLight.diffuse *= occlusion;
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indirectLight.diffuse = max(indirectLight.diffuse, _LightingMinLightBrightness);
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indirectLight.specular *= occlusion;
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#endif
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return indirectLight;
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}
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/*
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* Standard stuff End
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*/
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half PoiDiffuse(half NdotV, half nDotL, half LdotH)
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{
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half fd90 = 0.5 + 2 * LdotH * LdotH * SmoothnessToPerceptualRoughness(.5);
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// Two schlick fresnel term
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half lightScatter = (1 + (fd90 - 1) * Pow5(1 - nDotL));
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half viewScatter = (1 + (fd90 - 1) * Pow5(1 - NdotV));
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return lightScatter * viewScatter;
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}
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float3 ShadeSH9Indirect()
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{
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return ShadeSH9(half4(0.0, -1.0, 0.0, 1.0));
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}
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float3 ShadeSH9Direct()
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{
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return ShadeSH9(half4(0.0, 1.0, 0.0, 1.0));
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}
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float3 ShadeSH9Normal(float3 normalDirection)
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{
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return ShadeSH9(half4(normalDirection, 1.0));
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}
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half3 GetSHLength()
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{
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half3 x, x1;
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x.r = length(unity_SHAr);
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x.g = length(unity_SHAg);
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x.b = length(unity_SHAb);
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x1.r = length(unity_SHBr);
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x1.g = length(unity_SHBg);
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x1.b = length(unity_SHBb);
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return x + x1;
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}
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float3 calculateRealisticLighting(float4 colorToLight, float3 normal, float3 viewDir, half3 lightDirection, half attenuation, half ndotl, float3 worldPos, float2 uv)
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{
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return UNITY_BRDF_PBS(colorToLight, 0, 0, _LightingStandardSmoothness,
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normal, viewDir, CreateLight(lightDirection, attenuation, ndotl), CreateIndirectLight(normal, worldPos, viewDir, uv));
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}
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half3 calculateBasePassLighting(float2 uv, float3 lightColor, half nDotL, half attenuation, half3 normal, half3 viewDir, half3 lightDirection, float3 worldPos)
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{
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half3 finalLighting = 0;
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UNITY_BRANCH
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if (_LightingType == 0 || _LightingType == 1)
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{
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float AOMap = 1;
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float DirectAO = 1;
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float IndirectAO = 1;
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#ifndef OUTLINE
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AOMap = tex2D(_LightingAOTex, TRANSFORM_TEX(uv, _LightingAOTex));
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DirectAO = lerp(1, AOMap, _AOStrength);
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IndirectAO = lerp(1, AOMap, _AoIndirectStrength);
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#endif
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half3 grayscale_vector = float3(.33333, .33333, .33333);
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half3 ShadeSH9Plus = GetSHLength();
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half3 ShadeSH9Minus = ShadeSH9(float4(0, 0, 0, 1));
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half3 directLighting = saturate(lerp(ShadeSH9Plus, lightColor, 1 - _LightingIndirectContribution));
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half3 indirectLighting = saturate(ShadeSH9Minus) * IndirectAO;
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half4 shadowStrength = 1;
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#ifndef OUTLINE
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shadowStrength = tex2D(_LightingShadowMask, TRANSFORM_TEX(uv, _LightingShadowMask));
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shadowStrength *= _ShadowStrength;
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#else
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shadowStrength = _OutlineShadowStrength;
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#endif
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float bw_lightColor = dot(lightColor, grayscale_vector);
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float bw_directLighting = (((nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, attenuation, _AttenuationMultiplier)) + dot(ShadeSH9Normal(normal), grayscale_vector));
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float bw_bottomIndirectLighting = dot(ShadeSH9Minus, grayscale_vector);
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float bw_topIndirectLighting = dot(ShadeSH9Plus, grayscale_vector);
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float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
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float lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting) * DirectAO;
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float3 rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, lightMap + _ShadowOffset), shadowStrength.r);
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UNITY_BRANCH
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if(_LightingType == 0)
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{
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finalLighting = lerp(indirectLighting, directLighting, rampedLightMap);
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}
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UNITY_BRANCH
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if(_LightingType == 1)
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{
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finalLighting = rampedLightMap * directLighting;
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}
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}
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return finalLighting;
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}
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void applyFurLighting(inout float4 finalColor, float2 uv, half attenuation, half3 normal, half3 viewDir, float3 worldPos)
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{
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float3 finalLighting = 0;
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float3 lightColor = 0;
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float3 lightDirection = 0;
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#ifdef FORWARD_BASE_PASS
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//lightColor = 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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lightColor = saturate(magic + normalLight);
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#else
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#if defined(POINT) || defined(SPOT)
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lightColor = _LightColor0.rgb;
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#endif
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#endif
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#ifdef FORWARD_BASE_PASS
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lightDirection = 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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lightDirection = normalize(_WorldSpaceLightPos0.xyz - i.worldPos);
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#endif
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#endif
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half nDotL = dot(normal, lightDirection);
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#ifdef FORWARD_BASE_PASS
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finalLighting = calculateBasePassLighting(uv, lightColor, nDotL, attenuation, normal, viewDir, lightDirection, worldPos);
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#else
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#if defined(POINT) || defined(SPOT)
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finalLighting = lightColor * attenuation * smoothstep(.5 - _AdditiveSoftness + _AdditiveOffset, .5 + _AdditiveSoftness + _AdditiveOffset, .5 * nDotL + .5);
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finalLighting *= _LightingAdditiveIntensity;
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#endif
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#endif
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#ifdef FORWARD_BASE_PASS
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UNITY_BRANCH
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if (_LightingType == 2)
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{
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finalColor.rgb = calculateRealisticLighting(finalColor, normal, viewDir, lightDirection, attenuation, nDotL, worldPos, uv);
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}
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else
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{
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finalColor.rgb *= max(finalLighting, _LightingMinLightBrightness);
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}
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#else
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finalColor.rgb *= max(finalLighting, _LightingMinLightBrightness);
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#endif
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}
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#endif |