res-avatar-unity/Assets/_PoiyomiShaders/Shaders/7.3/Includes/CGI_PoiLighting.cginc
2023-07-15 19:51:23 -07:00

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Executable file

#ifndef POI_LIGHTING
#define POI_LIGHTING
int _LightingType;
float _ForceLightDirection;
float _ShadowStrength;
float _OutlineShadowStrength;
float _ShadowOffset;
float3 _LightDirection;
float _ForceShadowStrength;
float _CastedShadowSmoothing;
float _LightingIndirectContribution;
float _AttenuationMultiplier;
float _EnableLighting;
float _LightingControlledUseLightColor;
fixed _LightingStandardSmoothness;
fixed _LightingStandardControlsToon;
fixed _LightingMinLightBrightness;
float _LightingUseShadowRamp;
UNITY_DECLARE_TEX2D(_ToonRamp);
fixed _LightingMonochromatic;
uint _LightingNumRamps;
UNITY_DECLARE_TEX2D_NOSAMPLER(_ToonRamp1);
UNITY_DECLARE_TEX2D_NOSAMPLER(_ToonRamp2);
half _LightingShadowStrength1;
half _LightingShadowStrength2;
half _ShadowOffset1;
half _ShadowOffset2;
fixed _LightingGradientStart;
fixed _LightingGradientEnd;
float3 _LightingStartColor;
float3 _LightingEndColor;
float _AOStrength;
fixed _LightingDetailStrength;
fixed _LightingAdditiveDetailStrength;
fixed _LightingNoIndirectMultiplier;
fixed _LightingNoIndirectThreshold;
uint _LightingAdditiveType;
fixed _LightingAdditiveGradientStart;
fixed _LightingAdditiveGradientEnd;
fixed _LightingAdditivePassthrough;
/*
UNITY_DECLARE_TEX2D_NOSAMPLER(_ToonRamp3);
half _LightingShadowStrength3;
half _ShadowOffset3;
*/
POI_TEXTURE_NOSAMPLER(_LightingDetailShadows);
POI_TEXTURE_NOSAMPLER(_LightingAOTex);
POI_TEXTURE_NOSAMPLER(_LightingShadowMask);
/*
* Standard stuff Start
*/
UnityLight CreateLight(float3 normal)
{
UnityLight light;
light.dir = poiLight.direction;
light.color = saturate(_LightColor0.rgb * lerp(1, poiLight.attenuation, _AttenuationMultiplier));
light.ndotl = DotClamped(normal, poiLight.direction);
return light;
}
float FadeShadows(float attenuation)
{
#if HANDLE_SHADOWS_BLENDING_IN_GI || ADDITIONAL_MASKED_DIRECTIONAL_SHADOWS
// UNITY_LIGHT_ATTENUATION doesn't fade shadows for us.
#if ADDITIONAL_MASKED_DIRECTIONAL_SHADOWS
attenuation = lerp(1, poiLight.attenuation, _AttenuationMultiplier);
#endif
float viewZ = dot(_WorldSpaceCameraPos - poiMesh.worldPos, UNITY_MATRIX_V[2].xyz);
float shadowFadeDistance = UnityComputeShadowFadeDistance(poiMesh.worldPos, viewZ);
float shadowFade = UnityComputeShadowFade(shadowFadeDistance);
float bakedAttenuation = UnitySampleBakedOcclusion(poiMesh.lightmapUV.xy, poiMesh.worldPos);
attenuation = UnityMixRealtimeAndBakedShadows(
attenuation, bakedAttenuation, shadowFade
);
#endif
return attenuation;
}
void ApplySubtractiveLighting(inout UnityIndirect indirectLight)
{
#if SUBTRACTIVE_LIGHTING
poiLight.attenuation = FadeShadows(lerp(1, poiLight.attenuation, _AttenuationMultiplier));
float ndotl = saturate(dot(i.normal, _WorldSpaceLightPos0.xyz));
float3 shadowedLightEstimate = ndotl * (1 - poiLight.attenuation) * _LightColor0.rgb;
float3 subtractedLight = indirectLight.diffuse - shadowedLightEstimate;
subtractedLight = max(subtractedLight, unity_ShadowColor.rgb);
subtractedLight = lerp(subtractedLight, indirectLight.diffuse, _LightShadowData.x);
indirectLight.diffuse = min(subtractedLight, indirectLight.diffuse);
#endif
}
UnityIndirect CreateIndirectLight(float3 normal)
{
UnityIndirect indirectLight;
indirectLight.diffuse = 0;
indirectLight.specular = 0;
#if defined(FORWARD_BASE_PASS)
#if defined(LIGHTMAP_ON)
indirectLight.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, poiMesh.lightmapUV.xy));
#if defined(DIRLIGHTMAP_COMBINED)
float4 lightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_LightmapInd, unity_Lightmap, poiMesh.lightmapUV.xy
);
indirectLight.diffuse = DecodeDirectionalLightmap(
indirectLight.diffuse, lightmapDirection, normal
);
#endif
ApplySubtractiveLighting(indirectLight);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float3 dynamicLightDiffuse = DecodeRealtimeLightmap(
UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, poiMesh.lightmapUV.zw)
);
#if defined(DIRLIGHTMAP_COMBINED)
float4 dynamicLightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
unity_DynamicDirectionality, unity_DynamicLightmap,
poiMesh.lightmapUV.zw
);
indirectLight.diffuse += DecodeDirectionalLightmap(
dynamicLightDiffuse, dynamicLightmapDirection, normal
);
#else
indirectLight.diffuse += dynamicLightDiffuse;
#endif
#endif
#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
#if UNITY_LIGHT_PROBE_PROXY_VOLUME
if (unity_ProbeVolumeParams.x == 1)
{
indirectLight.diffuse = SHEvalLinearL0L1_SampleProbeVolume(
float4(normal, 1), poiMesh.worldPos
);
indirectLight.diffuse = max(0, indirectLight.diffuse);
#if defined(UNITY_COLORSPACE_GAMMA)
indirectLight.diffuse = LinearToGammaSpace(indirectLight.diffuse);
#endif
}
else
{
indirectLight.diffuse += max(0, ShadeSH9(float4(normal, 1)));
}
#else
indirectLight.diffuse += max(0, ShadeSH9(float4(normal, 1)));
#endif
#endif
float3 reflectionDir = reflect(-poiCam.viewDir, normal);
Unity_GlossyEnvironmentData envData;
envData.roughness = 1 - _LightingStandardSmoothness;
envData.reflUVW = BoxProjection(
reflectionDir, poiMesh.worldPos.xyz,
unity_SpecCube0_ProbePosition,
unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax
);
float3 probe0 = Unity_GlossyEnvironment(
UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, envData
);
envData.reflUVW = BoxProjection(
reflectionDir, poiMesh.worldPos.xyz,
unity_SpecCube1_ProbePosition,
unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax
);
#if UNITY_SPECCUBE_BLENDING
float interpolator = unity_SpecCube0_BoxMin.w;
UNITY_BRANCH
if(interpolator < 0.99999)
{
float3 probe1 = Unity_GlossyEnvironment(
UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0),
unity_SpecCube0_HDR, envData
);
indirectLight.specular = lerp(probe1, probe0, interpolator);
}
else
{
indirectLight.specular = probe0;
}
#else
indirectLight.specular = probe0;
#endif
float occlusion = lerp(1, POI2D_SAMPLER_PAN(_LightingAOTex, _MainTex, poiMesh.uv[_LightingAOTexUV], _LightingAOTexPan), _AOStrength);
indirectLight.diffuse *= occlusion;
indirectLight.diffuse = max(indirectLight.diffuse, _LightingMinLightBrightness);
indirectLight.specular *= occlusion;
#endif
return indirectLight;
}
/*
* Standard stuff End
*/
half PoiDiffuse(half NdotV, half NdotL, half LdotH)
{
half fd90 = 0.5 + 2 * LdotH * LdotH * SmoothnessToPerceptualRoughness(.5);
// Two schlick fresnel term
half lightScatter = (1 + (fd90 - 1) * Pow5(1 - NdotL));
half viewScatter = (1 + (fd90 - 1) * Pow5(1 - NdotV));
return lightScatter * viewScatter;
}
float3 ShadeSH9Indirect()
{
return ShadeSH9(half4(0.0, -1.0, 0.0, 1.0));
}
float3 ShadeSH9Direct()
{
return ShadeSH9(half4(0.0, 1.0, 0.0, 1.0));
}
float3 ShadeSH9Normal(float3 normalDirection)
{
return ShadeSH9(half4(normalDirection, 1.0));
}
half3 GetSHLength()
{
half3 x, x1;
x.r = length(unity_SHAr);
x.g = length(unity_SHAg);
x.b = length(unity_SHAb);
x1.r = length(unity_SHBr);
x1.g = length(unity_SHBg);
x1.b = length(unity_SHBb);
return x + x1;
}
float3 calculateRealisticLighting(float4 colorToLight)
{
return UNITY_BRDF_PBS(1, 0, 0, _LightingStandardSmoothness,
poiMesh.normals[1], poiCam.viewDir, CreateLight(poiMesh.normals[1]), CreateIndirectLight(poiMesh.normals[1]));
}
void calculateBasePassLighting()
{
#ifdef SIMPLE
_LightingType = 1;
_LightingIndirectContribution = 0.2;
#endif
float AOMap = 1;
float3 lightColor = poiLight.color;
#ifndef OUTLINE
AOMap = POI2D_SAMPLER_PAN(_LightingAOTex, _MainTex, poiMesh.uv[_LightingAOTexUV], _LightingAOTexPan);
#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);
lightColor = saturate(magic * lerp(1, AOMap, _AOStrength) + normalLight);
#endif
#endif
float3 grayscale_vector = float3(.33333, .33333, .33333);
float3 ShadeSH9Plus = GetSHLength();
float3 ShadeSH9Minus = ShadeSH9(float4(0, 0, 0, 1));
poiLight.directLighting = saturate(lerp(ShadeSH9Plus, lightColor, 1 - _LightingIndirectContribution));
poiLight.indirectLighting = saturate(ShadeSH9Minus);
float3 directLighting = lerp(poiLight.directLighting, dot(poiLight.directLighting, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
float3 indirectLighting = lerp(poiLight.indirectLighting, dot(poiLight.indirectLighting, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
if (max(max(indirectLighting.x, indirectLighting.y), indirectLighting.z) <= _LightingNoIndirectThreshold && max(max(directLighting.x, directLighting.y), directLighting.z) >= 0)
{
indirectLighting = directLighting * _LightingNoIndirectMultiplier;
}
half4 shadowStrength = 1;
#ifndef OUTLINE
#ifndef SIMPLE
shadowStrength = POI2D_SAMPLER_PAN(_LightingShadowMask, _MainTex, poiMesh.uv[_LightingShadowMaskUV], _LightingShadowMaskPan);
#endif
shadowStrength *= half4(_ShadowStrength, _LightingShadowStrength1, _LightingShadowStrength2, 0);
#else
shadowStrength = _OutlineShadowStrength;
#endif
float bw_lightColor = dot(lightColor, grayscale_vector);
float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, _AttenuationMultiplier)) + dot(ShadeSH9Normal(poiMesh.normals[1]), grayscale_vector));
float bw_bottomIndirectLighting = dot(ShadeSH9Minus, grayscale_vector);
float bw_topIndirectLighting = dot(ShadeSH9Plus, grayscale_vector);
float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
fixed detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[_LightingDetailShadowsUV], _LightingDetailShadowsPan), _LightingDetailStrength).r;
poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting);
poiLight.lightMap *= detailShadow;
poiLight.rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, poiLight.lightMap + _ShadowOffset), shadowStrength.r);
UNITY_BRANCH
if(_LightingNumRamps >= 2)
{
poiLight.rampedLightMap *= lerp(1, UNITY_SAMPLE_TEX2D_SAMPLER(_ToonRamp1, _ToonRamp, poiLight.lightMap + _ShadowOffset1), shadowStrength.g);
}
UNITY_BRANCH
if(_LightingNumRamps >= 3)
{
poiLight.rampedLightMap *= lerp(1, UNITY_SAMPLE_TEX2D_SAMPLER(_ToonRamp2, _ToonRamp, poiLight.lightMap + _ShadowOffset2), shadowStrength.b);
}
UNITY_BRANCH
if(_LightingStandardControlsToon)
{
float3 realisticLighting = calculateRealisticLighting(1);
poiLight.rampedLightMap = UNITY_SAMPLE_TEX2D(_ToonRamp, (.5 + dot(realisticLighting, float3(.33333, .33333, .33333)) * .5) + _ShadowOffset);
return;
}
UNITY_BRANCH
if(_LightingType == 0)
{
poiLight.finalLighting = lerp(indirectLighting * lerp(1, AOMap, _AOStrength), directLighting, poiLight.rampedLightMap);
}
UNITY_BRANCH
if(_LightingType == 1)
{
poiLight.finalLighting = lerp(poiLight.rampedLightMap * directLighting * lerp(1, AOMap, _AOStrength), directLighting, poiLight.rampedLightMap);
}
UNITY_BRANCH
if(_LightingType == 3)
{
poiLight.finalLighting = lerp(saturate(directLighting * _LightingStartColor), saturate(indirectLighting * _LightingEndColor * lerp(1, AOMap, _AOStrength)), smoothstep(_LightingGradientStart, _LightingGradientEnd, 1 - poiLight.lightMap));
}
}
float3 calculateNonImportantLighting(float attenuation, float attenuationDotNL, float3 albedo, float3 lightColor, half dotNL)
{
UNITY_BRANCH
if(_LightingAdditiveType == 0)
{
return lightColor * attenuationDotNL;
}
else
{
fixed detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[_LightingDetailShadowsUV], _LightingDetailShadowsPan), _LightingAdditiveDetailStrength).r;
return lerp(lightColor * attenuation, lightColor * _LightingAdditivePassthrough * attenuation, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, dotNL)) * detailShadow;
}
}
float3 calculateLighting(float3 albedo)
{
#ifdef SIMPLE
_LightingType = 1;
#endif
#ifdef FORWARD_BASE_PASS
calculateBasePassLighting();
#ifdef VERTEXLIGHT_ON
poiLight.vFinalLighting = 0;
for (int index = 0; index < 4; index ++)
{
poiLight.vFinalLighting += calculateNonImportantLighting(poiLight.vAttenuation[index], poiLight.vAttenuationDotNL[index], albedo, poiLight.vColor[index], poiLight.vCorrectedDotNL[index]);
}
#endif
#else
#if defined(POINT) || defined(SPOT)
#ifndef SIMPLE
fixed detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[_LightingDetailShadowsUV], _LightingDetailShadowsPan), _LightingAdditiveDetailStrength).r;
UNITY_BRANCH
if(_LightingAdditiveType == 0)
{
return poiLight.color * poiLight.attenuation * max(0, poiLight.nDotL) * detailShadow;
}
else
{
return lerp(poiLight.color * max(poiLight.additiveShadow, _LightingAdditivePassthrough), poiLight.color * _LightingAdditivePassthrough, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5))) * poiLight.attenuation * detailShadow;
}
#else
poiLight.finalLighting = poiLight.color * poiLight.attenuation;
#endif
#endif
#endif
#ifdef FORWARD_BASE_PASS
UNITY_BRANCH
if(_LightingType == 2)
{
float3 realisticLighting = calculateRealisticLighting(finalColor).rgb;
return lerp(realisticLighting, dot(realisticLighting, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
}
else
{
return max(poiLight.finalLighting, _LightingMinLightBrightness);
}
#else
return max(poiLight.finalLighting, _LightingMinLightBrightness);
#endif
}
#endif