173 lines
7.8 KiB
HLSL
Executable file
173 lines
7.8 KiB
HLSL
Executable file
#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 |