#ifndef WATER_LIGHTING_INCLUDED #define WATER_LIGHTING_INCLUDED #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl" half CalculateFresnelTerm(half3 normalWS, half3 viewDirectionWS) { return pow(1.0 - saturate(dot(normalWS, viewDirectionWS)), 5);//fresnel TODO - find a better place } /////////////////////////////////////////////////////////////////////////////// // Lighting Calculations // /////////////////////////////////////////////////////////////////////////////// //diffuse half4 VertexLightingAndFog(half3 normalWS, half3 posWS, half3 clipPos) { half3 vertexLight = VertexLighting(posWS, normalWS); half fogFactor = ComputeFogFactor(clipPos.z); return half4(fogFactor, vertexLight); } //specular half3 Highlights(half3 positionWS, half roughness, half3 normalWS, half3 viewDirectionWS) { Light mainLight = GetMainLight(); half roughness2 = roughness * roughness; half3 halfDir = SafeNormalize(mainLight.direction + viewDirectionWS); half NoH = saturate(dot(normalize(normalWS), halfDir)); half LoH = saturate(dot(mainLight.direction, halfDir)); // GGX Distribution multiplied by combined approximation of Visibility and Fresnel // See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course // https://community.arm.com/events/1155 half d = NoH * NoH * (roughness2 - 1.h) + 1.0001h; half LoH2 = LoH * LoH; half specularTerm = roughness2 / ((d * d) * max(0.1h, LoH2) * (roughness + 0.5h) * 4); // on mobiles (where half actually means something) denominator have risk of overflow // clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles) // sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...)) #if defined (SHADER_API_MOBILE) specularTerm = specularTerm - HALF_MIN; specularTerm = clamp(specularTerm, 0.0, 5.0); // Prevent FP16 overflow on mobiles #endif return specularTerm * mainLight.color * mainLight.distanceAttenuation; } /////////////////////////////////////////////////////////////////////////////// // Reflection Modes // /////////////////////////////////////////////////////////////////////////////// half3 SampleReflections(half3 normalWS, half3 viewDirectionWS, half2 screenUV, half fresnelTerm, half roughness) { half3 reflection = 0; half2 refOffset = 0; #if _REFLECTION_CUBEMAP half3 reflectVector = reflect(-viewDirectionWS, normalWS); reflection = SAMPLE_TEXTURECUBE(_CubemapTexture, sampler_CubemapTexture, reflectVector).rgb; #elif _REFLECTION_PROBES half3 reflectVector = reflect(-viewDirectionWS, normalWS); reflection = GlossyEnvironmentReflection(reflectVector, 0, 1); #elif _REFLECTION_PLANARREFLECTION // get the perspective projection float2 p11_22 = float2(unity_CameraInvProjection._11, unity_CameraInvProjection._22) * 10; // conver the uvs into view space by "undoing" projection float3 viewDir = -(float3((screenUV * 2 - 1) / p11_22, -1)); half3 viewNormal = mul(-normalWS, (float3x3)GetWorldToViewMatrix()).xyz; half3 reflectVector = reflect(-viewDir, viewNormal); half2 reflectionUV = screenUV + normalWS.zx * half2(0.02, 0.1); reflection += SAMPLE_TEXTURE2D_LOD(_PlanarReflectionTexture, sampler_ScreenTextures_linear_clamp, reflectionUV, 6 * roughness).rgb;//planar reflection #endif //do backup return reflection * fresnelTerm; } #endif // WATER_LIGHTING_INCLUDED