#ifndef WATER_LIGHTING_INCLUDED #define WATER_LIGHTING_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #define SHADOW_ITERATIONS 4 half CalculateFresnelTerm(half3 normalWS, half3 viewDirectionWS) { return saturate(pow(1.0 - 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; } //Soft Shadows half SoftShadows(float3 screenUV, float3 positionWS, half3 viewDir, half depth) { #if _MAIN_LIGHT_SHADOWS half2 jitterUV = screenUV.xy * _ScreenParams.xy * _DitherPattern_TexelSize.xy; half shadowAttenuation = 0; float loopDiv = 1.0 / SHADOW_ITERATIONS; half depthFrac = depth * loopDiv; half3 lightOffset = -viewDir * depthFrac; for (uint i = 0u; i < SHADOW_ITERATIONS; ++i) { #ifndef _STATIC_SHADER jitterUV += frac(half2(_Time.x, -_Time.z)); #endif float3 jitterTexture = SAMPLE_TEXTURE2D(_DitherPattern, sampler_DitherPattern, jitterUV + i * _ScreenParams.xy).xyz * 2 - 1; half3 j = jitterTexture.xzy * depthFrac * i * 0.1; float3 lightJitter = (positionWS + j) + (lightOffset * (i + jitterTexture.y)); shadowAttenuation += SAMPLE_TEXTURE2D_SHADOW(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture, TransformWorldToShadowCoord(lightJitter)); } return BEYOND_SHADOW_FAR(TransformWorldToShadowCoord(positionWS * 1.1)) ? 1.0 : shadowAttenuation * loopDiv; #else return 1; #endif } /////////////////////////////////////////////////////////////////////////////// // Reflection Modes // /////////////////////////////////////////////////////////////////////////////// half3 SampleReflections(half3 normalWS, half3 viewDirectionWS, half2 screenUV, 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, 0.15); reflection += SAMPLE_TEXTURE2D_LOD(_PlanarReflectionTexture, sampler_ScreenTextures_linear_clamp, reflectionUV, 6 * roughness).rgb;//planar reflection #endif //do backup //return reflectVector.yyy; return reflection; } #endif // WATER_LIGHTING_INCLUDED