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638 行
28 KiB
638 行
28 KiB
#ifndef UNIVERSAL_LIGHTING_INCLUDED
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#define UNIVERSAL_LIGHTING_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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// If lightmap is not defined than we evaluate GI (ambient + probes) from SH
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// We might do it fully or partially in vertex to save shader ALU
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#if !defined(LIGHTMAP_ON)
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// TODO: Controls things like these by exposing SHADER_QUALITY levels (low, medium, high)
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#if defined(SHADER_API_GLES) || !defined(_NORMALMAP)
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// Evaluates SH fully in vertex
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#define EVALUATE_SH_VERTEX
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#elif !SHADER_HINT_NICE_QUALITY
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// Evaluates L2 SH in vertex and L0L1 in pixel
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#define EVALUATE_SH_MIXED
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#endif
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// Otherwise evaluate SH fully per-pixel
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#endif
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#ifdef LIGHTMAP_ON
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#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) float2 lmName : TEXCOORD##index
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#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) OUT.xy = lightmapUV.xy * lightmapScaleOffset.xy + lightmapScaleOffset.zw;
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#define OUTPUT_SH(normalWS, OUT)
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#else
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#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) half3 shName : TEXCOORD##index
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#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT)
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#define OUTPUT_SH(normalWS, OUT) OUT.xyz = SampleSHVertex(normalWS)
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// Light Helpers //
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///////////////////////////////////////////////////////////////////////////////
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// Abstraction over Light shading data.
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struct Light
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{
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half3 direction;
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half3 color;
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half distanceAttenuation;
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half shadowAttenuation;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Attenuation Functions /
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///////////////////////////////////////////////////////////////////////////////
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// Matches Unity Vanila attenuation
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// Attenuation smoothly decreases to light range.
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float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation)
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{
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// We use a shared distance attenuation for additional directional and puctual lights
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// for directional lights attenuation will be 1
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float lightAtten = rcp(distanceSqr);
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#if SHADER_HINT_NICE_QUALITY
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// Use the smoothing factor also used in the Unity lightmapper.
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half factor = distanceSqr * distanceAttenuation.x;
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half smoothFactor = saturate(1.0h - factor * factor);
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smoothFactor = smoothFactor * smoothFactor;
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#else
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// We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range
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// Therefore:
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// fadeDistance = (0.8 * 0.8 * lightRangeSq)
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// smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance)
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// We can rewrite that to fit a MAD by doing
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// distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
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// distanceSqr * distanceAttenuation.y + distanceAttenuation.z
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half smoothFactor = saturate(distanceSqr * distanceAttenuation.x + distanceAttenuation.y);
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#endif
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return lightAtten * smoothFactor;
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}
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half AngleAttenuation(half3 spotDirection, half3 lightDirection, half2 spotAttenuation)
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{
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// Spot Attenuation with a linear falloff can be defined as
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// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
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// This can be rewritten as
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// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
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// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
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// SdotL * spotAttenuation.x + spotAttenuation.y
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// If we precompute the terms in a MAD instruction
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half SdotL = dot(spotDirection, lightDirection);
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half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y);
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return atten * atten;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Light Abstraction //
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///////////////////////////////////////////////////////////////////////////////
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Light GetMainLight()
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{
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Light light;
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light.direction = _MainLightPosition.xyz;
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// unity_LightData.z is 1 when not culled by the culling mask, otherwise 0.
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light.distanceAttenuation = unity_LightData.z;
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#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE)
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// unity_ProbesOcclusion.x is the mixed light probe occlusion data
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light.distanceAttenuation *= unity_ProbesOcclusion.x;
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#endif
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light.shadowAttenuation = 1.0;
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light.color = _MainLightColor.rgb;
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return light;
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}
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Light GetMainLight(float4 shadowCoord)
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{
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Light light = GetMainLight();
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light.shadowAttenuation = MainLightRealtimeShadow(shadowCoord);
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return light;
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}
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// Fills a light struct given a perObjectLightIndex
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Light GetAdditionalPerObjectLight(int perObjectLightIndex, float3 positionWS)
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{
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// Abstraction over Light input constants
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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float3 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position.xyz;
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half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb;
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half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
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half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection;
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half4 lightOcclusionProbeInfo = _AdditionalLightsBuffer[perObjectLightIndex].occlusionProbeChannels;
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#else
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float3 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex].xyz;
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half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb;
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half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
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half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex];
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half4 lightOcclusionProbeInfo = _AdditionalLightsOcclusionProbes[perObjectLightIndex];
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#endif
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float3 lightVector = lightPositionWS - positionWS;
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float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
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half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
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half attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw);
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Light light;
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light.direction = lightDirection;
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light.distanceAttenuation = attenuation;
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light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, positionWS);
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light.color = color;
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// In case we're using light probes, we can sample the attenuation from the `unity_ProbesOcclusion`
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#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE)
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// First find the probe channel from the light.
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// Then sample `unity_ProbesOcclusion` for the baked occlusion.
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// If the light is not baked, the channel is -1, and we need to apply no occlusion.
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// probeChannel is the index in 'unity_ProbesOcclusion' that holds the proper occlusion value.
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int probeChannel = lightOcclusionProbeInfo.x;
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// lightProbeContribution is set to 0 if we are indeed using a probe, otherwise set to 1.
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half lightProbeContribution = lightOcclusionProbeInfo.y;
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half probeOcclusionValue = unity_ProbesOcclusion[probeChannel];
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light.distanceAttenuation *= max(probeOcclusionValue, lightProbeContribution);
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#endif
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return light;
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}
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uint GetPerObjectLightIndexOffset()
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{
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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return unity_LightData.x;
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#else
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return 0;
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#endif
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}
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// Returns a per-object index given a loop index.
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// This abstract the underlying data implementation for storing lights/light indices
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int GetPerObjectLightIndex(uint index)
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{
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Structured Buffer Path /
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// /
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// Lights and light indices are stored in StructuredBuffer. We can just index them. /
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// Currently all non-mobile platforms take this path :( /
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// There are limitation in mobile GPUs to use SSBO (performance / no vertex shader support) /
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/////////////////////////////////////////////////////////////////////////////////////////////
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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uint offset = unity_LightData.x;
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return _AdditionalLightsIndices[offset + index];
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/////////////////////////////////////////////////////////////////////////////////////////////
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// UBO path /
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// /
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// We store 8 light indices in float4 unity_LightIndices[2]; /
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// Due to memory alignment unity doesn't support int[] or float[] /
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// Even trying to reinterpret cast the unity_LightIndices to float[] won't work /
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// it will cast to float4[] and create extra register pressure. :( /
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/////////////////////////////////////////////////////////////////////////////////////////////
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#elif !defined(SHADER_API_GLES)
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// since index is uint shader compiler will implement
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// div & mod as bitfield ops (shift and mask).
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// TODO: Can we index a float4? Currently compiler is
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// replacing unity_LightIndicesX[i] with a dp4 with identity matrix.
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// u_xlat16_40 = dot(unity_LightIndices[int(u_xlatu13)], ImmCB_0_0_0[u_xlati1]);
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// This increases both arithmetic and register pressure.
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return unity_LightIndices[index / 4][index % 4];
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#else
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// Fallback to GLES2. No bitfield magic here :(.
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// We limit to 4 indices per object and only sample unity_4LightIndices0.
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// Conditional moves are branch free even on mali-400
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// small arithmetic cost but no extra register pressure from ImmCB_0_0_0 matrix.
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half2 lightIndex2 = (index < 2.0h) ? unity_LightIndices[0].xy : unity_LightIndices[0].zw;
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half i_rem = (index < 2.0h) ? index : index - 2.0h;
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return (i_rem < 1.0h) ? lightIndex2.x : lightIndex2.y;
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#endif
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}
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// Fills a light struct given a loop i index. This will convert the i
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// index to a perObjectLightIndex
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Light GetAdditionalLight(uint i, float3 positionWS)
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{
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int perObjectLightIndex = GetPerObjectLightIndex(i);
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return GetAdditionalPerObjectLight(perObjectLightIndex, positionWS);
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}
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int GetAdditionalLightsCount()
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{
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// TODO: we need to expose in SRP api an ability for the pipeline cap the amount of lights
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// in the culling. This way we could do the loop branch with an uniform
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// This would be helpful to support baking exceeding lights in SH as well
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return min(_AdditionalLightsCount.x, unity_LightData.y);
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}
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///////////////////////////////////////////////////////////////////////////////
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// BRDF Functions //
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///////////////////////////////////////////////////////////////////////////////
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#define kDieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
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struct BRDFData
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{
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half3 diffuse;
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half3 specular;
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half perceptualRoughness;
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half roughness;
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half roughness2;
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half grazingTerm;
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// We save some light invariant BRDF terms so we don't have to recompute
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// them in the light loop. Take a look at DirectBRDF function for detailed explaination.
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half normalizationTerm; // roughness * 4.0 + 2.0
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half roughness2MinusOne; // roughness² - 1.0
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};
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half ReflectivitySpecular(half3 specular)
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{
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#if defined(SHADER_API_GLES)
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return specular.r; // Red channel - because most metals are either monocrhome or with redish/yellowish tint
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#else
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return max(max(specular.r, specular.g), specular.b);
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#endif
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}
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half OneMinusReflectivityMetallic(half metallic)
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{
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// We'll need oneMinusReflectivity, so
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// 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic)
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// store (1-dielectricSpec) in kDieletricSpec.a, then
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// 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) =
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// = alpha - metallic * alpha
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half oneMinusDielectricSpec = kDieletricSpec.a;
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return oneMinusDielectricSpec - metallic * oneMinusDielectricSpec;
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}
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inline void InitializeBRDFData(half3 albedo, half metallic, half3 specular, half smoothness, half alpha, out BRDFData outBRDFData)
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{
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#ifdef _SPECULAR_SETUP
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half reflectivity = ReflectivitySpecular(specular);
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half oneMinusReflectivity = 1.0 - reflectivity;
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outBRDFData.diffuse = albedo * (half3(1.0h, 1.0h, 1.0h) - specular);
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outBRDFData.specular = specular;
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#else
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half oneMinusReflectivity = OneMinusReflectivityMetallic(metallic);
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half reflectivity = 1.0 - oneMinusReflectivity;
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outBRDFData.diffuse = albedo * oneMinusReflectivity;
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outBRDFData.specular = lerp(kDieletricSpec.rgb, albedo, metallic);
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#endif
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outBRDFData.grazingTerm = saturate(smoothness + reflectivity);
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outBRDFData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(smoothness);
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outBRDFData.roughness = PerceptualRoughnessToRoughness(outBRDFData.perceptualRoughness);
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outBRDFData.roughness2 = outBRDFData.roughness * outBRDFData.roughness;
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outBRDFData.normalizationTerm = outBRDFData.roughness * 4.0h + 2.0h;
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outBRDFData.roughness2MinusOne = outBRDFData.roughness2 - 1.0h;
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#ifdef _ALPHAPREMULTIPLY_ON
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outBRDFData.diffuse *= alpha;
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alpha = alpha * oneMinusReflectivity + reflectivity;
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#endif
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}
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half3 EnvironmentBRDF(BRDFData brdfData, half3 indirectDiffuse, half3 indirectSpecular, half fresnelTerm)
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{
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half3 c = indirectDiffuse * brdfData.diffuse;
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float surfaceReduction = 1.0 / (brdfData.roughness2 + 1.0);
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c += surfaceReduction * indirectSpecular * lerp(brdfData.specular, brdfData.grazingTerm, fresnelTerm);
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return c;
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}
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// Based on Minimalist CookTorrance BRDF
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// Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255
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//
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// * NDF [Modified] GGX
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// * Modified Kelemen and Szirmay-Kalos for Visibility term
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// * Fresnel approximated with 1/LdotH
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half3 DirectBDRF(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS)
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{
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#ifndef _SPECULARHIGHLIGHTS_OFF
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float3 halfDir = SafeNormalize(float3(lightDirectionWS) + float3(viewDirectionWS));
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float NoH = saturate(dot(normalWS, halfDir));
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half LoH = saturate(dot(lightDirectionWS, halfDir));
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// GGX Distribution multiplied by combined approximation of Visibility and Fresnel
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// BRDFspec = (D * V * F) / 4.0
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// D = roughness² / ( NoH² * (roughness² - 1) + 1 )²
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// V * F = 1.0 / ( LoH² * (roughness + 0.5) )
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// See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course
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// https://community.arm.com/events/1155
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// Final BRDFspec = roughness² / ( NoH² * (roughness² - 1) + 1 )² * (LoH² * (roughness + 0.5) * 4.0)
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// We further optimize a few light invariant terms
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// brdfData.normalizationTerm = (roughness + 0.5) * 4.0 rewritten as roughness * 4.0 + 2.0 to a fit a MAD.
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float d = NoH * NoH * brdfData.roughness2MinusOne + 1.00001f;
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half LoH2 = LoH * LoH;
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half specularTerm = brdfData.roughness2 / ((d * d) * max(0.1h, LoH2) * brdfData.normalizationTerm);
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// On platforms where half actually means something, the denominator has a risk of overflow
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// clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles)
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// sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...))
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#if defined (SHADER_API_MOBILE) || defined (SHADER_API_SWITCH)
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specularTerm = specularTerm - HALF_MIN;
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specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles
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#endif
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half3 color = specularTerm * brdfData.specular + brdfData.diffuse;
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return color;
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#else
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return brdfData.diffuse;
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Global Illumination //
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///////////////////////////////////////////////////////////////////////////////
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// Samples SH L0, L1 and L2 terms
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half3 SampleSH(half3 normalWS)
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{
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// LPPV is not supported in Ligthweight Pipeline
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real4 SHCoefficients[7];
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SHCoefficients[0] = unity_SHAr;
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SHCoefficients[1] = unity_SHAg;
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SHCoefficients[2] = unity_SHAb;
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SHCoefficients[3] = unity_SHBr;
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SHCoefficients[4] = unity_SHBg;
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SHCoefficients[5] = unity_SHBb;
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SHCoefficients[6] = unity_SHC;
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return max(half3(0, 0, 0), SampleSH9(SHCoefficients, normalWS));
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}
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// SH Vertex Evaluation. Depending on target SH sampling might be
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// done completely per vertex or mixed with L2 term per vertex and L0, L1
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// per pixel. See SampleSHPixel
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half3 SampleSHVertex(half3 normalWS)
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{
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#if defined(EVALUATE_SH_VERTEX)
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return max(half3(0, 0, 0), SampleSH(normalWS));
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#elif defined(EVALUATE_SH_MIXED)
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// no max since this is only L2 contribution
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return SHEvalLinearL2(normalWS, unity_SHBr, unity_SHBg, unity_SHBb, unity_SHC);
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#endif
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// Fully per-pixel. Nothing to compute.
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return half3(0.0, 0.0, 0.0);
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}
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// SH Pixel Evaluation. Depending on target SH sampling might be done
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// mixed or fully in pixel. See SampleSHVertex
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half3 SampleSHPixel(half3 L2Term, half3 normalWS)
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{
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#if defined(EVALUATE_SH_VERTEX)
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return L2Term;
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#elif defined(EVALUATE_SH_MIXED)
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half3 L0L1Term = SHEvalLinearL0L1(normalWS, unity_SHAr, unity_SHAg, unity_SHAb);
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return max(half3(0, 0, 0), L2Term + L0L1Term);
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#endif
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// Default: Evaluate SH fully per-pixel
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return SampleSH(normalWS);
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}
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// Sample baked lightmap. Non-Direction and Directional if available.
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// Realtime GI is not supported.
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half3 SampleLightmap(float2 lightmapUV, half3 normalWS)
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{
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#ifdef UNITY_LIGHTMAP_FULL_HDR
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bool encodedLightmap = false;
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#else
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bool encodedLightmap = true;
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#endif
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half4 decodeInstructions = half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h);
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// The shader library sample lightmap functions transform the lightmap uv coords to apply bias and scale.
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// However, universal pipeline already transformed those coords in vertex. We pass half4(1, 1, 0, 0) and
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// the compiler will optimize the transform away.
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half4 transformCoords = half4(1, 1, 0, 0);
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#ifdef DIRLIGHTMAP_COMBINED
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return SampleDirectionalLightmap(TEXTURE2D_ARGS(unity_Lightmap, samplerunity_Lightmap),
|
|
TEXTURE2D_ARGS(unity_LightmapInd, samplerunity_Lightmap),
|
|
lightmapUV, transformCoords, normalWS, encodedLightmap, decodeInstructions);
|
|
#elif defined(LIGHTMAP_ON)
|
|
return SampleSingleLightmap(TEXTURE2D_ARGS(unity_Lightmap, samplerunity_Lightmap), lightmapUV, transformCoords, encodedLightmap, decodeInstructions);
|
|
#else
|
|
return half3(0.0, 0.0, 0.0);
|
|
#endif
|
|
}
|
|
|
|
// We either sample GI from baked lightmap or from probes.
|
|
// If lightmap: sampleData.xy = lightmapUV
|
|
// If probe: sampleData.xyz = L2 SH terms
|
|
#ifdef LIGHTMAP_ON
|
|
#define SAMPLE_GI(lmName, shName, normalWSName) SampleLightmap(lmName, normalWSName)
|
|
#else
|
|
#define SAMPLE_GI(lmName, shName, normalWSName) SampleSHPixel(shName, normalWSName)
|
|
#endif
|
|
|
|
half3 GlossyEnvironmentReflection(half3 reflectVector, half perceptualRoughness, half occlusion)
|
|
{
|
|
#if !defined(_ENVIRONMENTREFLECTIONS_OFF)
|
|
half mip = PerceptualRoughnessToMipmapLevel(perceptualRoughness);
|
|
half4 encodedIrradiance = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVector, mip);
|
|
|
|
#if !defined(UNITY_USE_NATIVE_HDR)
|
|
half3 irradiance = DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR);
|
|
#else
|
|
half3 irradiance = encodedIrradiance.rbg;
|
|
#endif
|
|
|
|
return irradiance * occlusion;
|
|
#endif // GLOSSY_REFLECTIONS
|
|
|
|
return _GlossyEnvironmentColor.rgb * occlusion;
|
|
}
|
|
|
|
half3 SubtractDirectMainLightFromLightmap(Light mainLight, half3 normalWS, half3 bakedGI)
|
|
{
|
|
// Let's try to make realtime shadows work on a surface, which already contains
|
|
// baked lighting and shadowing from the main sun light.
|
|
// Summary:
|
|
// 1) Calculate possible value in the shadow by subtracting estimated light contribution from the places occluded by realtime shadow:
|
|
// a) preserves other baked lights and light bounces
|
|
// b) eliminates shadows on the geometry facing away from the light
|
|
// 2) Clamp against user defined ShadowColor.
|
|
// 3) Pick original lightmap value, if it is the darkest one.
|
|
|
|
|
|
// 1) Gives good estimate of illumination as if light would've been shadowed during the bake.
|
|
// We only subtract the main direction light. This is accounted in the contribution term below.
|
|
half shadowStrength = GetMainLightShadowStrength();
|
|
half contributionTerm = saturate(dot(mainLight.direction, normalWS));
|
|
half3 lambert = mainLight.color * contributionTerm;
|
|
half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - mainLight.shadowAttenuation);
|
|
half3 subtractedLightmap = bakedGI - estimatedLightContributionMaskedByInverseOfShadow;
|
|
|
|
// 2) Allows user to define overall ambient of the scene and control situation when realtime shadow becomes too dark.
|
|
half3 realtimeShadow = max(subtractedLightmap, _SubtractiveShadowColor.xyz);
|
|
realtimeShadow = lerp(bakedGI, realtimeShadow, shadowStrength);
|
|
|
|
// 3) Pick darkest color
|
|
return min(bakedGI, realtimeShadow);
|
|
}
|
|
|
|
half3 GlobalIllumination(BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS)
|
|
{
|
|
half3 reflectVector = reflect(-viewDirectionWS, normalWS);
|
|
half fresnelTerm = Pow4(1.0 - saturate(dot(normalWS, viewDirectionWS)));
|
|
|
|
half3 indirectDiffuse = bakedGI * occlusion;
|
|
half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, occlusion);
|
|
|
|
return EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm);
|
|
}
|
|
|
|
void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI, half4 shadowMask)
|
|
{
|
|
#if defined(_MIXED_LIGHTING_SUBTRACTIVE) && defined(LIGHTMAP_ON)
|
|
bakedGI = SubtractDirectMainLightFromLightmap(light, normalWS, bakedGI);
|
|
#endif
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Lighting Functions //
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal)
|
|
{
|
|
half NdotL = saturate(dot(normal, lightDir));
|
|
return lightColor * NdotL;
|
|
}
|
|
|
|
half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness)
|
|
{
|
|
float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir));
|
|
half NdotH = saturate(dot(normal, halfVec));
|
|
half modifier = pow(NdotH, smoothness);
|
|
half3 specularReflection = specular.rgb * modifier;
|
|
return lightColor * specularReflection;
|
|
}
|
|
|
|
half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS)
|
|
{
|
|
half NdotL = saturate(dot(normalWS, lightDirectionWS));
|
|
half3 radiance = lightColor * (lightAttenuation * NdotL);
|
|
return DirectBDRF(brdfData, normalWS, lightDirectionWS, viewDirectionWS) * radiance;
|
|
}
|
|
|
|
half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS)
|
|
{
|
|
return LightingPhysicallyBased(brdfData, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS);
|
|
}
|
|
|
|
half3 VertexLighting(float3 positionWS, half3 normalWS)
|
|
{
|
|
half3 vertexLightColor = half3(0.0, 0.0, 0.0);
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
uint lightsCount = GetAdditionalLightsCount();
|
|
for (uint lightIndex = 0u; lightIndex < lightsCount; ++lightIndex)
|
|
{
|
|
Light light = GetAdditionalLight(lightIndex, positionWS);
|
|
half3 lightColor = light.color * light.distanceAttenuation;
|
|
vertexLightColor += LightingLambert(lightColor, light.direction, normalWS);
|
|
}
|
|
#endif
|
|
|
|
return vertexLightColor;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Fragment Functions //
|
|
// Used by ShaderGraph and others builtin renderers //
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular,
|
|
half smoothness, half occlusion, half3 emission, half alpha)
|
|
{
|
|
BRDFData brdfData;
|
|
InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord);
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
|
|
|
|
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.normalWS, inputData.viewDirectionWS);
|
|
color += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex)
|
|
{
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
|
|
color += LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
|
|
}
|
|
#endif
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
color += inputData.vertexLighting * brdfData.diffuse;
|
|
#endif
|
|
|
|
color += emission;
|
|
return half4(color, alpha);
|
|
}
|
|
|
|
half4 UniversalFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha)
|
|
{
|
|
Light mainLight = GetMainLight(inputData.shadowCoord);
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
|
|
|
|
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
|
|
half3 diffuseColor = inputData.bakedGI + LightingLambert(attenuatedLightColor, mainLight.direction, inputData.normalWS);
|
|
half3 specularColor = LightingSpecular(attenuatedLightColor, mainLight.direction, inputData.normalWS, inputData.viewDirectionWS, specularGloss, smoothness);
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex)
|
|
{
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
|
|
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
|
|
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);
|
|
specularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, specularGloss, smoothness);
|
|
}
|
|
#endif
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
diffuseColor += inputData.vertexLighting;
|
|
#endif
|
|
|
|
half3 finalColor = diffuseColor * diffuse + emission;
|
|
|
|
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
|
|
finalColor += specularColor;
|
|
#endif
|
|
|
|
return half4(finalColor, alpha);
|
|
}
|
|
|
|
//LWRP -> Universal Backwards Compatibility
|
|
half4 LightweightFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular,
|
|
half smoothness, half occlusion, half3 emission, half alpha)
|
|
{
|
|
return UniversalFragmentPBR(inputData, albedo, metallic, specular, smoothness, occlusion, emission, alpha);
|
|
}
|
|
|
|
half4 LightweightFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha)
|
|
{
|
|
return UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, smoothness, emission, alpha);
|
|
}
|
|
#endif
|