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// LightLoop |
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// ---------------------------------------------------------------------------- |
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void ApplyDebug(inout float3 diffuseLighting, inout float3 specularLighting) |
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void ApplyDebug(LightLoopContext lightLoopContext, float3 positionWS, inout float3 diffuseLighting, inout float3 specularLighting) |
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{ |
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#ifdef LIGHTING_DEBUG |
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int lightDebugMode = (int)_DebugLightModeAndAlbedo.x; |
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else if (lightDebugMode == LIGHTINGDEBUGMODE_SPECULAR_LIGHTING) |
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{ |
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diffuseLighting = float3(0.0, 0.0, 0.0); |
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} |
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else if (lightDebugMode == LIGHTINGDEBUGMODE_VISUALIZE_CASCADE) |
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{ |
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specularLighting = float3(0.0, 0.0, 0.0); |
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const float3 s_CascadeColors[] = { |
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float3(1.0, 0.0, 0.0), |
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float3(0.0, 1.0, 0.0), |
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float3(0.0, 0.0, 1.0), |
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float3(1.0, 1.0, 0.0) |
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}; |
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#ifdef SHADOWS_USE_SHADOWCTXT |
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float shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, 0, float3(0.0, 0.0, 0.0), float2(0.0, 0.0)); |
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#else |
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float shadow = GetDirectionalShadowAttenuation(lightLoopContext, positionWS, 0, float3(0.0, 0.0, 0.0), float2(0.0, 0.0)); |
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#endif |
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int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _DirShadowSplitSpheres); |
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if (shadowSplitIndex == -1) |
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diffuseLighting = float3(0.0, 0.0, 0.0); |
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else |
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{ |
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diffuseLighting = s_CascadeColors[shadowSplitIndex] * shadow; |
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} |
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} |
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#endif |
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} |
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diffuseLighting += bakeDiffuseLighting; |
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#endif |
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ApplyDebug(diffuseLighting, specularLighting); |
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ApplyDebug(context, posInput.positionWS, diffuseLighting, specularLighting); |
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} |
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#else // LIGHTLOOP_SINGLE_PASS |
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// Add indirect diffuse + emissive (if any) |
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diffuseLighting += bakeDiffuseLighting; |
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ApplyDebug(diffuseLighting, specularLighting); |
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ApplyDebug(context, posInput.positionWS, diffuseLighting, specularLighting); |
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} |
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#endif |