DirectLighting EvaluateBSDF_Directional( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput, PreLightData preLightData,
DirectionalLightData lightData, BSDFData bsdfData)
DirectionalLightData lightData, BSDFData bsdfData, BakeLightingData bakeLightingData )
{
DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
float NdotL = dot(bsdfData.normalWS, L);
float illuminance = saturate(NdotL);
float shadow = 1.0;
float shadow = 1.0;
float shadowMask = 1.0;
#ifdef SHADOWS_SHADOWMASK
// shadowMaskSelector.x is -1 if there is no shadow mask
// Note that we override shadow value (in case we don't have any dynamic shadow)
shadow = shadowMask = (lightData.shadowMaskSelector.x >= 0.0) ? dot(bakeLightingData.bakeShadowMask, lightData.shadowMaskSelector) : 1.0;
#endif
[branch] if (lightData.shadowIndex >= 0)
{
shadow = LOAD_TEXTURE2D(_DeferredShadowTexture, posInput.unPositionSS).x;
#endif
illuminance *= shadow;
#ifdef SHADOWS_SHADOWMASK
float fade = saturate(posInput.depthVS * lightData.fadeDistanceScaleAndBias.x + lightData.fadeDistanceScaleAndBias.y);
// See comment in EvaluateBSDF_Punctual
shadow = lightData.dynamicShadowCasterOnly ? min(shadowMask, shadow) : shadow;
shadow = lerp(shadow, shadowMask, fade); // Caution to lerp parameter: fade is the reverse of shadowDimmer
// Note: There is no shadowDimmer when there is no shadow mask
#endif
illuminance *= shadow;
[branch] if (lightData.cookieIndex >= 0)
{
#ifdef WANT_SSS_CODE
[branch] if (bsdfData.enableTransmission)
{
// We apply wrapped lighting instead of the regular Lambertian diffuse
// to compensate for approximations within EvaluateTransmission().
float illuminance = Lambert() * ComputeWrappedDiffuseLighting(-NdotL, SSS_WRAP_LIGHT);
// Apply wrapped lighting to better handle thin objects (cards) at grazing angles.
float wrappedNdotL = ComputeWrappedDiffuseLighting(-NdotL, SSS_WRAP_LIGHT);
#ifdef LIT_DIFFUSE_LAMBERT_BRDF
illuminance = Lambert() * wrappedNdotL;
#else
float tNdotL = saturate(-NdotL);
float NdotV = preLightData.NdotV;
illuminance = INV_PI * F_Transm_Schlick(0, 0.5, NdotV) * F_Transm_Schlick(0, 0.5, tNdotL) * wrappedNdotL;
#endif
// We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
lighting.diffuse += EvaluateTransmission(bsdfData, illuminance * lightData.diffuseScale, shadow);
}
#endif
DirectLighting EvaluateBSDF_Punctual( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, LightData lightData, BSDFData bsdfData, int GPULightType)
PreLightData preLightData, LightData lightData, BSDFData bsdfData, BakeLightingData bakeLightingData, int GPULightType)
int lightType = GPULightType;
int lightType = GPULightType;
// All punctual light type in the same formula, attenuation is neutral depends on light type.
// light.positionWS is the normalize light direction in case of directional light and invSqrAttenuationRadius is 0
float3 lightToSurface = positionWS - lightData.positionWS;
float3 unL = -lightToSurface;
float3 unL = -lightToSurface;
float dist = sqrt(distSq);
float3 L = (lightType != GPULIGHTTYPE_PROJECTOR_BOX) ? unL * rsqrt(distSq) : -lightData.forward;
float NdotL = dot(bsdfData.normalWS, L);
float dist = sqrt(distSq);
float3 L = (lightType != GPULIGHTTYPE_PROJECTOR_BOX) ? unL * rsqrt(distSq) : -lightData.forward;
float NdotL = dot(bsdfData.normalWS, L);
lightData.diffuseScale *= attenuation;
lightData.diffuseScale *= attenuation;
float shadowMask = 1.0;
#ifdef SHADOWS_SHADOWMASK
// shadowMaskSelector.x is -1 if there is no shadow mask
// Note that we override shadow value (in case we don't have any dynamic shadow)
shadow = shadowMask = (lightData.shadowMaskSelector.x >= 0.0) ? dot(bakeLightingData.bakeShadowMask, lightData.shadowMaskSelector) : 1.0;
#endif
[branch] if (lightData.shadowIndex >= 0)
{
shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, positionWS + offset, bsdfData.normalWS, lightData.shadowIndex, L_dist, posInput.unPositionSS);
#ifdef SHADOWS_SHADOWMASK
// Note: Legacy Unity have two shadow mask mode. ShadowMask (ShadowMask contain static objects shadow and ShadowMap contain only dynamic objects shadow, final result is the minimun of both value)
// and ShadowMask_Distance (ShadowMask contain static objects shadow and ShadowMap contain everything and is blend with ShadowMask based on distance (Global distance setup in QualitySettigns)).
// HDRenderPipeline change this behavior. Only ShadowMask mode is supported but we support both blend with distance AND minimun of both value. Distance is control by light.
// The following code do this.
// The min handle the case of having only dynamic objects in the ShadowMap
// The second case for blend with distance is handled with ShadowDimmer. ShadowDimmer is define manually and by shadowDistance by light.
// With distance, ShadowDimmer become one and only the ShadowMask appear, we get the blend with distance behavior.
shadow = lightData.dynamicShadowCasterOnly ? min(shadowMask, shadow) : shadow;
shadow = lerp(shadowMask, shadow, lightData.shadowDimmer);
#else
illuminance *= shadow;
#endif
#ifdef VOLUMETRIC_SHADOWING_ENABLED
float volumetricShadow = Transmittance(OpticalDepthHomogeneous(preLightData.globalFogExtinction, dist));
// Premultiply.
lightData.diffuseScale *= volumetricShadow;
lightData.specularScale *= volumetricShadow;
#endif
illuminance *= shadow;
// Projector lights always have a cookies, so we can perform clipping inside the if().
[branch] if (lightData.cookieIndex >= 0)
// Premultiply.
lightData.color *= cookie.rgb;
lightData.diffuseScale *= cookie.a;
lightData.color *= cookie.rgb;
lightData.diffuseScale *= cookie.a;
lightData.specularScale *= cookie.a;
}
#ifdef WANT_SSS_CODE
[branch] if (bsdfData.enableTransmission)
{
// We apply wrapped lighting instead of the regular Lambertian diffuse
// to compensate for approximations within EvaluateTransmission().
float illuminance = Lambert() * ComputeWrappedDiffuseLighting(-NdotL, SSS_WRAP_LIGHT);
// Apply wrapped lighting to better handle thin objects (cards) at grazing angles.
float wrappedNdotL = ComputeWrappedDiffuseLighting(-NdotL, SSS_WRAP_LIGHT);
#ifdef LIT_DIFFUSE_LAMBERT_BRDF
illuminance = Lambert() * wrappedNdotL;
#else
float tNdotL = saturate(-NdotL);
float NdotV = preLightData.NdotV;
illuminance = INV_PI * F_Transm_Schlick(0, 0.5, NdotV) * F_Transm_Schlick(0, 0.5, tNdotL) * wrappedNdotL;
#endif
// We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
lighting.diffuse += EvaluateTransmission(bsdfData, illuminance * lightData.diffuseScale, shadow);
}
#endif
DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, LightData lightData, BSDFData bsdfData)
PreLightData preLightData, LightData lightData, BSDFData bsdfData, BakeLightingData bakeLightingData )
{
DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
DirectLighting EvaluateBSDF_Rect( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, LightData lightData, BSDFData bsdfData)
PreLightData preLightData, LightData lightData, BSDFData bsdfData, BakeLightingData bakeLightingData )
{
DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
DirectLighting EvaluateBSDF_Area( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, LightData lightData, BSDFData bsdfData, int GPULightType)
PreLightData preLightData, LightData lightData, BSDFData bsdfData, BakeLightingData bakeLightingData, int GPULightType)
return EvaluateBSDF_Line(lightLoopContext, V, posInput, preLightData, lightData, bsdfData);
return EvaluateBSDF_Line(lightLoopContext, V, posInput, preLightData, lightData, bsdfData, bakeLightingData );
return EvaluateBSDF_Rect(lightLoopContext, V, posInput, preLightData, lightData, bsdfData);
return EvaluateBSDF_Rect(lightLoopContext, V, posInput, preLightData, lightData, bsdfData, bakeLightingData );
}
}
void PostEvaluateBSDF( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, BSDFData bsdfData, float3 bakeDiffuseLighting, AggregateLighting lighting,
PreLightData preLightData, BSDFData bsdfData, BakeLightingData bakeLightingData, AggregateLighting lighting,
float3 bakeDiffuseLighting = bakeLightingData.bakeDiffuseLighting;
// Use GTAOMultiBounce approximation for ambient occlusion (allow to get a tint from the baseColor)
#define GTAO_MULTIBOUNCE_APPROX 1
lighting.indirect.specularReflected *= lerp(_AmbientOcclusionParam.rgb, float3(1.0, 1.0, 1.0), min(bsdfData.specularOcclusion, specularOcclusion));
#endif
// TODO: we could call a function like PostBSDF that will apply albedo and divide by PI once for the loop
lighting.direct.diffuse *=
#if GTAO_MULTIBOUNCE_APPROX
GTAOMultiBounce(directAmbientOcclusion, bsdfData.diffuseColor);
diffuseLighting = lighting.direct.diffuse + bakeDiffuseLighting;
float3 modifiedDiffuseColor = ApplyDiffuseTexturingMode(bsdfData);
// Apply the albedo to the direct diffuse lighting (only once). The indirect (baked)
// diffuse lighting has already had the albedo applied in GetBakedDiffuseLigthing().
diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + bakeDiffuseLighting;
// If refraction is enable we use the transmittanceMask to lerp between current diffuse lighting and refraction value
// Physically speaking, it should be transmittanceMask should be 1, but for artistic reasons, we let the value vary
#if HAS_REFRACTION