#endif
// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path)
void LightLoop( float3 V, PositionInputs posInput, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting,
void LightLoop( float3 V, PositionInputs posInput, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting, uint featureFlags,
out float3 diffuseLighting,
out float3 specularLighting)
{
#else
context.sampleShadow = 0;
context.sampleReflection = 0;
context.shadowContext = InitShadowContext();
context.sampleShadow = 0;
context.sampleReflection = 0;
context.shadowContext = InitShadowContext();
#endif
diffuseLighting = float3(0.0, 0.0, 0.0);
#ifdef PROCESS_DIRECTIONAL_LIGHT
for (i = 0; i < _DirectionalLightCount; ++i)
if(featureFlags & FEATURE_FLAG_DIRECTIONAL_LIGHT)
float3 localDiffuseLighting, localSpecularLighting;
for(i = 0; i < _DirectionalLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;
EvaluateBSDF_Directional( context, V, posInput, prelightData, _DirectionalLightDatas[i], bsdfData,
localDiffuseLighting, localSpecularLighting);
EvaluateBSDF_Directional(context, V, posInput, prelightData, _DirectionalLightDatas[i], bsdfData,
localDiffuseLighting, localSpecularLighting);
diffuseLighting += localDiffuseLighting;
specularLighting += localSpecularLighting;
diffuseLighting += localDiffuseLighting;
specularLighting += localSpecularLighting;
}
// TODO: Convert the for loop below to a while on each type as we know we are sorted!
uint punctualLightStart;
uint punctualLightCount;
GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, punctualLightStart, punctualLightCount);
for (i = 0; i < punctualLightCount; ++i)
if(featureFlags & FEATURE_FLAG_PUNCTUAL_LIGHT)
float3 localDiffuseLighting, localSpecularLighting;
// TODO: Convert the for loop below to a while on each type as we know we are sorted!
uint punctualLightStart;
uint punctualLightCount;
GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, punctualLightStart, punctualLightCount);
EvaluateBSDF_Punctual( context, V, posInput, prelightData, _LightDatas[FetchIndex(punctualLightStart, i)], bsdfData,
localDiffuseLighting, localSpecularLighting);
for(i = 0; i < punctualLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;
diffuseLighting += localDiffuseLighting;
specularLighting += localSpecularLighting;
EvaluateBSDF_Punctual(context, V, posInput, prelightData, _LightDatas[FetchIndex(punctualLightStart, i)], bsdfData,
localDiffuseLighting, localSpecularLighting);
diffuseLighting += localDiffuseLighting;
specularLighting += localSpecularLighting;
}
// TODO: Convert the for loop below to a while on each type as we know we are sorted!
uint areaLightStart;
uint areaLightCount;
GetCountAndStart(posInput, LIGHTCATEGORY_AREA, areaLightStart, areaLightCount);
for (i = 0; i < areaLightCount; ++i)
if(featureFlags & FEATURE_FLAG_AREA_LIGHT)
float3 localDiffuseLighting, localSpecularLighting;
// TODO: Convert the for loop below to a while on each type as we know we are sorted!
uint areaLightStart;
uint areaLightCount;
GetCountAndStart(posInput, LIGHTCATEGORY_AREA, areaLightStart, areaLightCount);
for(i = 0; i < areaLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;
uint areaIndex = FetchIndex(areaLightStart, i);
uint areaIndex = FetchIndex(areaLightStart, i);
if(_LightDatas[areaIndex].lightType == GPULIGHTTYPE_LINE)
{
EvaluateBSDF_Line( context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData,
localDiffuseLighting, localSpecularLighting);
}
else
{
EvaluateBSDF_Area( context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData,
localDiffuseLighting, localSpecularLighting);
}
if(_LightDatas[areaIndex].lightType == GPULIGHTTYPE_LINE)
{
EvaluateBSDF_Line(context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData,
localDiffuseLighting, localSpecularLighting);
}
else
{
EvaluateBSDF_Area(context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData,
localDiffuseLighting, localSpecularLighting);
}
diffuseLighting += localDiffuseLighting;
specularLighting += localSpecularLighting;
diffuseLighting += localDiffuseLighting;
specularLighting += localSpecularLighting;
}
if (_EnvLightSkyEnabled)
if(featureFlags & FEATURE_FLAG_SKY_LIGHT)
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;
// The sky is a single cubemap texture separate from the reflection probe texture array (different resolution and compression)
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY;
EnvLightData envLightSky = InitSkyEnvLightData(0); // The sky data are generated on the fly so the compiler can optimize the code
EvaluateBSDF_Env(context, V, posInput, prelightData, envLightSky, bsdfData, localDiffuseLighting, localSpecularLighting, weight);
iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
if(_EnvLightSkyEnabled)
{
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;
// The sky is a single cubemap texture separate from the reflection probe texture array (different resolution and compression)
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY;
EnvLightData envLightSky = InitSkyEnvLightData(0); // The sky data are generated on the fly so the compiler can optimize the code
EvaluateBSDF_Env(context, V, posInput, prelightData, envLightSky, bsdfData, localDiffuseLighting, localSpecularLighting, weight);
iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
}
uint envLightStart;
uint envLightCount;
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
if(featureFlags & FEATURE_FLAG_ENV_LIGHT)
{
uint envLightStart;
uint envLightCount;
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
for (i = 0; i < envLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
EvaluateBSDF_Env(context, V, posInput, prelightData, _EnvLightDatas[FetchIndex(envLightStart, i)], bsdfData, localDiffuseLighting, localSpecularLighting, weight);
iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
for(i = 0; i < envLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
EvaluateBSDF_Env(context, V, posInput, prelightData, _EnvLightDatas[FetchIndex(envLightStart, i)], bsdfData, localDiffuseLighting, localSpecularLighting, weight);
iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
}
diffuseLighting += iblDiffuseLighting;
specularLighting += iblSpecularLighting;
// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path)
void LightLoop( float3 V, PositionInputs posInput, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting,
void LightLoop( float3 V, PositionInputs posInput, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting, uint featureFlag,
ZERO_INITIALIZE(LightLoopContext, context);
ZERO_INITIALIZE(LightLoopContext, context);
context.sampleShadow = 0;
context.sampleReflection = 0;
context.shadowContext = InitShadowContext();
context.sampleShadow = 0;
context.sampleReflection = 0;
context.shadowContext = InitShadowContext();
#endif
diffuseLighting = float3(0.0, 0.0, 0.0);