#ifndef __DEFERREDLIGHTINGTEMPLATE_H__ #define __DEFERREDLIGHTINGTEMPLATE_H__ #include "UnityCG.cginc" #include "UnityStandardBRDF.cginc" #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #define CUBEMAPFACE_POSITIVE_X 0 #define CUBEMAPFACE_NEGATIVE_X 1 #define CUBEMAPFACE_POSITIVE_Y 2 #define CUBEMAPFACE_NEGATIVE_Y 3 #define CUBEMAPFACE_POSITIVE_Z 4 #define CUBEMAPFACE_NEGATIVE_Z 5 UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(0); UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(1); UNITY_DECLARE_FRAMEBUFFER_INPUT_HALF(2); UNITY_DECLARE_FRAMEBUFFER_INPUT_FLOAT(3); // from LightDefinitions.cs.hlsl #define SPOT_LIGHT (0) #define SPHERE_LIGHT (1) #define BOX_LIGHT (2) #define DIRECTIONAL_LIGHT (3) #define SHADOW_FPTL # if defined(SHADER_API_D3D11) # include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl" # elif defined(SHADER_API_PSSL) # include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl" # elif defined(SHADER_API_XBOXONE) # include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl" # include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11_1.hlsl" # elif defined(SHADER_API_METAL) # include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl" # else # error unsupported shader api # endif # include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Validate.hlsl" # include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl" #undef SHADOW_FPTL UNITY_DECLARE_DEPTH_TEXTURE(_CameraGBufferZ); // -------------------------------------------------------- // Common lighting data calculation (direction, attenuation, ...) void OnChipDeferredFragSetup ( inout unity_v2f_deferred i, out float2 outUV, out float4 outVPos, out float3 outWPos, float depth ) { i.ray = i.ray * (_ProjectionParams.z / i.ray.z); float2 uv = i.uv.xy / i.uv.w; depth = Linear01Depth (depth); float4 vpos = float4(i.ray * depth,1); float3 wpos = mul (unity_CameraToWorld, vpos).xyz; outUV = uv; outVPos = vpos; outWPos = wpos; } int _LightIndexForShadowMatrixArray; int _useLegacyCookies; void OnChipDeferredCalculateLightParams ( unity_v2f_deferred i, out float3 outWorldPos, out float2 outUV, out half3 outLightDir, out float outAtten, out float4 outCookieColor, float depth ) { float4 vpos; float3 wpos; float2 uv; float4 colorCookie = float4(1, 1, 1, 1); ShadowContext shadowContext = InitShadowContext(); OnChipDeferredFragSetup(i, uv, vpos, wpos, depth); // spot light case #if defined (SPOT) float3 tolight = _LightPos.xyz - wpos; half3 lightDir = normalize (tolight); float dist = length(tolight); float4 uvCookie = mul (unity_WorldToLight, float4(wpos,1)); colorCookie = tex2Dlod (_LightTexture0, float4(uvCookie.xy / uvCookie.w, 0, 0)); [branch]if (_useLegacyCookies) { colorCookie.xyz = 1; } float atten = colorCookie.w; atten *= uvCookie.w < 0; float att = dot(tolight, tolight) * _LightPos.w; atten *= tex2D (_LightTextureB0, att.rr).UNITY_ATTEN_CHANNEL; if (_LightIndexForShadowMatrixArray >= 0) atten *= GetPunctualShadowAttenuation(shadowContext, wpos, 0.0.xxx, _LightIndexForShadowMatrixArray, float4(lightDir, dist)); // directional light case #elif defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE) half3 lightDir = -_LightDir.xyz; float atten = 1.0; if (_LightIndexForShadowMatrixArray >= 0) atten *= GetDirectionalShadowAttenuation(shadowContext, wpos, 0.0.xxx, _LightIndexForShadowMatrixArray, 0.0.xxx); #if defined (DIRECTIONAL_COOKIE) colorCookie = tex2Dlod (_LightTexture0, float4(mul(unity_WorldToLight, half4(wpos,1)).xy, 0, 0)); [branch]if (_useLegacyCookies) { colorCookie.xyz = 1; } atten *= colorCookie.w; #endif //DIRECTIONAL_COOKIE // point light case #elif defined (POINT) || defined (POINT_COOKIE) float3 tolight = wpos - _LightPos.xyz; float dist = length(tolight); half3 lightDir = -normalize (tolight); float att = dot(tolight, tolight) * _LightPos.w; float atten = tex2D (_LightTextureB0, att.rr).UNITY_ATTEN_CHANNEL; if (_LightIndexForShadowMatrixArray >= 0) atten *= GetPunctualShadowAttenuation(shadowContext, wpos, 0.0.xxx, _LightIndexForShadowMatrixArray, float4(lightDir, dist)); #if defined (POINT_COOKIE) colorCookie = texCUBElod(_LightTexture0, float4(mul(unity_WorldToLight, float4(wpos,1)).xyz, 0)); [branch]if (_useLegacyCookies) { colorCookie.xyz = 1; } atten *= colorCookie.w; #endif //POINT_COOKIE #else half3 lightDir = 0; float atten = 0; #endif outWorldPos = wpos; outUV = uv; outLightDir = lightDir; outAtten = atten; outCookieColor = colorCookie; } half4 CalculateLight (unity_v2f_deferred i) { float3 wpos; float2 uv; float atten; float4 colorCookie = float4(1, 1, 1, 1); UnityLight light; UNITY_INITIALIZE_OUTPUT(UnityLight, light); float depth = UNITY_READ_FRAMEBUFFER_INPUT(3, i.pos); OnChipDeferredCalculateLightParams (i, wpos, uv, light.dir, atten, colorCookie, depth); #if defined (POINT_COOKIE) || defined (DIRECTIONAL_COOKIE) || defined (SPOT) light.color = _LightColor.rgb * colorCookie.rgb * atten; #else light.color = _LightColor.rgb * atten; #endif half4 gbuffer0 = UNITY_READ_FRAMEBUFFER_INPUT(0, i.pos); half4 gbuffer1 = UNITY_READ_FRAMEBUFFER_INPUT(1, i.pos); half4 gbuffer2 = UNITY_READ_FRAMEBUFFER_INPUT(2, i.pos); UnityStandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2); float3 eyeVec = normalize(wpos-_WorldSpaceCameraPos); half oneMinusReflectivity = 1 - SpecularStrength(data.specularColor.rgb); UnityIndirect ind; UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind); ind.diffuse = 0; ind.specular = 0; // UNITY_BRDF_PBS1 writes out alpha 1 to our emission alpha. half4 res = UNITY_BRDF_PBS (data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, -eyeVec, light, ind); return res; } unity_v2f_deferred onchip_vert_deferred (float4 vertex : POSITION, float3 normal : NORMAL) { bool lightAsQuad = _LightAsQuad!=0.0; unity_v2f_deferred o; // scaling quad by two becuase built-in unity quad.fbx ranges from -0.5 to 0.5 o.pos = lightAsQuad ? float4(2.0*vertex.xy, 0.5, 1.0) : UnityObjectToClipPos(vertex); o.uv = ComputeScreenPos(o.pos); // normal contains a ray pointing from the camera to one of near plane's // corners in camera space when we are drawing a full screen quad. // Otherwise, when rendering 3D shapes, use the ray calculated here. if (lightAsQuad){ float2 rayXY = mul(unity_CameraInvProjection, float4(o.pos.x, _ProjectionParams.x*o.pos.y, -1, 1)).xy; o.ray = float3(rayXY, 1.0); } else { o.ray = UnityObjectToViewPos(vertex) * float3(-1,-1,1); } return o; } #endif