// This files include various function uses to evaluate lights // To use deferred directional shadow with cascaded shadow map, // it is required to define USE_DEFERRED_DIRECTIONAL_SHADOWS before including this files //----------------------------------------------------------------------------- // Directional Light evaluation helper //----------------------------------------------------------------------------- float3 EvaluateCookie_Directional(LightLoopContext lightLoopContext, DirectionalLightData lightData, float3 lightToSample) { // Translate and rotate 'positionWS' into the light space. // 'lightData.right' and 'lightData.up' are pre-scaled on CPU. float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward); float3 positionLS = mul(lightToSample, transpose(lightToWorld)); // Perform orthographic projection. float2 positionCS = positionLS.xy; // Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2. float2 positionNDC = positionCS * 0.5 + 0.5; // We let the sampler handle clamping to border. return SampleCookie2D(lightLoopContext, positionNDC, lightData.cookieIndex, lightData.tileCookie); } // None of the outputs are premultiplied. // Note: When doing transmission we always have only one shadow sample to do: Either front or back. We use NdotL to know on which side we are void EvaluateLight_Directional(LightLoopContext lightLoopContext, PositionInputs posInput, DirectionalLightData lightData, BakeLightingData bakeLightingData, float3 N, float3 L, out float3 color, out float attenuation) { float3 positionWS = posInput.positionWS; float shadow = 1.0; float shadowMask = 1.0; color = lightData.color; attenuation = 1.0; // Note: no volumetric attenuation along shadow rays for directional lights UNITY_BRANCH if (lightData.cookieIndex >= 0) { float3 lightToSample = positionWS - lightData.positionWS; float3 cookie = EvaluateCookie_Directional(lightLoopContext, lightData, lightToSample); color *= cookie; } #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 // We test NdotL >= 0.0 to not sample the shadow map if it is not required. UNITY_BRANCH if (lightData.shadowIndex >= 0 && (dot(N, L) >= 0.0)) { #ifdef USE_DEFERRED_DIRECTIONAL_SHADOWS shadow = LOAD_TEXTURE2D(_DeferredShadowTexture, posInput.positionSS).x; #else shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, N, lightData.shadowIndex, L, posInput.positionSS); #endif #ifdef SHADOWS_SHADOWMASK // TODO: Optimize this code! Currently it is a bit like brute force to get the last transistion and fade to shadow mask, but there is // certainly more efficient to do // We reuse the transition from the cascade system to fade between shadow mask at max distance uint payloadOffset; real fade; int cascadeCount; int shadowSplitIndex = EvalShadow_GetSplitIndex(lightLoopContext.shadowContext, lightData.shadowIndex, positionWS, payloadOffset, fade, cascadeCount); // we have a fade caclulation for each cascade but we must lerp with shadow mask only for the last one // if shadowSplitIndex is -1 it mean we are outside cascade and should return 1.0 to use shadowmask: saturate(-shadowSplitIndex) return 0 for >= 0 and 1 for -1 fade = ((shadowSplitIndex + 1) == cascadeCount) ? fade : saturate(-shadowSplitIndex); // In the transition code (both dithering and blend) we use shadow = lerp( shadow, 1.0, fade ) for last transition // mean if we expend the code we have (shadow * (1 - fade) + fade). Here to make transition with shadow mask // we will remove fade and add fade * shadowMask which mean we do a lerp with shadow mask shadow = shadow - fade + fade * shadowMask; // See comment in EvaluateBSDF_Punctual shadow = lightData.nonLightmappedOnly ? min(shadowMask, shadow) : shadow; // Note: There is no shadowDimmer when there is no shadow mask #endif // Transparent have no contact shadow information #ifndef _SURFACE_TYPE_TRANSPARENT shadow = min(shadow, GetContactShadow(lightLoopContext, lightData.contactShadowIndex)); #endif } attenuation *= shadow; } //----------------------------------------------------------------------------- // Punctual Light evaluation helper //----------------------------------------------------------------------------- float4 EvaluateCookie_Punctual(LightLoopContext lightLoopContext, LightData lightData, float3 lightToSample) { int lightType = lightData.lightType; // Translate and rotate 'positionWS' into the light space. // 'lightData.right' and 'lightData.up' are pre-scaled on CPU. float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward); float3 positionLS = mul(lightToSample, transpose(lightToWorld)); float4 cookie; UNITY_BRANCH if (lightType == GPULIGHTTYPE_POINT) { cookie.rgb = SampleCookieCube(lightLoopContext, positionLS, lightData.cookieIndex); cookie.a = 1; } else { // Perform orthographic or perspective projection. float perspectiveZ = (lightType != GPULIGHTTYPE_PROJECTOR_BOX) ? positionLS.z : 1.0; float2 positionCS = positionLS.xy / perspectiveZ; bool isInBounds = Max3(abs(positionCS.x), abs(positionCS.y), 1.0 - positionLS.z) <= 1.0; // Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2. float2 positionNDC = positionCS * 0.5 + 0.5; // Manually clamp to border (black). cookie.rgb = SampleCookie2D(lightLoopContext, positionNDC, lightData.cookieIndex, false); cookie.a = isInBounds ? 1 : 0; } return cookie; } // None of the outputs are premultiplied. // distances = {d, d^2, 1/d, d_proj}, where d_proj = dot(lightToSample, lightData.forward). // Note: When doing transmission we always have only one shadow sample to do: Either front or back. We use NdotL to know on which side we are void EvaluateLight_Punctual(LightLoopContext lightLoopContext, PositionInputs posInput, LightData lightData, BakeLightingData bakeLightingData, float3 N, float3 L, float3 lightToSample, float4 distances, out float3 color, out float attenuation) { float3 positionWS = posInput.positionWS; float shadow = 1.0; float shadowMask = 1.0; color = lightData.color; attenuation = SmoothPunctualLightAttenuation(distances, lightData.rangeAttenuationScale, lightData.rangeAttenuationBias, lightData.angleScale, lightData.angleOffset); #if (SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET != 0) // TODO: sample the extinction from the density V-buffer. float distVol = (lightData.lightType == GPULIGHTTYPE_PROJECTOR_BOX) ? distances.w : distances.x; attenuation *= TransmittanceHomogeneousMedium(_GlobalExtinction, distVol); #endif // Projector lights always have cookies, so we can perform clipping inside the if(). UNITY_BRANCH if (lightData.cookieIndex >= 0) { float4 cookie = EvaluateCookie_Punctual(lightLoopContext, lightData, lightToSample); color *= cookie.rgb; attenuation *= cookie.a; } #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 // We test NdotL >= 0.0 to not sample the shadow map if it is not required. UNITY_BRANCH if (lightData.shadowIndex >= 0 && (dot(N, L) >= 0.0)) { // TODO: make projector lights cast shadows. // Note:the case of NdotL < 0 can appear with isThinModeTransmission, in this case we need to flip the shadow bias shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, positionWS, N, lightData.shadowIndex, L, distances.x, posInput.positionSS); #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.nonLightmappedOnly ? min(shadowMask, shadow) : shadow; shadow = lerp(shadowMask, shadow, lightData.shadowDimmer); #else shadow = lerp(1.0, shadow, lightData.shadowDimmer); #endif // Transparent have no contact shadow information #ifndef _SURFACE_TYPE_TRANSPARENT shadow = min(shadow, GetContactShadow(lightLoopContext, lightData.contactShadowIndex)); #endif } attenuation *= shadow; } // Environment map share function #include "Reflection/VolumeProjection.hlsl" void EvaluateLight_EnvIntersection(float3 positionWS, float3 normalWS, EnvLightData lightData, int influenceShapeType, inout float3 R, inout float weight) { // Guideline for reflection volume: In HDRenderPipeline we separate the projection volume (the proxy of the scene) from the influence volume (what pixel on the screen is affected) // However we add the constrain that the shape of the projection and influence volume is the same (i.e if we have a sphere shape projection volume, we have a shape influence). // It allow to have more coherence for the dynamic if in shader code. // Users can also chose to not have any projection, in this case we use the property minProjectionDistance to minimize code change. minProjectionDistance is set to huge number // that simulate effect of no shape projection float3x3 worldToIS = WorldToInfluenceSpace(lightData); // IS: Influence space float3 positionIS = WorldToInfluencePosition(lightData, worldToIS, positionWS); float3 dirIS = mul(R, worldToIS); float3x3 worldToPS = WorldToProxySpace(lightData); // PS: Proxy space float3 positionPS = WorldToProxyPosition(lightData, worldToPS, positionWS); float3 dirPS = mul(R, worldToPS); float projectionDistance = 0; // Process the projection // In Unity the cubemaps are capture with the localToWorld transform of the component. // This mean that location and orientation matter. So after intersection of proxy volume we need to convert back to world. if (influenceShapeType == ENVSHAPETYPE_SPHERE) { projectionDistance = IntersectSphereProxy(lightData, dirPS, positionPS); // We can reuse dist calculate in LS directly in WS as there is no scaling. Also the offset is already include in lightData.capturePositionWS float3 capturePositionWS = lightData.capturePositionWS; R = (positionWS + projectionDistance * R) - capturePositionWS; weight = InfluenceSphereWeight(lightData, normalWS, positionWS, positionIS, dirIS); } else if (influenceShapeType == ENVSHAPETYPE_BOX) { projectionDistance = IntersectBoxProxy(lightData, dirPS, positionPS); // No need to normalize for fetching cubemap // We can reuse dist calculate in LS directly in WS as there is no scaling. Also the offset is already include in lightData.capturePositionWS float3 capturePositionWS = lightData.capturePositionWS; R = (positionWS + projectionDistance * R) - capturePositionWS; weight = InfluenceBoxWeight(lightData, normalWS, positionWS, positionIS, dirIS); } // Smooth weighting weight = Smoothstep01(weight); weight *= lightData.weight; } // ---------------------------------------------------------------------------- // Helper functions to use Transmission with a material // ---------------------------------------------------------------------------- // For EvaluateTransmission.hlsl file it is required to define a BRDF for the transmission. Defining USE_DIFFUSE_LAMBERT_BRDF use Lambert, otherwise it use Disneydiffuse #ifdef MATERIAL_INCLUDE_TRANSMISSION // This function return transmittance to provide to EvaluateTransmission float3 PreEvaluatePunctualLightTransmission(LightLoopContext lightLoopContext, PositionInputs posInput, float distFrontFaceToLight, float NdotL, float3 L, BSDFData bsdfData, inout float3 normalWS, inout LightData lightData) { float3 transmittance = bsdfData.transmittance; // if NdotL is positive, we do one fetch on front face done by EvaluateLight_XXX. Just regular lighting // If NdotL is negative, we have two cases: // - Thin mode: Reuse the front face fetch as shadow for back face - flip the normal for the bias (and the NdotL test) and disable contact shadow // - Mixed mode: Do a fetch on back face to retrieve the thickness. The thickness will provide a shadow attenuation (with distance travelled there is less transmission). // (Note: EvaluateLight_Punctual discard the fetch if NdotL < 0) if (NdotL < 0 && lightData.shadowIndex >= 0) { if (HasFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_THIN_THICKNESS)) { normalWS = -normalWS; // Flip normal for shadow bias lightData.contactShadowIndex = -1; // Disable shadow contact } else // MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_MIXED_THICKNESS { // Recompute transmittance using the thickness value computed from the shadow map. // Compute the distance from the light to the back face of the object along the light direction. float distBackFaceToLight = GetPunctualShadowClosestDistance( lightLoopContext.shadowContext, s_linear_clamp_sampler, posInput.positionWS, lightData.shadowIndex, L, lightData.positionWS); // Our subsurface scattering models use the semi-infinite planar slab assumption. // Therefore, we need to find the thickness along the normal. float thicknessInUnits = (distFrontFaceToLight - distBackFaceToLight) * -NdotL; float thicknessInMeters = thicknessInUnits * _WorldScales[bsdfData.diffusionProfile].x; float thicknessInMillimeters = thicknessInMeters * MILLIMETERS_PER_METER; #if SHADEROPTIONS_USE_DISNEY_SSS // We need to make sure it's not less than the baked thickness to minimize light leaking. float thicknessDelta = max(0, thicknessInMillimeters - bsdfData.thickness); float3 S = _ShapeParams[bsdfData.diffusionProfile].rgb; // Approximate the decrease of transmittance by e^(-1/3 * dt * S). #if 0 float3 expOneThird = exp(((-1.0 / 3.0) * thicknessDelta) * S); #else // Help the compiler. float k = (-1.0 / 3.0) * LOG2_E; float3 p = (k * thicknessDelta) * S; float3 expOneThird = exp2(p); #endif transmittance *= expOneThird; #else // SHADEROPTIONS_USE_DISNEY_SSS // We need to make sure it's not less than the baked thickness to minimize light leaking. thicknessInMillimeters = max(thicknessInMillimeters, bsdfData.thickness); transmittance = ComputeTransmittanceJimenez(_HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][0].rgb, _HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][0].a, _HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][1].rgb, _HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][1].a, _TransmissionTintsAndFresnel0[bsdfData.diffusionProfile].rgb, thicknessInMillimeters); #endif // SHADEROPTIONS_USE_DISNEY_SSS // Note: we do not modify the distance to the light, or the light angle for the back face. // This is a performance-saving optimization which makes sense as long as the thickness is small. } } return transmittance; } // This function return transmittance to provide to EvaluateTransmission float3 PreEvaluateDirectionalLightTransmission(float NdotL, DirectionalLightData lightData, BSDFData bsdfData, inout float3 normalWS, inout int contactShadowIndex) { if (NdotL < 0 && lightData.shadowIndex >= 0) { if (HasFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_THIN_THICKNESS)) { normalWS = -normalWS; // Flip normal for shadow bias contactShadowIndex = -1; // Disable shadow contact } } return bsdfData.transmittance; } #define TRANSMISSION_WRAP_ANGLE (PI/12) // 15 degrees #define TRANSMISSION_WRAP_LIGHT cos(PI/2 - TRANSMISSION_WRAP_ANGLE) // Currently, we only model diffuse transmission. Specular transmission is not yet supported. // Transmitted lighting is computed as follows: // - we assume that the object is a thick plane (slab); // - we reverse the front-facing normal for the back of the object; // - we assume that the incoming radiance is constant along the entire back surface; // - we apply BSDF-specific diffuse transmission to transmit the light subsurface and back; // - we integrate the diffuse reflectance profile w.r.t. the radius (while also accounting // for the thickness) to compute the transmittance; // - we multiply the transmitted radiance by the transmittance. // transmittance come from the call to PreEvaluateLightTransmission // attenuation come from the call to EvaluateLight_Punctual float3 EvaluateTransmission(BSDFData bsdfData, float3 transmittance, float NdotL, float NdotV, float LdotV, float attenuation) { // Apply wrapped lighting to better handle thin objects at grazing angles. float wrappedNdotL = ComputeWrappedDiffuseLighting(-NdotL, TRANSMISSION_WRAP_LIGHT); // Apply BSDF-specific diffuse transmission to attenuation. See also: [SSS-NOTE-TRSM] // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). #ifdef USE_DIFFUSE_LAMBERT_BRDF attenuation *= Lambert(); #else attenuation *= DisneyDiffuse(NdotV, max(0, -NdotL), LdotV, bsdfData.perceptualRoughness); #endif float intensity = attenuation * wrappedNdotL; return intensity * transmittance; } #endif // #ifdef MATERIAL_INCLUDE_TRANSMISSION