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509 行
16 KiB
509 行
16 KiB
Shader "Hidden/Internal-Obscurity" {
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Properties {
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_LightTexture0 ("", any) = "" {}
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_ShadowMapTexture ("", any) = "" {}
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_SrcBlend ("", Float) = 1
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_DstBlend ("", Float) = 1
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}
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SubShader {
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Pass
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{
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ZWrite Off
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ZTest Always
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Cull Off
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Blend Off
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//Blend [_SrcBlend] [_DstBlend]
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CGPROGRAM
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment frag
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//#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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//#define ENABLE_DEPTH_TEXTURE_BACKPLANE
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//#define USE_CLUSTERED_LIGHTLIST
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#include "UnityCG.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "UnityStandardUtils.cginc"
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#include "UnityPBSLighting.cginc"
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#include "..\common\ShaderBase.h"
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#include "LightDefinitions.cs.hlsl"
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uniform float4x4 g_mViewToWorld;
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uniform float4x4 g_mInvScrProjection;
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uniform float4x4 g_mScrProjection;
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uniform uint g_nDirLights;
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//---------------------------------------------------------------------------------------------------------------------------------------------------------
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// TODO: clean up.. -va
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#define MAX_SHADOW_LIGHTS 10
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#define MAX_SHADOWMAP_PER_LIGHT 6
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#define MAX_DIRECTIONAL_SPLIT 4
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#define CUBEMAPFACE_POSITIVE_X 0
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#define CUBEMAPFACE_NEGATIVE_X 1
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#define CUBEMAPFACE_POSITIVE_Y 2
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#define CUBEMAPFACE_NEGATIVE_Y 3
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#define CUBEMAPFACE_POSITIVE_Z 4
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#define CUBEMAPFACE_NEGATIVE_Z 5
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CBUFFER_START(ShadowLightData)
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float4 g_vShadow3x3PCFTerms0;
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float4 g_vShadow3x3PCFTerms1;
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float4 g_vShadow3x3PCFTerms2;
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float4 g_vShadow3x3PCFTerms3;
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float4 g_vDirShadowSplitSpheres[MAX_DIRECTIONAL_SPLIT];
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float4x4 g_matWorldToShadow[MAX_SHADOW_LIGHTS * MAX_SHADOWMAP_PER_LIGHT];
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CBUFFER_END
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//---------------------------------------------------------------------------------------------------------------------------------------------------------
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Texture2D _CameraDepthTexture;
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Texture2D _CameraGBufferTexture0;
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Texture2D _CameraGBufferTexture1;
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Texture2D _CameraGBufferTexture2;
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//UNITY_DECLARE_TEX2D(_LightTextureB0);
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sampler2D _LightTextureB0;
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UNITY_DECLARE_TEX2DARRAY(_spotCookieTextures);
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UNITY_DECLARE_TEXCUBEARRAY(_pointCookieTextures);
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StructuredBuffer<uint> g_vLightList;
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StructuredBuffer<SFiniteLightData> g_vLightData;
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StructuredBuffer<DirectionalLight> g_dirLightData;
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float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
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{
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float3 vP = float3(0.0f,0.0f,zDptBufSpace);
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float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
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return v4Pres.z / v4Pres.w;
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}
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float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth)
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{
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float fSx = g_mScrProjection[0].x;
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//float fCx = g_mScrProjection[2].x;
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float fCx = g_mScrProjection[0].z;
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float fSy = g_mScrProjection[1].y;
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//float fCy = g_mScrProjection[2].y;
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float fCy = g_mScrProjection[1].z;
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#ifdef LEFT_HAND_COORDINATES
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return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 );
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#else
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return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 );
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#endif
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}
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#ifdef USE_CLUSTERED_LIGHTLIST
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uniform float g_fClustScale;
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uniform float g_fClustBase;
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uniform float g_fNearPlane;
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//uniform int g_iLog2NumClusters; // numClusters = (1<<g_iLog2NumClusters)
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uniform float g_fLog2NumClusters;
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static int g_iLog2NumClusters;
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Buffer<uint> g_vLayeredOffsetsBuffer;
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
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Buffer<float> g_fModulUserscale;
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#endif
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#include "ClusteredUtils.h"
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void GetLightCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth)
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{
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g_iLog2NumClusters = (int) (g_fLog2NumClusters+0.5); // ridiculous
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
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float modulScale = g_fModulUserscale[tileIDX.y*nrTilesX + tileIDX.x];
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#else
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float modulScale = 1.0;
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#endif
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int clustIdx = SnapToClusterIdx(linDepth, modulScale);
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int nrClusters = (1<<g_iLog2NumClusters);
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const int idx = ((DIRECT_LIGHT*nrClusters + clustIdx)*nrTilesY + tileIDX.y)*nrTilesX + tileIDX.x;
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uint dataPair = g_vLayeredOffsetsBuffer[idx];
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uStart = dataPair&0x7ffffff;
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uNrLights = (dataPair>>27)&31;
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}
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uint FetchIndex(const uint tileOffs, const uint l)
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{
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return g_vLightList[ tileOffs+l ];
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}
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#else
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void GetLightCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth)
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{
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const int tileOffs = (tileIDX.y+DIRECT_LIGHT*nrTilesY)*nrTilesX+tileIDX.x;
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uNrLights = g_vLightList[ 16*tileOffs + 0]&0xffff;
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uStart = tileOffs;
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}
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uint FetchIndex(const uint tileOffs, const uint l)
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{
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const uint l1 = l+1;
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return (g_vLightList[ 16*tileOffs + (l1>>1)]>>((l1&1)*16))&0xffff;
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}
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#endif
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float3 ExecuteLightList(uint2 pixCoord, uint start, uint numLights, float linDepth);
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float3 OverlayHeatMap(uint uNumLights, float3 c);
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#define VALVE_DECLARE_SHADOWMAP( tex ) Texture2D tex; SamplerComparisonState sampler##tex
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#define VALVE_SAMPLE_SHADOW( tex, coord ) tex.SampleCmpLevelZero( sampler##tex, (coord).xy, (coord).z )
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VALVE_DECLARE_SHADOWMAP(g_tShadowBuffer);
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float ComputeShadow_PCF_3x3_Gaussian(float3 vPositionWs, float4x4 matWorldToShadow)
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{
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float4 vPositionTextureSpace = mul(float4(vPositionWs.xyz, 1.0), matWorldToShadow);
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vPositionTextureSpace.xyz /= vPositionTextureSpace.w;
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float2 shadowMapCenter = vPositionTextureSpace.xy;
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if ((shadowMapCenter.x < 0.0f) || (shadowMapCenter.x > 1.0f) || (shadowMapCenter.y < 0.0f) || (shadowMapCenter.y > 1.0f))
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return 1.0f;
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float objDepth = saturate(257.0 / 256.0 - vPositionTextureSpace.z);
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float4 v20Taps;
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v20Taps.x = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1
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v20Taps.y = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1
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v20Taps.z = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1
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v20Taps.w = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1
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float flSum = dot(v20Taps.xyzw, float4(0.25, 0.25, 0.25, 0.25));
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if ((flSum == 0.0) || (flSum == 1.0))
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return flSum;
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flSum *= g_vShadow3x3PCFTerms0.x * 4.0;
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float4 v33Taps;
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v33Taps.x = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0
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v33Taps.y = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0
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v33Taps.z = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1
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v33Taps.w = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1
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flSum += dot(v33Taps.xyzw, g_vShadow3x3PCFTerms0.yyyy);
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flSum += VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z;
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return flSum;
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------------
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/**
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* Gets the cascade weights based on the world position of the fragment and the positions of the split spheres for each cascade.
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* Returns an invalid split index if past shadowDistance (ie 4 is invalid for cascade)
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*/
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float GetSplitSphereIndexForDirshadows(float3 wpos)
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{
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float3 fromCenter0 = wpos.xyz - g_vDirShadowSplitSpheres[0].xyz;
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float3 fromCenter1 = wpos.xyz - g_vDirShadowSplitSpheres[1].xyz;
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float3 fromCenter2 = wpos.xyz - g_vDirShadowSplitSpheres[2].xyz;
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float3 fromCenter3 = wpos.xyz - g_vDirShadowSplitSpheres[3].xyz;
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float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
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float4 vDirShadowSplitSphereSqRadii;
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vDirShadowSplitSphereSqRadii.x = g_vDirShadowSplitSpheres[0].w;
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vDirShadowSplitSphereSqRadii.y = g_vDirShadowSplitSpheres[1].w;
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vDirShadowSplitSphereSqRadii.z = g_vDirShadowSplitSpheres[2].w;
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vDirShadowSplitSphereSqRadii.w = g_vDirShadowSplitSpheres[3].w;
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fixed4 weights = float4(distances2 < vDirShadowSplitSphereSqRadii);
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weights.yzw = saturate(weights.yzw - weights.xyz);
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return 4 - dot(weights, float4(4, 3, 2, 1));
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}
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float SampleShadow(uint type, float3 vPositionWs, float3 vPositionToLightDirWs, uint lightIndex)
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{
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float flShadowScalar = 1.0;
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int shadowSplitIndex = 0;
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if (type == DIRECTIONAL_LIGHT)
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{
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shadowSplitIndex = GetSplitSphereIndexForDirshadows(vPositionWs);
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}
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else if (type == SPHERE_LIGHT)
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{
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float3 absPos = abs(vPositionToLightDirWs);
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shadowSplitIndex = (vPositionToLightDirWs.z > 0) ? CUBEMAPFACE_NEGATIVE_Z : CUBEMAPFACE_POSITIVE_Z;
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if (absPos.x > absPos.y)
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{
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if (absPos.x > absPos.z)
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{
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shadowSplitIndex = (vPositionToLightDirWs.x > 0) ? CUBEMAPFACE_NEGATIVE_X : CUBEMAPFACE_POSITIVE_X;
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}
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}
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else
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{
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if (absPos.y > absPos.z)
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{
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shadowSplitIndex = (vPositionToLightDirWs.y > 0) ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y;
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}
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}
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}
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flShadowScalar = ComputeShadow_PCF_3x3_Gaussian(vPositionWs.xyz, g_matWorldToShadow[lightIndex * MAX_SHADOWMAP_PER_LIGHT + shadowSplitIndex]);
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return flShadowScalar;
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}
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(vertex);
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o.texcoord = texcoord.xy;
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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uint2 pixCoord = ((uint2) i.vertex.xy);
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uint iWidth;
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uint iHeight;
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_CameraDepthTexture.GetDimensions(iWidth, iHeight);
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uint nrTilesX = (iWidth+15)/16;
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uint nrTilesY = (iHeight+15)/16;
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uint2 tileIDX = pixCoord / 16;
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float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x;
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float linDepth = GetLinearDepth(zbufDpth);
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uint numLights=0, start=0;
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GetLightCountAndStart(start, numLights, tileIDX, nrTilesX, nrTilesY, linDepth);
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float3 c = ExecuteLightList(pixCoord, start, numLights, linDepth);
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//c = OverlayHeatMap(numLights, c);
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return float4(c,1.0);
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}
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struct StandardData
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{
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float3 specularColor;
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float3 diffuseColor;
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float3 normalWorld;
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float smoothness;
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};
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StandardData UnityStandardDataFromGbuffer(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2)
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{
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StandardData data;
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data.normalWorld = normalize(2*gbuffer2.xyz-1);
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data.smoothness = gbuffer1.a;
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data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
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float ao = gbuffer0.a;
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return data;
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}
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float3 ExecuteLightList(uint2 pixCoord, uint start, uint numLights, float linDepth)
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{
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float3 vP = GetViewPosFromLinDepth(float2(pixCoord.x+0.5, pixCoord.y+0.5), linDepth);
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float3 vWSpaceVDir = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
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float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) );
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float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) );
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float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) );
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StandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);
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float oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
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UnityIndirect ind;
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UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
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ind.diffuse = 0;
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ind.specular = 0;
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float3 ints = 0;
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uint l=0;
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float3 vPositionWs = mul(g_mViewToWorld, float4(vP, 1));
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for (int i = 0; i < g_nDirLights; i++)
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{
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DirectionalLight lightData = g_dirLightData[i];
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float atten = 1;
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[branch]
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if (lightData.uShadowLightIndex != 0xffffffff)
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{
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float shadowScalar = SampleShadow(DIRECTIONAL_LIGHT, vPositionWs, 0, lightData.uShadowLightIndex);
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atten *= shadowScalar;
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}
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UnityLight light;
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light.color.xyz = lightData.vCol.xyz * atten;
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light.dir.xyz = mul((float3x3) g_mViewToWorld, -lightData.vLaxisZ).xyz;
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ints += UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, vWSpaceVDir, light, ind);
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}
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// we need this outer loop for when we cannot assume a wavefront is 64 wide
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// since in this case we cannot assume the lights will remain sorted by type
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// during processing in lightlist_cs.hlsl
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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while(l<numLights)
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#endif
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{
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uint uIndex = l<numLights ? FetchIndex(start, l) : 0;
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uint uLgtType = l<numLights ? g_vLightData[uIndex].uLightType : 0;
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// specialized loop for spot lights
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while(l<numLights && uLgtType==SPOT_LIGHT)
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{
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SFiniteLightData lgtDat = g_vLightData[uIndex];
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float3 vLp = lgtDat.vLpos.xyz;
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float3 toLight = vLp - vP;
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float dist = length(toLight);
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float3 vL = toLight / dist;
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float attLookUp = dist*lgtDat.fRecipRange; attLookUp *= attLookUp;
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float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
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// spot attenuation
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const float fProjVec = -dot(vL, lgtDat.vLaxisZ.xyz); // spotDir = lgtDat.vLaxisZ.xyz
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float2 cookCoord = (-lgtDat.cotan)*float2( dot(vL, lgtDat.vLaxisX.xyz), dot(vL, lgtDat.vLaxisY.xyz) ) / fProjVec;
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const bool bHasCookie = (lgtDat.flags&IS_CIRCULAR_SPOT_SHAPE)==0; // all square spots have cookies
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float d0 = 0.65;
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float4 angularAtt = float4(1,1,1,smoothstep(0.0, 1.0-d0, 1.0-length(cookCoord)));
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[branch]if(bHasCookie)
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{
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cookCoord = cookCoord*0.5 + 0.5;
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angularAtt = UNITY_SAMPLE_TEX2DARRAY_LOD(_spotCookieTextures, float3(cookCoord, lgtDat.iSliceIndex), 0.0);
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}
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atten *= angularAtt.w*(fProjVec>0.0); // finally apply this to the dist att.
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const bool bHasShadow = (lgtDat.flags&HAS_SHADOW)!=0;
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[branch]if(bHasShadow)
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{
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float shadowScalar = SampleShadow(SPOT_LIGHT, vPositionWs, 0, lgtDat.uShadowLightIndex);
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atten *= shadowScalar;
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}
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UnityLight light;
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light.color.xyz = lgtDat.vCol.xyz*atten*angularAtt.xyz;
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light.dir.xyz = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
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ints += UNITY_BRDF_PBS (data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, vWSpaceVDir, light, ind);
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++l; uIndex = l<numLights ? FetchIndex(start, l) : 0;
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uLgtType = l<numLights ? g_vLightData[uIndex].uLightType : 0;
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}
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// specialized loop for sphere lights
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while(l<numLights && uLgtType==SPHERE_LIGHT)
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{
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SFiniteLightData lgtDat = g_vLightData[uIndex];
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float3 vLp = lgtDat.vLpos.xyz;
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|
|
|
float3 toLight = vLp - vP;
|
|
float dist = length(toLight);
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|
float3 vL = toLight / dist;
|
|
float3 vLw = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
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|
|
|
float attLookUp = dist*lgtDat.fRecipRange; attLookUp *= attLookUp;
|
|
float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
|
|
|
|
float4 cookieColor = float4(1,1,1,1);
|
|
|
|
const bool bHasCookie = (lgtDat.flags&HAS_COOKIE_TEXTURE)!=0;
|
|
[branch]if(bHasCookie)
|
|
{
|
|
float3 cookieCoord = -float3(dot(vL, lgtDat.vLaxisX.xyz), dot(vL, lgtDat.vLaxisY.xyz), dot(vL, lgtDat.vLaxisZ.xyz)); // negate to make vL a fromLight vector
|
|
cookieColor = UNITY_SAMPLE_TEXCUBEARRAY_LOD(_pointCookieTextures, float4(cookieCoord, lgtDat.iSliceIndex), 0.0);
|
|
atten *= cookieColor.w;
|
|
}
|
|
|
|
const bool bHasShadow = (lgtDat.flags&HAS_SHADOW)!=0;
|
|
[branch]if(bHasShadow)
|
|
{
|
|
float shadowScalar = SampleShadow(SPHERE_LIGHT, vPositionWs, vLw, lgtDat.uShadowLightIndex);
|
|
atten *= shadowScalar;
|
|
}
|
|
|
|
UnityLight light;
|
|
light.color.xyz = lgtDat.vCol.xyz*atten*cookieColor.xyz;
|
|
light.dir.xyz = vLw;
|
|
|
|
ints += UNITY_BRDF_PBS (data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, vWSpaceVDir, light, ind);
|
|
|
|
++l; uIndex = l<numLights ? FetchIndex(start, l) : 0;
|
|
uLgtType = l<numLights ? g_vLightData[uIndex].uLightType : 0;
|
|
}
|
|
|
|
#if !defined(XBONE) && !defined(PLAYSTATION4)
|
|
//if(uLgtType>=MAX_TYPES) ++l;
|
|
if(uLgtType!=SPOT_LIGHT && uLgtType!=SPHERE_LIGHT) ++l;
|
|
#endif
|
|
}
|
|
|
|
return ints;
|
|
}
|
|
|
|
float3 OverlayHeatMap(uint uNumLights, float3 c)
|
|
{
|
|
/////////////////////////////////////////////////////////////////////
|
|
//
|
|
const float4 kRadarColors[12] =
|
|
{
|
|
float4(0.0,0.0,0.0,0.0), // black
|
|
float4(0.0,0.0,0.6,0.5), // dark blue
|
|
float4(0.0,0.0,0.9,0.5), // blue
|
|
float4(0.0,0.6,0.9,0.5), // light blue
|
|
float4(0.0,0.9,0.9,0.5), // cyan
|
|
float4(0.0,0.9,0.6,0.5), // blueish green
|
|
float4(0.0,0.9,0.0,0.5), // green
|
|
float4(0.6,0.9,0.0,0.5), // yellowish green
|
|
float4(0.9,0.9,0.0,0.5), // yellow
|
|
float4(0.9,0.6,0.0,0.5), // orange
|
|
float4(0.9,0.0,0.0,0.5), // red
|
|
float4(1.0,0.0,0.0,0.9) // strong red
|
|
};
|
|
|
|
float fMaxNrLightsPerTile = 24;
|
|
|
|
|
|
|
|
int nColorIndex = uNumLights==0 ? 0 : (1 + (int) floor(10 * (log2((float)uNumLights) / log2(fMaxNrLightsPerTile))) );
|
|
nColorIndex = nColorIndex<0 ? 0 : nColorIndex;
|
|
float4 col = nColorIndex>11 ? float4(1.0,1.0,1.0,1.0) : kRadarColors[nColorIndex];
|
|
|
|
return lerp(c, pow(col.xyz, 2.2), 0.3*col.w);
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
|
|
}
|
|
Fallback Off
|
|
}
|