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320 行
12 KiB
320 行
12 KiB
#ifndef LIGHTWEIGHT_LIGHTING_INCLUDED
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#define LIGHTWEIGHT_LIGHTING_INCLUDED
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#include "LightweightCore.cginc"
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#include "LightweightShadows.cginc"
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#define PI 3.14159265359f
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#define kDieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
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// Main light initialized without indexing
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#define INITIALIZE_MAIN_LIGHT(light) \
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light.pos = _MainLightPosition; \
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light.color = _MainLightColor; \
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light.atten = _MainLightAttenuationParams; \
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light.spotDir = _MainLightSpotDir;
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// Indexing might have a performance hit for old mobile hardware
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#define INITIALIZE_LIGHT(light, i) \
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half4 indices = (i < 4) ? unity_4LightIndices0 : unity_4LightIndices1; \
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int index = (i < 4) ? i : i - 4; \
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int lightIndex = indices[index]; \
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light.pos = _AdditionalLightPosition[lightIndex]; \
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light.color = _AdditionalLightColor[lightIndex]; \
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light.atten = _AdditionalLightAttenuationParams[lightIndex]; \
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light.spotDir = _AdditionalLightSpotDir[lightIndex]
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struct LightInput
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{
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float4 pos;
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half4 color;
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float4 atten;
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half4 spotDir;
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};
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struct SurfaceData
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{
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half3 albedo;
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half3 specular;
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half metallic;
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half smoothness;
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half3 normal;
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half3 emission;
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half occlusion;
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half alpha;
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};
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struct SurfaceInput
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{
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float4 lightmapUV;
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half3 normalWS;
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half3 tangentWS;
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half3 bitangentWS;
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float3 positionWS;
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half3 viewDirectionWS;
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half fogFactor;
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};
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struct BRDFData
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{
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half3 diffuse;
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half3 specular;
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half perceptualRoughness;
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half roughness;
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half grazingTerm;
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};
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inline void InitializeSurfaceData(out SurfaceData outSurfaceData)
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{
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outSurfaceData.albedo = half3(1.0h, 1.0h, 1.0h);
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
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outSurfaceData.metallic = 1.0h;
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outSurfaceData.smoothness = 0.5h;
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outSurfaceData.normal = half3(0.0h, 0.0h, 1.0h);
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outSurfaceData.occlusion = 1.0h;
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outSurfaceData.emission = half3(0.0h, 0.0h, 0.0h);
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outSurfaceData.alpha = 1.0h;
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}
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half SpecularReflectivity(half3 specular)
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{
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#if (SHADER_TARGET < 30)
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// SM2.0: instruction count limitation
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// SM2.0: simplified SpecularStrength
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return specular.r; // Red channel - because most metals are either monocrhome or with redish/yellowish tint
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#else
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return max(max(specular.r, specular.g), specular.b);
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#endif
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}
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inline void InitializeBRDFData(half3 albedo, half metallic, half3 specular, half smoothness, half alpha, out BRDFData outBRDFData)
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{
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// BRDF SETUP
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#ifdef _METALLIC_SETUP
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// We'll need oneMinusReflectivity, so
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// 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic)
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// store (1-dielectricSpec) in kDieletricSpec.a, then
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// 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) =
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// = alpha - metallic * alpha
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half oneMinusDielectricSpec = kDieletricSpec.a;
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half oneMinusReflectivity = oneMinusDielectricSpec - metallic * oneMinusDielectricSpec;
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half reflectivity = 1.0 - oneMinusReflectivity;
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outBRDFData.diffuse = albedo * oneMinusReflectivity;
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outBRDFData.specular = lerp(kDieletricSpec.rgb, albedo, metallic);
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#else
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half reflectivity = SpecularReflectivity(specular);
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outBRDFData.diffuse = albedo * (half3(1.0h, 1.0h, 1.0h) - specular);
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outBRDFData.specular = specular;
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#endif
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outBRDFData.grazingTerm = saturate(smoothness + reflectivity);
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outBRDFData.perceptualRoughness = 1.0h - smoothness;
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outBRDFData.roughness = outBRDFData.perceptualRoughness * outBRDFData.perceptualRoughness;
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#ifdef _ALPHAPREMULTIPLY_ON
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outBRDFData.diffuse *= alpha;
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alpha = reflectivity + alpha * (1.0 - reflectivity);
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#endif
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}
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// Based on Minimalist CookTorrance BRDF
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// Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255
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//
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// * NDF [Modified] GGX
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// * Modified Kelemen and Szirmay-Kalos for Visibility term
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// * Fresnel approximated with 1/LdotH
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half3 LightweightBDRF(BRDFData brdfData, half roughness2, half3 normal, half3 lightDirection, half3 viewDir)
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{
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#ifndef _SPECULARHIGHLIGHTS_OFF
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half3 halfDir = Unity_SafeNormalize(lightDirection + viewDir);
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half NoH = saturate(dot(normal, halfDir));
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half LoH = saturate(dot(lightDirection, halfDir));
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// GGX Distribution multiplied by combined approximation of Visibility and Fresnel
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// See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course
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// https://community.arm.com/events/1155
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half d = NoH * NoH * (roughness2 - 1.h) + 1.00001h;
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half LoH2 = LoH * LoH;
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half specularTerm = roughness2 / ((d * d) * max(0.1h, LoH2) * (brdfData.roughness + 0.5h) * 4);
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// on mobiles (where half actually means something) denominator have risk of overflow
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// clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles)
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// sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...))
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#if defined (SHADER_API_MOBILE)
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specularTerm = specularTerm - 1e-4h;
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#endif
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#if defined (SHADER_API_MOBILE)
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specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles
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#endif
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half3 color = specularTerm * brdfData.specular + brdfData.diffuse;
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return color;
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#else
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return brdfData.diffuse;
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#endif
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}
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half3 LightweightBRDFIndirect(BRDFData brdfData, UnityIndirect indirect, half roughness2, half fresnelTerm)
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{
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half3 c = indirect.diffuse * brdfData.diffuse;
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float surfaceReduction = 1.0 / (roughness2 + 1.0);
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c += surfaceReduction * indirect.specular * lerp(brdfData.specular, brdfData.grazingTerm, fresnelTerm);
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return c;
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}
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UnityIndirect LightweightGI(float4 lightmapUV, half3 normalWorld, half3 reflectVec, half occlusion, half perceptualRoughness)
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{
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UnityIndirect o = (UnityIndirect)0;
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#ifdef LIGHTMAP_ON
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o.diffuse += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV.xy))) * occlusion;
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#else
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o.diffuse = ShadeSH9(half4(normalWorld, 1.0)) * occlusion;
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#endif
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#ifndef _GLOSSYREFLECTIONS_OFF
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Unity_GlossyEnvironmentData g;
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g.roughness = perceptualRoughness;
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g.reflUVW = reflectVec;
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o.specular = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, g) * occlusion;
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#else
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o.specular = _GlossyEnvironmentColor * occlusion;
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#endif
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return o;
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}
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half SpotAttenuation(half3 spotDirection, half3 lightDirection, float4 attenuationParams)
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{
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// Spot Attenuation with a linear falloff can be defined as
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// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
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// This can be rewritten as
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// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
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// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
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// If we precompute the terms in a MAD instruction
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half SdotL = dot(spotDirection, lightDirection);
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// attenuationParams.x = invAngleRange
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// attenuationParams.y = (-cosOuterAngle invAngleRange)
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return saturate(SdotL * attenuationParams.x + attenuationParams.y);
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}
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// In per-vertex falloff there's no smooth falloff to light range. A hard cut will be noticed
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inline half ComputeVertexLightAttenuation(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection)
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{
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float4 attenuationParams = lightInput.atten;
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float3 posToLightVec = lightInput.pos - worldPos * lightInput.pos.w;
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float distanceSqr = max(dot(posToLightVec, posToLightVec), 0.001);
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// normalized light dir
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lightDirection = half3(posToLightVec * rsqrt(distanceSqr));
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// attenuationParams.z = kQuadFallOff = (25.0) / (lightRange * lightRange)
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// attenuationParams.w = lightRange * lightRange
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half lightAtten = half(1.0 / (1.0 + distanceSqr * attenuationParams.z));
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lightAtten *= SpotAttenuation(lightInput.spotDir.xyz, lightDirection, attenuationParams);
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return lightAtten;
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}
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// In per-pixel falloff attenuation smoothly decreases to light range.
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inline half ComputePixelLightAttenuation(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection)
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{
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float4 attenuationParams = lightInput.atten;
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float3 posToLightVec = lightInput.pos.xyz - worldPos * lightInput.pos.w;
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float distanceSqr = max(dot(posToLightVec, posToLightVec), 0.001);
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// normalized light dir
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lightDirection = half3(posToLightVec * rsqrt(distanceSqr));
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float u = (distanceSqr * attenuationParams.z) / attenuationParams.w;
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half lightAtten = tex2D(_AttenuationTexture, float2(u, 0.0)).a;
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lightAtten *= SpotAttenuation(lightInput.spotDir.xyz, lightDirection, attenuationParams);
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return lightAtten;
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}
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inline half ComputeMainLightAttenuation(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection)
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{
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#ifdef _MAIN_DIRECTIONAL_LIGHT
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// Light pos holds normalized light dir
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lightDirection = lightInput.pos;
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return 1.0;
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#else
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return ComputePixelLightAttenuation(lightInput, normal, worldPos, lightDirection);
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#endif
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}
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inline half3 LightingLambert(half3 diffuseColor, half3 lightDir, half3 normal, half atten)
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{
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half NdotL = saturate(dot(normal, lightDir));
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return diffuseColor * (NdotL * atten);
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}
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inline half3 LightingBlinnPhong(half3 diffuseColor, half4 specularGloss, half3 lightDir, half3 normal, half3 viewDir, half atten)
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{
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half NdotL = saturate(dot(normal, lightDir));
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half3 diffuse = diffuseColor * NdotL;
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half3 halfVec = normalize(lightDir + viewDir);
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half NdotH = saturate(dot(normal, halfVec));
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half3 specular = specularGloss.rgb * pow(NdotH, _Shininess * 128.0) * specularGloss.a;
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return (diffuse + specular) * atten;
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}
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half4 LightweightFragmentPBR(half4 lightmapUV, float3 positionWS, half3 normalWS, half3 tangentWS, half3 bitangentWS,
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half3 viewDirectionWS, half fogFactor, half3 albedo, half metallic, half3 specular, half smoothness,
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half3 normalTS, half ambientOcclusion, half3 emission, half alpha)
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{
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BRDFData brdfData;
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InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);
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half3 vertexNormal = normalWS;
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#if _NORMALMAP
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normalWS = TangentToWorldNormal(normalTS, tangentWS, bitangentWS, normalWS);
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#else
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normalWS = normalize(normalWS);
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#endif
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half3 reflectVec = reflect(-viewDirectionWS, normalWS);
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half roughness2 = brdfData.roughness * brdfData.roughness;
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UnityIndirect indirectLight = LightweightGI(lightmapUV, normalWS, reflectVec, ambientOcclusion, brdfData.perceptualRoughness);
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// PBS
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half fresnelTerm = Pow4(1.0 - saturate(dot(normalWS, viewDirectionWS)));
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half3 color = LightweightBRDFIndirect(brdfData, indirectLight, roughness2, fresnelTerm);
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half3 lightDirectionWS;
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LightInput light;
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INITIALIZE_MAIN_LIGHT(light);
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half lightAtten = ComputeMainLightAttenuation(light, normalWS, positionWS, lightDirectionWS);
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lightAtten *= LIGHTWEIGHT_SHADOW_ATTENUATION(positionWS, normalize(vertexNormal), _ShadowLightDirection.xyz);
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half NdotL = saturate(dot(normalWS, lightDirectionWS));
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half3 radiance = light.color * (lightAtten * NdotL);
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color += LightweightBDRF(brdfData, roughness2, normalWS, lightDirectionWS, viewDirectionWS) * radiance;
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#ifdef _ADDITIONAL_LIGHTS
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int pixelLightCount = min(_AdditionalLightCount.x, unity_LightIndicesOffsetAndCount.y);
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for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
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{
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LightInput light;
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INITIALIZE_LIGHT(light, lightIter);
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half lightAtten = ComputePixelLightAttenuation(light, normalWS, positionWS, lightDirectionWS);
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half NdotL = saturate(dot(normalWS, lightDirectionWS));
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half3 radiance = light.color * (lightAtten * NdotL);
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color += LightweightBDRF(brdfData, roughness2, normalWS, lightDirectionWS, viewDirectionWS) * radiance;
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}
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#endif
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color += emission;
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// Computes fog factor per-vertex
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ApplyFog(color, fogFactor);
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return OutputColor(color, alpha);
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}
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#endif
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