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// In unity we can have a mix of fully baked lightmap (static lightmap) + enlighten realtime lightmap (dynamic lightmap)
// for each case we can have directional lightmap or not.
// Else we have lightprobe for dynamic/moving entity. Either SH9 per object lightprobe or SH4 per pixel per object volume probe
float3 SampleBakedGI(float3 positionWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap)
{
// If there is no lightmap, it assume lightprobe
#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
// TODO: Confirm with Ionut but it seems that UNITY_LIGHT_PROBE_PROXY_VOLUME is always define for high end and
// unity_ProbeVolumeParams always bind.
if (unity_ProbeVolumeParams.x == 0.0)
{
// TODO: pass a tab of coefficient instead!
float4 SHCoefficients[7];
SHCoefficients[0] = unity_SHAr;
SHCoefficients[1] = unity_SHAg;
SHCoefficients[2] = unity_SHAb;
SHCoefficients[3] = unity_SHBr;
SHCoefficients[4] = unity_SHBg;
SHCoefficients[5] = unity_SHBb;
SHCoefficients[6] = unity_SHC;
return SampleSH9(SHCoefficients, normalWS);
}
else
{
// TODO: Move all this to C++!
float4x4 identity = 0;
identity._m00_m11_m22_m33 = 1.0;
float4x4 WorldToTexture = (unity_ProbeVolumeParams.y == 1.0f) ? unity_ProbeVolumeWorldToObject : identity;
float4x4 translation = identity;
translation._m30_m31_m32 = -unity_ProbeVolumeMin.xyz;
float4x4 scale = 0;
scale._m00_m11_m22_m33 = float4(unity_ProbeVolumeSizeInv.xyz, 1.0);
WorldToTexture = mul(mul(scale, translation), WorldToTexture);
return SampleProbeVolumeSH4(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionWS, normalWS, WorldToTexture, unity_ProbeVolumeParams.z);
}
#else
float3 bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
#ifdef LIGHTMAP_ON
#ifdef DIRLIGHTMAP_COMBINED
bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap),
TEXTURE2D_PARAM(unity_LightmapInd, samplerunity_Lightmap),
uvStaticLightmap, unity_LightmapST, normalWS, true);
#else
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), uvStaticLightmap, unity_LightmapST, true);
#endif
#endif
#ifdef DYNAMICLIGHTMAP_ON
#ifdef DIRLIGHTMAP_COMBINED
bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap),
TEXTURE2D_PARAM(unity_DynamicDirectionality, samplerunity_DynamicLightmap),
uvDynamicLightmap, unity_DynamicLightmapST, normalWS, false);
#else
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap), uvDynamicLightmap, unity_DynamicLightmapST, false);
#endif
#endif
return bakeDiffuseLighting;
#endif
}
float2 CalculateVelocity(float4 positionCS, float4 previousPositionCS)
{
// This test on define is required to remove warning of divide by 0 when initializing empty struct
// TODO: Add forward opaque MRT case...
#if (SHADERPASS == SHADERPASS_VELOCITY) || (SHADERPASS == SHADERPASS_GBUFFER && SHADEROPTIONS_VELOCITY_IN_GBUFFER)
// Encode velocity
positionCS.xy = positionCS.xy / positionCS.w;
previousPositionCS.xy = previousPositionCS.xy / previousPositionCS.w;
return (positionCS.xy - previousPositionCS.xy) * _ForceNoMotion;
#else
return float2(0.0, 0.0);
#endif
}