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251 行
7.9 KiB
251 行
7.9 KiB
#ifndef __LIGHTINGTEMPLATE_H__
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#define __LIGHTINGTEMPLATE_H__
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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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uniform uint g_nNumDirLights;
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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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// The function of the shader library are stateless, no uniform decalare in it.
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// Any function that require an explicit precision, use float or half qualifier, when the function can support both, it use real (see below)
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// If a function require to have both a half and a float version, then both need to be explicitly define
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#ifndef real
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#ifdef SHADER_API_MOBILE
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#define real half
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#define real2 half2
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#define real3 half3
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#define real4 half4
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#define real2x2 half2x2
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#define real2x3 half2x3
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#define real3x2 half3x2
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#define real3x3 half3x3
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#define real3x4 half3x4
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#define real4x3 half4x3
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#define real4x4 half4x4
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#define REAL_MIN HALF_MIN
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#define REAL_MAX HALF_MAX
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#define TEMPLATE_1_REAL TEMPLATE_1_HALF
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#define TEMPLATE_2_REAL TEMPLATE_2_HALF
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#define TEMPLATE_3_REAL TEMPLATE_3_HALF
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#else
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#define real float
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#define real2 float2
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#define real3 float3
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#define real4 float4
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#define real2x2 float2x2
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#define real2x3 float2x3
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#define real3x2 float3x2
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#define real3x3 float3x3
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#define real3x4 float3x4
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#define real4x3 float4x3
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#define real4x4 float4x4
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#define REAL_MIN FLT_MIN
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#define REAL_MAX FLT_MAX
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#define TEMPLATE_1_REAL TEMPLATE_1_FLT
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#define TEMPLATE_2_REAL TEMPLATE_2_FLT
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#define TEMPLATE_3_REAL TEMPLATE_3_FLT
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#endif // SHADER_API_MOBILE
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#endif // #ifndef real
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#if defined(SHADER_API_D3D11)
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# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
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#elif defined(SHADER_API_PSSL)
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# include "CoreRP/ShaderLibrary/API/PSSL.hlsl"
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#elif defined(SHADER_API_XBOXONE)
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# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
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# include "CoreRP/ShaderLibrary/API/D3D11_1.hlsl"
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#elif defined(SHADER_API_METAL)
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# include "CoreRP/ShaderLibrary/API/Metal.hlsl"
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#else
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# error unsupported shader api
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#endif
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#include "CoreRP/ShaderLibrary/API/Validate.hlsl"
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#include "Shadow.hlsl"
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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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//UNITY_DECLARE_TEX2D(_LightTextureB0);
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sampler2D _LightTextureB0;
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UNITY_DECLARE_TEX2DARRAY(_spotCookieTextures);
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UNITY_DECLARE_ABSTRACT_CUBE_ARRAY(_pointCookieTextures);
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StructuredBuffer<DirectionalLight> g_dirLightData;
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float3 ExecuteLightList(uint start, uint numLights, float3 vP, float3 vPw, float3 Vworld)
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{
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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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ShadowContext shadowContext = InitShadowContext();
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float3 ints = 0;
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for (int i = 0; i < g_nNumDirLights; 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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UnityLight light;
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light.dir.xyz = mul((float3x3) g_mViewToWorld, -lightData.lightAxisZ).xyz;
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int shadowIdx = asint(lightData.shadowLightIndex);
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[branch]
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if (shadowIdx >= 0)
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{
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float shadow = GetDirectionalShadowAttenuation(shadowContext, vPw, 0.0.xxx, shadowIdx, normalize(light.dir.xyz));
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atten *= shadow;
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}
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light.color.xyz = lightData.color.xyz * atten;
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ints += EvalMaterial(light, ind);
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}
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uint l=0;
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// don't need the outer loop since the lights are sorted by volume type
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//while(l<numLights)
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if(numLights>0)
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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].lightType : 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.lightPos.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.recipRange; 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.lightAxisZ.xyz); // spotDir = lgtDat.lightAxisZ.xyz
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float2 cookCoord = (-lgtDat.cotan)*float2( dot(vL, lgtDat.lightAxisX.xyz), dot(vL, lgtDat.lightAxisY.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.sliceIndex), 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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UnityLight light;
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light.dir.xyz = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
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int shadowIdx = asint(lgtDat.shadowLightIndex);
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[branch]
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if (shadowIdx >= 0)
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{
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float shadow = GetPunctualShadowAttenuation(shadowContext, vPw, 0.0.xxx, shadowIdx, float4(normalize(light.dir.xyz), dist));
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atten *= shadow;
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}
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light.color.xyz = lgtDat.color.xyz*atten*angularAtt.xyz;
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ints += EvalMaterial(light, ind);
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++l; uIndex = l<numLights ? FetchIndex(start, l) : 0;
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uLgtType = l<numLights ? g_vLightData[uIndex].lightType : 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.lightPos.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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float3 vLw = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
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float attLookUp = dist*lgtDat.recipRange; attLookUp *= attLookUp;
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float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
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float4 cookieColor = float4(1,1,1,1);
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const bool bHasCookie = (lgtDat.flags&HAS_COOKIE_TEXTURE)!=0;
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[branch]if(bHasCookie)
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{
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float3 cookieCoord = -float3(dot(vL, lgtDat.lightAxisX.xyz), dot(vL, lgtDat.lightAxisY.xyz), dot(vL, lgtDat.lightAxisZ.xyz)); // negate to make vL a fromLight vector
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cookieColor = UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(_pointCookieTextures, float4(cookieCoord, lgtDat.sliceIndex), 0.0);
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atten *= cookieColor.w;
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}
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int shadowIdx = asint(lgtDat.shadowLightIndex);
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[branch]
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if (shadowIdx >= 0)
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{
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float shadow = GetPunctualShadowAttenuation(shadowContext, vPw, 0.0.xxx, shadowIdx, float4(vLw, dist));
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atten *= shadow;
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}
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UnityLight light;
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light.color.xyz = lgtDat.color.xyz*atten*cookieColor.xyz;
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light.dir.xyz = vLw;
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ints += EvalMaterial(light, ind);
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++l; uIndex = l<numLights ? FetchIndex(start, l) : 0;
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uLgtType = l<numLights ? g_vLightData[uIndex].lightType : 0;
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}
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//if(uLgtType!=SPOT_LIGHT && uLgtType!=SPHERE_LIGHT) ++l;
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}
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return ints;
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}
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#endif
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