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#ifndef LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#define LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#include "LightweightInput.cginc"
#include "LightweightLighting.cginc"
#include "LightweightShadows.cginc"
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
#define LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
#endif
#define kDieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
half SpecularReflectivity(half3 specular)
{
#if (SHADER_TARGET < 30)
// SM2.0: instruction count limitation
// SM2.0: simplified SpecularStrength
return specular.r; // Red channel - because most metals are either monocrhome or with redish/yellowish tint
#else
return max(max(specular.r, specular.g), specular.b);
#endif
}
inline void InitializeSurfaceData(LightweightVertexOutput i, out SurfaceData outSurfaceData)
{
float2 uv = i.uv01.xy;
half4 albedoAlpha = tex2D(_MainTex, uv);
outSurfaceData.albedo = LIGHTWEIGHT_GAMMA_TO_LINEAR(albedoAlpha.rgb) * _Color.rgb;
outSurfaceData.alpha = Alpha(albedoAlpha.a);
outSurfaceData.metallicSpecGloss = MetallicSpecGloss(uv, albedoAlpha);
outSurfaceData.normalWorld = Normal(i);
outSurfaceData.ao = OcclusionLW(uv);
outSurfaceData.emission = EmissionLW(uv);
}
inline void InitializeBRDFData(SurfaceData surfaceData, out BRDFData outBRDFData)
{
// BRDF SETUP
#ifdef _METALLIC_SETUP
half2 metallicGloss = surfaceData.metallicSpecGloss.ra;
half metallic = metallicGloss.r;
half smoothness = metallicGloss.g;
// We'll need oneMinusReflectivity, so
// 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic)
// store (1-dielectricSpec) in kDieletricSpec.a, then
// 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) =
// = alpha - metallic * alpha
half oneMinusDielectricSpec = kDieletricSpec.a;
half oneMinusReflectivity = oneMinusDielectricSpec - metallic * oneMinusDielectricSpec;
half reflectivity = 1.0 - oneMinusReflectivity;
outBRDFData.diffuse = surfaceData.albedo * oneMinusReflectivity;
outBRDFData.specular = lerp(kDieletricSpec.rgb, surfaceData.albedo, metallic);
#else
half3 specular = surfaceData.metallicSpecGloss.rgb;
half smoothness = surfaceData.metallicSpecGloss.a;
half reflectivity = SpecularReflectivity(specular);
outBRDFData.diffuse = surfaceData.albedo * (half3(1.0h, 1.0h, 1.0h) - specular);
outBRDFData.specular = specular;
#endif
outBRDFData.grazingTerm = saturate(smoothness + reflectivity);
outBRDFData.perceptualRoughness = 1.0h - smoothness;
outBRDFData.roughness = outBRDFData.perceptualRoughness * outBRDFData.perceptualRoughness;
#ifdef _ALPHAPREMULTIPLY_ON
half alpha = surfaceData.alpha;
outBRDFData.diffuse *= alpha;
surfaceData.alpha = reflectivity + alpha * (1.0 - reflectivity);
#endif
}
half4 OutputColor(half3 color, half alpha)
{
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
return LIGHTWEIGHT_LINEAR_TO_GAMMA(half4(color, alpha));
#else
return half4(LIGHTWEIGHT_LINEAR_TO_GAMMA(color), 1);
#endif
}
#endif