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229 行
7.4 KiB
229 行
7.4 KiB
#define DEBUG_CASCADES 0
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#define MAX_SHADOW_CASCADES 4
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#define MAX_LIGHTS 8
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#define INITIALIZE_LIGHT(light, lightIndex) \
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light.pos = globalLightPos[lightIndex]; \
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light.color = globalLightColor[lightIndex]; \
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light.atten = globalLightAtten[lightIndex]; \
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light.spotDir = globalLightSpotDir[lightIndex]
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struct LightInput
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{
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half4 pos;
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half4 color;
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half4 atten;
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half4 spotDir;
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};
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struct LowendVertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float3 texcoord : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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};
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struct v2f
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{
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float4 uv01 : TEXCOORD0; // uv01.xy: uv0, uv01.zw: uv1
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float3 posWS : TEXCOORD1;
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#if _NORMALMAP
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half3 tangentToWorld0 : TEXCOORD2; // tangentToWorld matrix
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half3 tangentToWorld1 : TEXCOORD3; // tangentToWorld matrix
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half3 tangentToWorld2 : TEXCOORD4; // tangentToWorld matrix
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#else
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half3 normal : TEXCOORD2;
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#endif
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half4 viewDir : TEXCOORD5; // xyz: viewDir
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UNITY_FOG_COORDS_PACKED(6, half4) // x: fogCoord, yzw: vertexColor
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#ifndef _SHADOW_CASCADES
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float4 shadowCoord : TEXCOORD7;
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#endif
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float4 hpos : SV_POSITION;
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};
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// The variables are very similar to built-in unity_LightColor, unity_LightPosition,
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// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here
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// we use world space positions instead of view space.
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half4 globalLightColor[MAX_LIGHTS];
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float4 globalLightPos[MAX_LIGHTS];
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half4 globalLightSpotDir[MAX_LIGHTS];
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half4 globalLightAtten[MAX_LIGHTS];
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int4 globalLightCount; // x: pixelLightCount, y = totalLightCount (pixel + vert)
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sampler2D_float _ShadowMap;
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float _PCFKernel[8];
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half4x4 _WorldToShadow[MAX_SHADOW_CASCADES];
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float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES];
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half _Shininess;
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samplerCUBE _Cube;
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half4 _ReflectColor;
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inline void NormalMap(v2f i, out half3 normal)
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{
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#if _NORMALMAP
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half3 normalmap = UnpackNormal(tex2D(_BumpMap, i.uv01.xy));
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// glsl compiler will generate underperforming code by using a row-major pre multiplication matrix: mul(normalmap, i.tangentToWorld)
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// i.tangetToWorld was initialized as column-major in vs and here dot'ing individual for better performance.
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// The code below is similar to post multiply: mul(i.tangentToWorld, normalmap)
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normal = half3(dot(normalmap, i.tangentToWorld0), dot(normalmap, i.tangentToWorld1), dot(normalmap, i.tangentToWorld2));
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#else
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normal = normalize(i.normal);
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#endif
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}
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inline void SpecularGloss(half3 diffuse, half alpha, out half4 specularGloss)
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{
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#ifdef _SHARED_SPECULAR_DIFFUSE
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specularGloss.rgb = diffuse;
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specularGloss.a = alpha;
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#elif defined(_SHARED_SPECULAR_DIFFUSE)
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#if _GLOSSINESS_FROM_BASE_ALPHA
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specularGloss.rgb = tex2D(_SpecGlossMap, i.uv01.xy) * _SpecColor;
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specularGloss.a = alpha;
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#else
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specularGloss = tex2D(_SpecGlossMap, i.uv01.xy) * _SpecColor;
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#endif
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#else
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#if _GLOSSINESS_FROM_BASE_ALPHA
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specularGloss.rgb = _SpecColor;
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specularGloss.a = alpha;
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#else
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specularGloss = _SpecColor;
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#endif
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#endif
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}
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inline void Emission(v2f i, out half3 emission)
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{
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#ifdef _EMISSION_MAP
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emission = tex2D(_EmissionMap, i.uv01.xy) * _EmissionColor;
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#else
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emission = _EmissionColor;
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#endif
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}
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inline void Indirect(v2f i, half3 diffuse, half3 normal, half glossiness, out half3 indirect)
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{
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#ifdef LIGHTMAP_ON
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indirect = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) * diffuse;
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#else
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indirect = i.fogCoord.yzw * diffuse;
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#endif
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// TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection
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#ifdef _CUBEMAP_REFLECTION
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half3 reflectVec = reflect(-i.viewDir.xyz, normal);
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half3 indirectSpecular = texCUBE(_Cube, reflectVec) * _ReflectColor * glossiness;
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indirect += indirectSpecular;
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#endif
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}
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half4 OutputColor(half3 color, half alpha)
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{
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#ifdef _ALPHABLEND_ON
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return half4(color, alpha);
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#else
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return half4(color, 1);
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#endif
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}
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inline half ComputeCascadeIndex(float3 wpos)
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{
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float3 fromCenter0 = wpos.xyz - _DirShadowSplitSpheres[0].xyz;
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float3 fromCenter1 = wpos.xyz - _DirShadowSplitSpheres[1].xyz;
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float3 fromCenter2 = wpos.xyz - _DirShadowSplitSpheres[2].xyz;
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float3 fromCenter3 = wpos.xyz - _DirShadowSplitSpheres[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 = _DirShadowSplitSpheres[0].w;
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vDirShadowSplitSphereSqRadii.y = _DirShadowSplitSpheres[1].w;
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vDirShadowSplitSphereSqRadii.z = _DirShadowSplitSpheres[2].w;
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vDirShadowSplitSphereSqRadii.w = _DirShadowSplitSpheres[3].w;
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fixed4 weights = fixed4(distances2 < vDirShadowSplitSphereSqRadii);
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weights.yzw = saturate(weights.yzw - weights.xyz);
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return 4 - dot(weights, fixed4(4, 3, 2, 1));
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}
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inline half ShadowAttenuation(half3 shadowCoord)
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{
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if (shadowCoord.x <= 0 || shadowCoord.x >= 1 || shadowCoord.y <= 0 || shadowCoord.y >= 1)
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return 1;
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half depth = tex2D(_ShadowMap, shadowCoord).r;
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#if defined(UNITY_REVERSED_Z)
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return step(depth, shadowCoord.z);
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#else
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return step(shadowCoord.z, depth);
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#endif
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}
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inline half ShadowPCF(half3 shadowCoord)
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{
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// TODO: simulate textureGatherOffset not available, simulate it
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half2 offset = half2(0, 0);
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half attenuation = ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[0], _PCFKernel[1]) + offset, shadowCoord.z)) +
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ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[2], _PCFKernel[3]) + offset, shadowCoord.z)) +
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ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[4], _PCFKernel[5]) + offset, shadowCoord.z)) +
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ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[6], _PCFKernel[7]) + offset, shadowCoord.z));
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return attenuation * 0.25;
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}
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inline half3 EvaluateOneLight(LightInput lightInput, half3 diffuseColor, half4 specularGloss, half3 normal, float3 posWorld, half3 viewDir)
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{
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float3 posToLight = lightInput.pos.xyz;
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posToLight -= posWorld * lightInput.pos.w;
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float distanceSqr = max(dot(posToLight, posToLight), 0.001);
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float lightAtten = 1.0 / (1.0 + distanceSqr * lightInput.atten.z);
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half3 lightDir = posToLight * rsqrt(distanceSqr);
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half SdotL = saturate(dot(lightInput.spotDir.xyz, lightDir));
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lightAtten *= saturate((SdotL - lightInput.atten.x) / lightInput.atten.y);
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half cutoff = step(distanceSqr, lightInput.atten.w);
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lightAtten *= cutoff;
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half NdotL = saturate(dot(normal, lightDir));
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half3 halfVec = normalize(lightDir + viewDir);
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half NdotH = saturate(dot(normal, halfVec));
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half3 lightColor = lightInput.color.rgb * lightAtten;
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half3 diffuse = diffuseColor * lightColor * NdotL;
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#if defined(_SHARED_SPECULAR_DIFFUSE) || defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
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half3 specular = specularGloss.rgb * lightColor * pow(NdotH, _Shininess * 128.0) * specularGloss.a;
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return diffuse + specular;
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#else
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return diffuse;
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#endif
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}
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inline half ComputeShadowAttenuation(v2f i)
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{
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half4 shadowCoord;
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#ifndef _SHADOW_CASCADES
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shadowCoord = i.shadowCoord;
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#else
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int cascadeIndex = ComputeCascadeIndex(i.posWS);
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if (cascadeIndex < 4)
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shadowCoord = mul(_WorldToShadow[cascadeIndex], half4(i.posWS, 1.0));
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else
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return 1.0;
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#endif
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shadowCoord.xyz /= shadowCoord.w;
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shadowCoord.z = saturate(shadowCoord.z);
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#ifdef SOFT_SHADOWS
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return ShadowPCF(shadowCoord.xyz);
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#else
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return ShadowAttenuation(shadowCoord.xyz);
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#endif
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}
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