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#ifndef __LIGHTINGTEMPLATE_H__
#define __LIGHTINGTEMPLATE_H__
#include "UnityCG.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
uniform uint g_nNumDirLights;
//---------------------------------------------------------------------------------------------------------------------------------------------------------
// TODO: clean up.. -va
#define MAX_SHADOW_LIGHTS 10
#define MAX_SHADOWMAP_PER_LIGHT 6
#define MAX_DIRECTIONAL_SPLIT 4
#define CUBEMAPFACE_POSITIVE_X 0
#define CUBEMAPFACE_NEGATIVE_X 1
#define CUBEMAPFACE_POSITIVE_Y 2
#define CUBEMAPFACE_NEGATIVE_Y 3
#define CUBEMAPFACE_POSITIVE_Z 4
#define CUBEMAPFACE_NEGATIVE_Z 5
CBUFFER_START(ShadowLightData)
float4 g_vShadow3x3PCFTerms0;
float4 g_vShadow3x3PCFTerms1;
float4 g_vShadow3x3PCFTerms2;
float4 g_vShadow3x3PCFTerms3;
float4 g_vDirShadowSplitSpheres[MAX_DIRECTIONAL_SPLIT];
float4x4 g_matWorldToShadow[MAX_SHADOW_LIGHTS * MAX_SHADOWMAP_PER_LIGHT];
CBUFFER_END
//---------------------------------------------------------------------------------------------------------------------------------------------------------
//UNITY_DECLARE_TEX2D(_LightTextureB0);
sampler2D _LightTextureB0;
UNITY_DECLARE_TEX2DARRAY(_spotCookieTextures);
UNITY_DECLARE_TEXCUBEARRAY(_pointCookieTextures);
StructuredBuffer<DirectionalLight> g_dirLightData;
#define DECLARE_SHADOWMAP( tex ) Texture2D tex; SamplerComparisonState sampler##tex
#define SAMPLE_SHADOW( tex, coord ) tex.SampleCmpLevelZero( sampler##tex, (coord).xy, (coord).z )
DECLARE_SHADOWMAP(g_tShadowBuffer);
float ComputeShadow_PCF_3x3_Gaussian(float3 vPositionWs, float4x4 matWorldToShadow)
{
float4 vPositionTextureSpace = mul(float4(vPositionWs.xyz, 1.0), matWorldToShadow);
vPositionTextureSpace.xyz /= vPositionTextureSpace.w;
float2 shadowMapCenter = vPositionTextureSpace.xy;
if ((shadowMapCenter.x < 0.0f) || (shadowMapCenter.x > 1.0f) || (shadowMapCenter.y < 0.0f) || (shadowMapCenter.y > 1.0f))
return 1.0f;
float objDepth = saturate(257.0 / 256.0 - vPositionTextureSpace.z);
float4 v20Taps;
v20Taps.x = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1
v20Taps.y = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1
v20Taps.z = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1
v20Taps.w = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1
float flSum = dot(v20Taps.xyzw, float4(0.25, 0.25, 0.25, 0.25));
if ((flSum == 0.0) || (flSum == 1.0))
return flSum;
flSum *= g_vShadow3x3PCFTerms0.x * 4.0;
float4 v33Taps;
v33Taps.x = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0
v33Taps.y = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0
v33Taps.z = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1
v33Taps.w = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1
flSum += dot(v33Taps.xyzw, g_vShadow3x3PCFTerms0.yyyy);
flSum += SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z;
return flSum;
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------
/**
* Gets the cascade weights based on the world position of the fragment and the positions of the split spheres for each cascade.
* Returns an invalid split index if past shadowDistance (ie 4 is invalid for cascade)
*/
float GetSplitSphereIndexForDirshadows(float3 wpos)
{
float3 fromCenter0 = wpos.xyz - g_vDirShadowSplitSpheres[0].xyz;
float3 fromCenter1 = wpos.xyz - g_vDirShadowSplitSpheres[1].xyz;
float3 fromCenter2 = wpos.xyz - g_vDirShadowSplitSpheres[2].xyz;
float3 fromCenter3 = wpos.xyz - g_vDirShadowSplitSpheres[3].xyz;
float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
float4 vDirShadowSplitSphereSqRadii;
vDirShadowSplitSphereSqRadii.x = g_vDirShadowSplitSpheres[0].w;
vDirShadowSplitSphereSqRadii.y = g_vDirShadowSplitSpheres[1].w;
vDirShadowSplitSphereSqRadii.z = g_vDirShadowSplitSpheres[2].w;
vDirShadowSplitSphereSqRadii.w = g_vDirShadowSplitSpheres[3].w;
fixed4 weights = float4(distances2 < vDirShadowSplitSphereSqRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return 4 - dot(weights, float4(4, 3, 2, 1));
}
float SampleShadow(uint type, float3 vPositionWs, float3 vPositionToLightDirWs, uint lightIndex)
{
float flShadowScalar = 1.0;
int shadowSplitIndex = 0;
if (type == DIRECTIONAL_LIGHT)
{
shadowSplitIndex = GetSplitSphereIndexForDirshadows(vPositionWs);
}
else if (type == SPHERE_LIGHT)
{
float3 absPos = abs(vPositionToLightDirWs);
shadowSplitIndex = (vPositionToLightDirWs.z > 0) ? CUBEMAPFACE_NEGATIVE_Z : CUBEMAPFACE_POSITIVE_Z;
if (absPos.x > absPos.y)
{
if (absPos.x > absPos.z)
{
shadowSplitIndex = (vPositionToLightDirWs.x > 0) ? CUBEMAPFACE_NEGATIVE_X : CUBEMAPFACE_POSITIVE_X;
}
}
else
{
if (absPos.y > absPos.z)
{
shadowSplitIndex = (vPositionToLightDirWs.y > 0) ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y;
}
}
}
flShadowScalar = ComputeShadow_PCF_3x3_Gaussian(vPositionWs.xyz, g_matWorldToShadow[lightIndex * MAX_SHADOWMAP_PER_LIGHT + shadowSplitIndex]);
return flShadowScalar;
}
float3 ExecuteLightList(uint start, uint numLights, float3 vP, float3 vPw, float3 Vworld)
{
UnityIndirect ind;
UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
ind.diffuse = 0;
ind.specular = 0;
float3 ints = 0;
for (int i = 0; i < g_nNumDirLights; i++)
{
DirectionalLight lightData = g_dirLightData[i];
float atten = 1;
[branch]
if (lightData.shadowLightIndex != 0xffffffff)
{
float shadowScalar = SampleShadow(DIRECTIONAL_LIGHT, vPw, 0, lightData.shadowLightIndex);
atten *= shadowScalar;
}
UnityLight light;
light.color.xyz = lightData.color.xyz * atten;
light.dir.xyz = mul((float3x3) g_mViewToWorld, -lightData.lightAxisZ).xyz;
ints += EvalMaterial(light, ind);
}
uint l=0;
// don't need the outer loop since the lights are sorted by volume type
//while(l<numLights)
if(numLights>0)
{
uint uIndex = l<numLights ? FetchIndex(start, l) : 0;
uint uLgtType = l<numLights ? g_vLightData[uIndex].lightType : 0;
// specialized loop for spot lights
while(l<numLights && uLgtType==SPOT_LIGHT)
{
SFiniteLightData lgtDat = g_vLightData[uIndex];
float3 vLp = lgtDat.lightPos.xyz;
float3 toLight = vLp - vP;
float dist = length(toLight);
float3 vL = toLight / dist;
float attLookUp = dist*lgtDat.recipRange; attLookUp *= attLookUp;
float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
// spot attenuation
const float fProjVec = -dot(vL, lgtDat.lightAxisZ.xyz); // spotDir = lgtDat.lightAxisZ.xyz
float2 cookCoord = (-lgtDat.cotan)*float2( dot(vL, lgtDat.lightAxisX.xyz), dot(vL, lgtDat.lightAxisY.xyz) ) / fProjVec;
const bool bHasCookie = (lgtDat.flags&IS_CIRCULAR_SPOT_SHAPE)==0; // all square spots have cookies
float d0 = 0.65;
float4 angularAtt = float4(1,1,1,smoothstep(0.0, 1.0-d0, 1.0-length(cookCoord)));
[branch]if(bHasCookie)
{
cookCoord = cookCoord*0.5 + 0.5;
angularAtt = UNITY_SAMPLE_TEX2DARRAY_LOD(_spotCookieTextures, float3(cookCoord, lgtDat.sliceIndex), 0.0);
}
atten *= angularAtt.w*(fProjVec>0.0); // finally apply this to the dist att.
const bool bHasShadow = (lgtDat.flags&HAS_SHADOW)!=0;
[branch]if(bHasShadow)
{
float shadowScalar = SampleShadow(SPOT_LIGHT, vPw, 0, lgtDat.shadowLightIndex);
atten *= shadowScalar;
}
UnityLight light;
light.color.xyz = lgtDat.color.xyz*atten*angularAtt.xyz;
light.dir.xyz = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
ints += EvalMaterial(light, ind);
++l; uIndex = l<numLights ? FetchIndex(start, l) : 0;
uLgtType = l<numLights ? g_vLightData[uIndex].lightType : 0;
}
// specialized loop for sphere lights
while(l<numLights && uLgtType==SPHERE_LIGHT)
{
SFiniteLightData lgtDat = g_vLightData[uIndex];
float3 vLp = lgtDat.lightPos.xyz;
float3 toLight = vLp - vP;
float dist = length(toLight);
float3 vL = toLight / dist;
float3 vLw = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
float attLookUp = dist*lgtDat.recipRange; attLookUp *= attLookUp;
float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
float4 cookieColor = float4(1,1,1,1);
const bool bHasCookie = (lgtDat.flags&HAS_COOKIE_TEXTURE)!=0;
[branch]if(bHasCookie)
{
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
cookieColor = UNITY_SAMPLE_TEXCUBEARRAY_LOD(_pointCookieTextures, float4(cookieCoord, lgtDat.sliceIndex), 0.0);
atten *= cookieColor.w;
}
const bool bHasShadow = (lgtDat.flags&HAS_SHADOW)!=0;
[branch]if(bHasShadow)
{
float shadowScalar = SampleShadow(SPHERE_LIGHT, vPw, vLw, lgtDat.shadowLightIndex);
atten *= shadowScalar;
}
UnityLight light;
light.color.xyz = lgtDat.color.xyz*atten*cookieColor.xyz;
light.dir.xyz = vLw;
ints += EvalMaterial(light, ind);
++l; uIndex = l<numLights ? FetchIndex(start, l) : 0;
uLgtType = l<numLights ? g_vLightData[uIndex].lightType : 0;
}
//if(uLgtType!=SPOT_LIGHT && uLgtType!=SPHERE_LIGHT) ++l;
}
return ints;
}
#endif