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247 行
8.7 KiB
247 行
8.7 KiB
#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED
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#define LIGHTWEIGHT_PASS_LIT_INCLUDED
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#include "LightweightCore.cginc"
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LightweightVertexOutput LitPassVertex(LightweightVertexInput v)
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{
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LightweightVertexOutput o = (LightweightVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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#ifdef LIGHTMAP_ON
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o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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o.hpos = UnityObjectToClipPos(v.vertex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.posWS.xyz = worldPos;
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half3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
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o.viewDir.xyz = viewDir;
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half3 normal = normalize(UnityObjectToWorldNormal(v.normal));
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#if _NORMALMAP
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half sign = v.tangent.w * unity_WorldTransformParams.w;
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half3 tangent = UnityObjectToWorldDir(v.tangent);
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half3 binormal = cross(normal, tangent) * sign;
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// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code
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o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x);
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o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y);
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o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z);
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#else
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o.normal = normal;
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#endif
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// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU
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//#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS)
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// half3 diffuse = half3(1.0, 1.0, 1.0);
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// // pixel lights shaded = min(pixelLights, perObjectLights)
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// // vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded
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// // Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights)
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// int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
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// int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y);
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// for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter)
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// {
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// int lightIndex = unity_4LightIndices0[lightIter];
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// LightInput lightInput;
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// INITIALIZE_LIGHT(lightInput, lightIndex);
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//
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// half3 lightDirection;
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// half atten = ComputeLightAttenuationVertex(lightInput, normal, worldPos, lightDirection);
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// o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, normal, atten);
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// }
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//#endif
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#if !defined(LIGHTMAP_ON)
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o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1)));
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#endif
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UNITY_TRANSFER_FOG(o, o.hpos);
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return o;
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}
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half4 LitPassFragment(LightweightVertexOutput i) : SV_Target
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{
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float2 uv = i.uv01.xy;
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float2 lightmapUV = i.uv01.zw;
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half4 albedoTex = tex2D(_MainTex, i.uv01.xy);
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half3 albedo = LIGHTWEIGHT_GAMMA_TO_LINEAR(albedoTex.rgb) * _Color.rgb;
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#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
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half alpha = _Color.a;
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#else
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half alpha = albedoTex.a * _Color.a;
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#endif
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#if defined(_ALPHATEST_ON)
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clip(alpha - _Cutoff);
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#endif
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half3 specColor;
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half smoothness;
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half oneMinusReflectivity;
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#ifdef _METALLIC_SETUP
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half3 diffColor = MetallicSetup(uv, albedo, alpha, specColor, smoothness, oneMinusReflectivity);
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#else
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half3 diffColor = SpecularSetup(uv, albedo, alpha, specColor, smoothness, oneMinusReflectivity);
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#endif
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diffColor = PreMultiplyAlpha(diffColor, alpha, oneMinusReflectivity, /*out*/ alpha);
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// Roughness is (1.0 - smoothness)²
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half perceptualRoughness = 1.0h - smoothness;
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half3 normal;
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NormalMap(i, normal);
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// TODO: shader keyword for occlusion
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// TODO: Reflection Probe blend support.
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half3 reflectVec = reflect(-i.viewDir.xyz, normal);
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half occlusion = Occlusion(uv);
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UnityIndirect indirectLight = LightweightGI(lightmapUV, i.fogCoord.yzw, reflectVec, occlusion, perceptualRoughness);
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// PBS
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// grazingTerm = F90
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half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity));
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half fresnelTerm = Pow4(1.0 - saturate(dot(normal, i.viewDir.xyz)));
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half3 color = LightweightBRDFIndirect(diffColor, specColor, indirectLight, perceptualRoughness * perceptualRoughness, grazingTerm, fresnelTerm);
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half3 lightDirection;
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#ifndef _MULTIPLE_LIGHTS
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LightInput light;
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INITIALIZE_MAIN_LIGHT(light);
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half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
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#ifdef _SHADOWS
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lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
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#endif
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half NdotL = saturate(dot(normal, lightDirection));
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half3 radiance = light.color * (lightAtten * NdotL);
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color += LightweightBDRF(diffColor, specColor, oneMinusReflectivity, perceptualRoughness, normal, lightDirection, i.viewDir.xyz) * radiance;
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#else
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#ifdef _SHADOWS
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half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
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#endif
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int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
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for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
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{
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LightInput light;
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int lightIndex = unity_4LightIndices0[lightIter];
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INITIALIZE_LIGHT(light, lightIndex);
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half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
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#ifdef _SHADOWS
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lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x));
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#endif
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half NdotL = saturate(dot(normal, lightDirection));
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half3 radiance = light.color * (lightAtten * NdotL);
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color += LightweightBDRF(diffColor, specColor, oneMinusReflectivity, perceptualRoughness, normal, lightDirection, i.viewDir.xyz) * radiance;
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}
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#endif
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color += Emission(uv);
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UNITY_APPLY_FOG(i.fogCoord, color);
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return OutputColor(color, alpha);
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}
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half4 LitPassFragmentSimple(LightweightVertexOutput i) : SV_Target
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{
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half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy);
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half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb;
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half alpha = diffuseAlpha.a * _Color.a;
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// Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff
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// due overdraw performance impact.
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#ifdef _ALPHATEST_ON
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clip(alpha - _Cutoff);
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#endif
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half3 normal;
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NormalMap(i, normal);
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half4 specularGloss;
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SpecularGloss(i.uv01.xy, alpha, specularGloss);
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half3 viewDir = i.viewDir.xyz;
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float3 worldPos = i.posWS.xyz;
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half3 lightDirection;
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#ifndef _MULTIPLE_LIGHTS
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LightInput lightInput;
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INITIALIZE_MAIN_LIGHT(lightInput);
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half lightAtten = ComputeLightAttenuation(lightInput, normal, worldPos, lightDirection);
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#ifdef _SHADOWS
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lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
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#endif
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#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
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half3 color = LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightInput.color;
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#else
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half3 color = LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightInput.color;
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#endif
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#else
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half3 color = half3(0, 0, 0);
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#ifdef _SHADOWS
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half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
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#endif
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int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
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for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
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{
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LightInput lightData;
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int lightIndex = unity_4LightIndices0[lightIter];
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INITIALIZE_LIGHT(lightData, lightIndex);
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half lightAtten = ComputeLightAttenuation(lightData, normal, worldPos, lightDirection);
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#ifdef _SHADOWS
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lightAtten *= max(shadowAttenuation, half(lightIndex != _ShadowData.x));
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#endif
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#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
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color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightData.color;
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#else
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color += LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightData.color;
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#endif
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}
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#endif // _MULTIPLE_LIGHTS
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#ifdef _EMISSION
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color += LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, i.uv01.xy).rgb) * _EmissionColor;
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#else
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color += _EmissionColor;
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#endif
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#if defined(LIGHTMAP_ON)
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color += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse;
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#endif
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#if defined(_VERTEX_LIGHTS) || !defined(LIGHTMAP_ON)
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color += i.fogCoord.yzw * diffuse;
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#endif
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#if _REFLECTION_CUBEMAP
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// TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection
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half3 reflectVec = reflect(-i.viewDir.xyz, normal);
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color += texCUBE(_Cube, reflectVec).rgb * specularGloss.rgb;
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#elif defined(_REFLECTION_PROBE)
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half3 reflectVec = reflect(-i.viewDir.xyz, normal);
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half4 reflectionProbe = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflectVec);
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color += reflectionProbe.rgb * (reflectionProbe.a * unity_SpecCube0_HDR.x) * specularGloss.rgb;
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#endif
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UNITY_APPLY_FOG(i.fogCoord, color);
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return OutputColor(color, alpha);
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};
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#endif
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