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#ifndef UNITY_ENTITY_LIGHTING_INCLUDED
#define UNITY_ENTITY_LIGHTING_INCLUDED
#include "common.hlsl"
// TODO: Check if PI is correctly handled!
// Ref: "Efficient Evaluation of Irradiance Environment Maps" from ShaderX 2
float3 SHEvalLinearL0L1(float3 N, float4 shAr, float4 shAg, float4 shAb)
{
float4 vA = float4(N, 1.0);
float3 x1;
// Linear (L1) + constant (L0) polynomial terms
x1.r = dot(shAr, vA);
x1.g = dot(shAg, vA);
x1.b = dot(shAb, vA);
return x1;
}
float3 SHEvalLinearL2(float3 N, float4 shBr, float4 shBg, float4 shBb, float4 shC)
{
float3 x2;
// 4 of the quadratic (L2) polynomials
float4 vB = N.xyzz * N.yzzx;
x2.r = dot(shBr, vB);
x2.g = dot(shBg, vB);
x2.b = dot(shBb, vB);
// Final (5th) quadratic (L2) polynomial
float vC = N.x * N.x - N.y * N.y;
float3 x3 = shC.rgb * vC;
return x2 + x3;
}
float3 SampleSH9(float4 SHCoefficients[7], float3 N)
{
float4 shAr = SHCoefficients[0];
float4 shAg = SHCoefficients[1];
float4 shAb = SHCoefficients[2];
float4 shBr = SHCoefficients[3];
float4 shBg = SHCoefficients[4];
float4 shBb = SHCoefficients[5];
float4 shCr = SHCoefficients[6];
// Linear + constant polynomial terms
float3 res = SHEvalLinearL0L1(N, shAr, shAg, shAb);
// Quadratic polynomials
res += SHEvalLinearL2(N, shBr, shBg, shBb, shCr);
return res;
}
// This sample a 3D volume storing SH
// Volume is store as 3D texture with 4 R, G, B, X set of 4 coefficient store atlas in same 3D texture. X unused.
// TODO: the packing here is innefficient as we will fetch values far away from each other and they may not fit into the cache
// Suggest we pack only RGB not X and continuous
float3 SampleProbeVolumeSH4(TEXTURE3D_ARGS(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float4x4 WorldToTexture, float texelSizeX)
{
float3 texCoord = mul(WorldToTexture, float4(positionWS, 1.0)).xyz;
// Each component is store in the same texture 3D. Each use one quater on the x axis
// Here we get R component then increase by step size (0.25) to get other component. This assume 4 component
// but last one is not used.
// Clamp to edge of the "internal" texture, as R is from half texel to size of R texture minus half texel.
// This avoid leaking
texCoord.x = Clamp(texCoord.x * 0.25, 0.5 * texelSizeX, 0.25 - 0.5 * texelSizeX);
float4 shAr = SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord);
texCoord.x += 0.25;
float4 shAg = SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord);
texCoord.x += 0.25;
float4 shAb = SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord);
return SHEvalLinearL0L1(normalWS, shAr, shAg, shAb);
}
// Following functions are to sample enlighten lightmaps (or lightmaps encoded the same way as our
// enlighten implementation). They assume use of RGB9E5 for illuminance map.
// It is required for other platform that aren't supporting this format to implement variant of these functions
// (But these kind of platform should use regular render loop and not news shaders).
float3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform)
{
// transform is scale and bias
uv = uv * transform.xy + transform.zw;
// Remark: Lightmap is RGB9E5
return SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb;
}
float3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS)
{
// In directional mode Enlighten bakes dominant light direction
// in a way, that using it for half Lambert and then dividing by a "rebalancing coefficient"
// gives a result close to plain diffuse response lightmaps, but normalmapped.
// Note that dir is not unit length on purpose. Its length is "directionality", like
// for the directional specular lightmaps.
// transform is scale and bias
uv = uv * transform.xy + transform.zw;
float4 direction = SAMPLE_TEXTURE2D(lightmapDirTex, lightmapDirSampler, uv);
// Remark: Lightmap is RGB9E5
float3 illuminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb;
float halfLambert = dot(normalWS, direction.xyz - 0.5) + 0.5;
return illuminance * halfLambert / max(1e-4, direction.w);
}
#endif // UNITY_ENTITY_LIGHTING_INCLUDED