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473 行
18 KiB
473 行
18 KiB
#ifndef UNITY_STANDARD_FORWARD_MOBILE_INCLUDED
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#define UNITY_STANDARD_FORWARD_MOBILE_INCLUDED
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// NOTE: had to split shadow functions into separate file,
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// otherwise compiler gives trouble with LIGHTING_COORDS macro (in UnityStandardCore.cginc)
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#include "UnityStandardConfig.cginc"
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#include "UnityStandardCore.cginc"
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#include "OnTileShaderBase.h"
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#include "../../fptl/LightDefinitions.cs.hlsl"
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// todo: put this is LightDefinitions common file
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#define MAX_LIGHTS 100
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#define CUBEMAPFACE_POSITIVE_X 0
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#define CUBEMAPFACE_NEGATIVE_X 1
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#define CUBEMAPFACE_POSITIVE_Y 2
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#define CUBEMAPFACE_NEGATIVE_Y 3
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#define CUBEMAPFACE_POSITIVE_Z 4
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#define CUBEMAPFACE_NEGATIVE_Z 5
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#if defined(SHADER_API_D3D11)
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# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
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#elif defined(SHADER_API_PSSL)
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# include "CoreRP/ShaderLibrary/API/PSSL.hlsl"
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#elif defined(SHADER_API_XBOXONE)
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# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
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# include "CoreRP/ShaderLibrary/API/D3D11_1.hlsl"
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#elif defined(SHADER_API_METAL)
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# include "ShaderLibrary/API/Metal.hlsl"
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#else
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# error unsupported shader api
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#endif
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#include "CoreRP/ShaderLibrary/API/Validate.hlsl"
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#include "../../Fptl/Shadow.hlsl"
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struct VertexOutputForwardNew
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{
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float4 pos : SV_POSITION;
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float4 tex : TEXCOORD0;
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half4 ambientOrLightmapUV : TEXCOORD1; // SH or Lightmap UV
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half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:empty]
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float4 posWorld : TEXCOORD8;
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float4 posView : TEXCOORD9;
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LIGHTING_COORDS(5,6)
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UNITY_FOG_COORDS(7)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutputForwardNew vertForward(VertexInput v)
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{
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UNITY_SETUP_INSTANCE_ID(v);
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VertexOutputForwardNew o;
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UNITY_INITIALIZE_OUTPUT(VertexOutputForwardNew, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.posWorld = posWorld;
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o.posView = mul(unity_WorldToCamera, posWorld);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.tex = TexCoords(v);
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float3 normalWorld = UnityObjectToWorldNormal(v.normal);
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#ifdef _TANGENT_TO_WORLD
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float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
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float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
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o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0];
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o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1];
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o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2];
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#else
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o.tangentToWorldAndParallax[0].xyz = 0;
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o.tangentToWorldAndParallax[1].xyz = 0;
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o.tangentToWorldAndParallax[2].xyz = normalWorld;
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#endif
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o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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#define USE_LEFTHAND_CAMERASPACE (0)
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#define DIRECT_LIGHT (0)
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#define REFLECTION_LIGHT (1)
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#define SPOT_LIGHT (0)
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#define SPHERE_LIGHT (1)
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#define BOX_LIGHT (2)
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#define DIRECTIONAL_LIGHT (3)
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float4 gPerLightData[MAX_LIGHTS];
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half4 gLightColor[MAX_LIGHTS];
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float4 gLightPos[MAX_LIGHTS];
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half4 gLightDirection[MAX_LIGHTS];
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float4x4 gLightMatrix[MAX_LIGHTS];
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float4x4 gWorldToLightMatrix[MAX_LIGHTS];
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float4 gLightData;
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int g_numLights;
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int g_numReflectionProbes;
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int _useLegacyCookies;
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int _transparencyShadows;
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float4x4 g_mViewToWorld;
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float4x4 g_mWorldToView; // used for reflection only
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float4x4 g_mScrProjection;
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float4x4 g_mInvScrProjection;
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sampler2D _LightTextureB0;
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UNITY_DECLARE_TEX2DARRAY(_spotCookieTextures);
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UNITY_DECLARE_ABSTRACT_CUBE_ARRAY(_pointCookieTextures);
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static FragmentCommonData gdata;
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static float occlusion;
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// reflections
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UNITY_DECLARE_ABSTRACT_CUBE_ARRAY(_reflCubeTextures);
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UNITY_DECLARE_TEXCUBE(_reflRootCubeTexture);
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uniform float _reflRootHdrDecodeMult;
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uniform float _reflRootHdrDecodeExp;
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StructuredBuffer<SFiniteLightData> g_vProbeData;
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// ---- Utilities ---- //
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void GetCountAndStart(out uint start, out uint nrLights, uint model)
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{
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start = model==REFLECTION_LIGHT ? g_numLights : 0; // offset by numLights entries
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nrLights = model==REFLECTION_LIGHT ? g_numReflectionProbes : g_numLights;
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}
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// ---- Reflections ---- //
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half3 Unity_GlossyEnvironment (UNITY_ARGS_ABSTRACT_CUBE_ARRAY(tex), int sliceIndex, half4 hdr, Unity_GlossyEnvironmentData glossIn);
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half3 distanceFromAABB(half3 p, half3 aabbMin, half3 aabbMax)
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{
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return max(max(p - aabbMax, aabbMin - p), half3(0.0, 0.0, 0.0));
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}
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float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind)
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{
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return occlusion * UNITY_BRDF_PBS(gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, light, ind);
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}
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float3 RenderReflectionList(uint start, uint numReflProbes, float3 vP, float3 vNw, float3 Vworld, float smoothness)
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{
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float3 worldNormalRefl = reflect(-Vworld, vNw);
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float3 vspaceRefl = mul((float3x3) g_mWorldToView, worldNormalRefl).xyz;
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float percRoughness = SmoothnessToPerceptualRoughness(smoothness);
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UnityLight light;
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light.color = 0;
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light.dir = 0;
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float3 ints = 0;
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// root ibl begin
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{
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Unity_GlossyEnvironmentData g;
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g.roughness = percRoughness;
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g.reflUVW = worldNormalRefl;
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half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(_reflRootCubeTexture), float4(_reflRootHdrDecodeMult, _reflRootHdrDecodeExp, 0.0, 0.0), g);
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//half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBEARRAY(_reflCubeTextures), _reflRootSliceIndex, float4(_reflRootHdrDecodeMult, _reflRootHdrDecodeExp, 0.0, 0.0), g);
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UnityIndirect ind;
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ind.diffuse = 0;
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ind.specular = env0;// * data.occlusion;
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ints = EvalIndirectSpecular(light, ind);
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}
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// root ibl end
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for (int uIndex=0; uIndex<gLightData.y; uIndex++)
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{
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SFiniteLightData lgtDat = g_vProbeData[uIndex];
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float3 vLp = lgtDat.lightPos.xyz;
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float3 vecToSurfPos = vP - vLp; // vector from reflection volume to surface position in camera space
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float3 posInReflVolumeSpace = float3( dot(vecToSurfPos, lgtDat.lightAxisX), dot(vecToSurfPos, lgtDat.lightAxisY), dot(vecToSurfPos, lgtDat.lightAxisZ) );
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float blendDistance = lgtDat.probeBlendDistance;//unity_SpecCube1_ProbePosition.w; // will be set to blend distance for this probe
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float3 sampleDir;
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if((lgtDat.flags&IS_BOX_PROJECTED)!=0)
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{
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// For box projection, use expanded bounds as they are rendered; otherwise
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// box projection artifacts when outside of the box.
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//float4 boxMin = unity_SpecCube0_BoxMin - float4(blendDistance,blendDistance,blendDistance,0);
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//float4 boxMax = unity_SpecCube0_BoxMax + float4(blendDistance,blendDistance,blendDistance,0);
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//sampleDir = BoxProjectedCubemapDirection (worldNormalRefl, worldPos, unity_SpecCube0_ProbePosition, boxMin, boxMax);
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float4 boxOuterDistance = float4( lgtDat.boxInnerDist + float3(blendDistance, blendDistance, blendDistance), 0.0 );
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#if 0
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// if rotation is NOT supported
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sampleDir = BoxProjectedCubemapDirection(worldNormalRefl, posInReflVolumeSpace, float4(lgtDat.localCubeCapturePoint, 1.0), -boxOuterDistance, boxOuterDistance);
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#else
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float3 volumeSpaceRefl = float3( dot(vspaceRefl, lgtDat.lightAxisX), dot(vspaceRefl, lgtDat.lightAxisY), dot(vspaceRefl, lgtDat.lightAxisZ) );
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float3 vPR = BoxProjectedCubemapDirection(volumeSpaceRefl, posInReflVolumeSpace, float4(lgtDat.localCubeCapturePoint, 1.0), -boxOuterDistance, boxOuterDistance); // Volume space corrected reflection vector
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sampleDir = mul( (float3x3) g_mViewToWorld, vPR.x*lgtDat.lightAxisX + vPR.y*lgtDat.lightAxisY + vPR.z*lgtDat.lightAxisZ );
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#endif
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}
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else
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sampleDir = worldNormalRefl;
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Unity_GlossyEnvironmentData g;
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g.roughness = percRoughness;
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g.reflUVW = sampleDir;
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half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_ABSTRACT_CUBE_ARRAY(_reflCubeTextures), lgtDat.sliceIndex, float4(lgtDat.lightIntensity, lgtDat.decodeExp, 0.0, 0.0), g);
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UnityIndirect ind;
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ind.diffuse = 0;
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ind.specular = env0;// * data.occlusion;
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//half3 rgb = UNITY_BRDF_PBS(0, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, vWSpaceVDir, light, ind).rgb;
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half3 rgb = EvalIndirectSpecular(light, ind);
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// Calculate falloff value, so reflections on the edges of the Volume would gradually blend to previous reflection.
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// Also this ensures that pixels not located in the reflection Volume AABB won't
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// accidentally pick up reflections from this Volume.
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//half3 distance = distanceFromAABB(worldPos, unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz);
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half3 distance = distanceFromAABB(posInReflVolumeSpace, -lgtDat.boxInnerDist, lgtDat.boxInnerDist);
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half falloff = saturate(1.0 - length(distance)/blendDistance);
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ints = lerp(ints, rgb, falloff);
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}
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return ints;
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}
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half3 Unity_GlossyEnvironment (UNITY_ARGS_ABSTRACT_CUBE_ARRAY(tex), int sliceIndex, half4 hdr, Unity_GlossyEnvironmentData glossIn)
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{
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#if UNITY_GLOSS_MATCHES_MARMOSET_TOOLBAG2 && (SHADER_TARGET >= 30)
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// TODO: remove pow, store cubemap mips differently
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half perceptualRoughness = pow(glossIn.roughness, 3.0/4.0);
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#else
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half perceptualRoughness = glossIn.roughness; // MM: switched to this
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#endif
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//perceptualRoughness = sqrt(sqrt(2/(64.0+2))); // spec power to the square root of real roughness
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#if 0
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float m = perceptualRoughness*perceptualRoughness; // m is the real roughness parameter
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const float fEps = 1.192092896e-07F; // smallest such that 1.0+FLT_EPSILON != 1.0 (+1e-4h is NOT good here. is visibly very wrong)
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float n = (2.0/max(fEps, m*m))-2.0; // remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf
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n /= 4; // remap from n_dot_h formulatino to n_dot_r. See section "Pre-convolved Cube Maps vs Path Tracers" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html
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perceptualRoughness = pow( 2/(n+2), 0.25); // remap back to square root of real roughness
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#else
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// MM: came up with a surprisingly close approximation to what the #if 0'ed out code above does.
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perceptualRoughness = perceptualRoughness*(1.7 - 0.7*perceptualRoughness);
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#endif
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half mip = perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS;
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half4 rgbm = UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(tex, float4(glossIn.reflUVW.xyz, sliceIndex), mip);
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return DecodeHDR(rgbm, hdr);
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}
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float3 ExecuteReflectionList(out uint numReflectionProbesProcessed, uint2 pixCoord, float3 vP, float3 vNw, float3 Vworld, float smoothness)
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{
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uint start = 0, numReflectionProbes = 0;
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GetCountAndStart(start, numReflectionProbes, REFLECTION_LIGHT);
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numReflectionProbesProcessed = numReflectionProbes; // mainly for debugging/heat maps
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return RenderReflectionList(start, numReflectionProbes, vP, vNw, Vworld, smoothness);
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}
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// ---- Lights ---- //
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float3 EvalMaterial(UnityLight light, UnityIndirect ind)
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{
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return UNITY_BRDF_PBS(gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, light, ind);
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}
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float3 RenderLightList(uint start, uint numLights, float3 vPw, float3 Vworld)
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{
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UnityIndirect ind;
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UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
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ind.diffuse = 0;
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ind.specular = 0;
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ShadowContext shadowContext = InitShadowContext();
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float3 ints = 0;
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for (int lightIndex = 0; lightIndex < gLightData.x; ++lightIndex)
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{
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if (gPerLightData[lightIndex].x == DIRECTIONAL_LIGHT)
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{
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float atten = 1;
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int shadowIdx = gPerLightData[lightIndex].y;
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[branch]
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if (shadowIdx >= 0 && _transparencyShadows)
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{
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float shadow = GetDirectionalShadowAttenuation(shadowContext, vPw, 0.0.xxx, shadowIdx, 0.0.xxx);
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atten *= shadow;
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}
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float4 cookieColor = float4(1,1,1,1);
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float4 uvCookie = mul (gLightMatrix[lightIndex], float4(vPw,1));
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float2 cookCoord = uvCookie.xy / uvCookie.w;
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const bool bHasCookie = gPerLightData[lightIndex].z >= 0;
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[branch]if(bHasCookie)
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{
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cookieColor = UNITY_SAMPLE_TEX2DARRAY_LOD(_spotCookieTextures, float3(cookCoord, gPerLightData[lightIndex].z), 0.0);
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atten *= cookieColor.w;
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}
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[branch]if(_useLegacyCookies)
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{
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cookieColor.xyz = 1;
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}
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UnityLight light;
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light.color.xyz = gLightColor[lightIndex].xyz*atten*cookieColor.xyz;
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light.dir.xyz = -gLightDirection[lightIndex].xyz;
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ints += EvalMaterial(light, ind);
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}
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else if (gPerLightData[lightIndex].x == SPHERE_LIGHT)
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{
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float3 vLp = gLightPos[lightIndex].xyz;
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float3 toLight = vLp - vPw;
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float dist = length(toLight);
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float3 vLw = toLight / dist;
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float att = dot(toLight, toLight) * gLightPos[lightIndex].w;
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float atten = tex2D (_LightTextureB0, att.rr).UNITY_ATTEN_CHANNEL;
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float4 cookieColor = float4(1,1,1,1);
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const bool bHasCookie = gPerLightData[lightIndex].z >= 0;
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[branch]if(bHasCookie)
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{
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float4 uvCookie = mul (gLightMatrix[lightIndex], float4(vLw,1));
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float3 cookieCoord = -uvCookie.xyz / uvCookie.w;
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cookieColor = UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(_pointCookieTextures, float4(cookieCoord, gPerLightData[lightIndex].z), 0.0);
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atten *= cookieColor.w;
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}
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[branch]if(_useLegacyCookies)
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{
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cookieColor.xyz = 1;
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}
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int shadowIdx = gPerLightData[lightIndex].y;
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[branch]
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if (shadowIdx >= 0 && _transparencyShadows)
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{
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float shadow = GetPunctualShadowAttenuation(shadowContext, vPw, 0.0.xxx, shadowIdx, float4(vLw, dist));
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atten *= shadow;
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}
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UnityLight light;
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light.color.xyz = gLightColor[lightIndex].xyz*atten*cookieColor.xyz;
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light.dir.xyz = vLw;
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ints += EvalMaterial(light, ind);
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}
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else if (gPerLightData[lightIndex].x == SPOT_LIGHT)
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{
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float3 vLp = gLightPos[lightIndex].xyz;
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float3 toLight = vLp - vPw;
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float dist = length(toLight);
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float3 vLw = toLight / dist;
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// distance atten
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float att = dot(toLight, toLight) * gLightPos[lightIndex].w;
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float atten = tex2Dlod (_LightTextureB0, float4(att.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
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float4 uvCookie = mul (gLightMatrix[lightIndex], float4(vPw,1));
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float2 cookCoord = uvCookie.xy / uvCookie.w;
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float d0 = 0.65;
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float4 angularAtt = float4(1,1,1,smoothstep(0.0, 1.0-d0, 1.0-length(2*cookCoord-1)));
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const bool bHasCookie = gPerLightData[lightIndex].z >= 0;
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[branch]if(bHasCookie)
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{
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angularAtt = UNITY_SAMPLE_TEX2DARRAY_LOD(_spotCookieTextures, float3(cookCoord, gPerLightData[lightIndex].z), 0.0);
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}
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[branch]if(_useLegacyCookies)
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{
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angularAtt.xyz = 1;
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}
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atten *= angularAtt.w*(-uvCookie.w>0.0); // finally apply this to the dist att.
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int shadowIdx = gPerLightData[lightIndex].y;
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[branch]
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if (shadowIdx >= 0 && _transparencyShadows)
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{
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float shadow = GetPunctualShadowAttenuation(shadowContext, vPw, 0.0.xxx, shadowIdx, float4(vLw, dist));
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atten *= shadow;
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}
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UnityLight light;
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light.color.xyz = gLightColor[lightIndex].xyz*atten*angularAtt.xyz;
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light.dir.xyz = vLw.xyz; //unity_CameraToWorld
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ints += EvalMaterial(light, ind);
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}
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}
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return ints;
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}
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float3 ExecuteLightList(out uint numLightsProcessed, uint2 pixCoord, float3 vPw, float3 Vworld)
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{
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uint start = 0, numLights = 0;
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GetCountAndStart(start, numLights, DIRECT_LIGHT);
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numLightsProcessed = numLights; // mainly for debugging/heat maps
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return RenderLightList(start, numLights, vPw, Vworld);
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}
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// fragment shader main
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half4 singlePassForward(VertexOutputForwardNew i)
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{
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// matching script side where camera space is right handed.
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float3 vP = i.posView;
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float3 vPw = i.posWorld;
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float3 Vworld = normalize(_WorldSpaceCameraPos.xyz - vPw);
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#ifdef _PARALLAXMAP
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half3 tangent = i.tangentToWorldAndParallax[0].xyz;
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half3 bitangent = i.tangentToWorldAndParallax[1].xyz;
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half3 normal = i.tangentToWorldAndParallax[2].xyz;
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float3 vDirForParallax = float3( dot(tangent, Vworld), dot(bitangent, Vworld), dot(normal, Vworld));
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#else
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float3 vDirForParallax = Vworld;
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#endif
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gdata = FragmentSetup(i.tex, -Vworld, vDirForParallax, i.tangentToWorldAndParallax, vPw); // eyeVec = -Vworld
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uint2 pixCoord = ((uint2) i.pos.xy);
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float atten = 1.0;
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occlusion = Occlusion(i.tex.xy);
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UnityGI gi = FragmentGI (gdata, occlusion, i.ambientOrLightmapUV, atten, DummyLight(), false);
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uint numLightsProcessed = 0, numReflectionsProcessed = 0;
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float3 res = 0;
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// direct light contributions
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res += ExecuteLightList(numLightsProcessed, pixCoord, vPw, Vworld);
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// specular GI
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res += ExecuteReflectionList(numReflectionsProcessed, pixCoord, vP, gdata.normalWorld, Vworld, gdata.smoothness);
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// diffuse GI
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res += UNITY_BRDF_PBS (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, gi.light, gi.indirect).xyz;
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res += UNITY_BRDF_GI (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, occlusion, gi);
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return OutputForward (float4(res,1.0), gdata.alpha);
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}
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#endif
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