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222 行
9.1 KiB
222 行
9.1 KiB
#ifndef UNITY_ENTITY_LIGHTING_INCLUDED
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#define UNITY_ENTITY_LIGHTING_INCLUDED
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#include "Common.hlsl"
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// TODO: Check if PI is correctly handled!
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// Ref: "Efficient Evaluation of Irradiance Environment Maps" from ShaderX 2
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real3 SHEvalLinearL0L1(real3 N, real4 shAr, real4 shAg, real4 shAb)
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{
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real4 vA = real4(N, 1.0);
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real3 x1;
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// Linear (L1) + constant (L0) polynomial terms
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x1.r = dot(shAr, vA);
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x1.g = dot(shAg, vA);
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x1.b = dot(shAb, vA);
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return x1;
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}
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real3 SHEvalLinearL2(real3 N, real4 shBr, real4 shBg, real4 shBb, real4 shC)
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{
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real3 x2;
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// 4 of the quadratic (L2) polynomials
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real4 vB = N.xyzz * N.yzzx;
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x2.r = dot(shBr, vB);
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x2.g = dot(shBg, vB);
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x2.b = dot(shBb, vB);
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// Final (5th) quadratic (L2) polynomial
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real vC = N.x * N.x - N.y * N.y;
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real3 x3 = shC.rgb * vC;
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return x2 + x3;
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}
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#if HAS_HALF
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half3 SampleSH9(half4 SHCoefficients[7], half3 N)
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{
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half4 shAr = SHCoefficients[0];
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half4 shAg = SHCoefficients[1];
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half4 shAb = SHCoefficients[2];
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half4 shBr = SHCoefficients[3];
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half4 shBg = SHCoefficients[4];
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half4 shBb = SHCoefficients[5];
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half4 shCr = SHCoefficients[6];
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// Linear + constant polynomial terms
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half3 res = SHEvalLinearL0L1(N, shAr, shAg, shAb);
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// Quadratic polynomials
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res += SHEvalLinearL2(N, shBr, shBg, shBb, shCr);
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return res;
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}
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#endif
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float3 SampleSH9(float4 SHCoefficients[7], float3 N)
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{
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float4 shAr = SHCoefficients[0];
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float4 shAg = SHCoefficients[1];
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float4 shAb = SHCoefficients[2];
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float4 shBr = SHCoefficients[3];
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float4 shBg = SHCoefficients[4];
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float4 shBb = SHCoefficients[5];
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float4 shCr = SHCoefficients[6];
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// Linear + constant polynomial terms
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float3 res = SHEvalLinearL0L1(N, shAr, shAg, shAb);
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// Quadratic polynomials
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res += SHEvalLinearL2(N, shBr, shBg, shBb, shCr);
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return res;
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}
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// This sample a 3D volume storing SH
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// Volume is store as 3D texture with 4 R, G, B, Occ set of 4 coefficient store atlas in same 3D texture. Occ is use for occlusion.
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// TODO: the packing here is inefficient as we will fetch values far away from each other and they may not fit into the cache - Suggest we pack RGB continuously
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// TODO: The calcul of texcoord could be perform with a single matrix multicplication calcualted on C++ side that will fold probeVolumeMin and probeVolumeSizeInv into it and handle the identity case, no reasons to do it in C++ (ask Ionut about it)
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// It should also handle the camera relative path (if the render pipeline use it)
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float3 SampleProbeVolumeSH4(TEXTURE3D_ARGS(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float4x4 WorldToTexture,
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float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv)
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{
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float3 position = (transformToLocal == 1.0) ? mul(WorldToTexture, float4(positionWS, 1.0)).xyz : positionWS;
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float3 texCoord = (position - probeVolumeMin) * probeVolumeSizeInv.xyz;
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// Each component is store in the same texture 3D. Each use one quater on the x axis
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// Here we get R component then increase by step size (0.25) to get other component. This assume 4 component
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// but last one is not used.
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// Clamp to edge of the "internal" texture, as R is from half texel to size of R texture minus half texel.
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// This avoid leaking
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texCoord.x = clamp(texCoord.x * 0.25, 0.5 * texelSizeX, 0.25 - 0.5 * texelSizeX);
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float4 shAr = SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord);
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texCoord.x += 0.25;
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float4 shAg = SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord);
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texCoord.x += 0.25;
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float4 shAb = SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord);
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return SHEvalLinearL0L1(normalWS, shAr, shAg, shAb);
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}
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float4 SampleProbeOcclusion(TEXTURE3D_ARGS(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float4x4 WorldToTexture,
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float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv)
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{
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float3 position = (transformToLocal == 1.0) ? mul(WorldToTexture, float4(positionWS, 1.0)).xyz : positionWS;
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float3 texCoord = (position - probeVolumeMin) * probeVolumeSizeInv.xyz;
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// Sample fourth texture in the atlas
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// We need to compute proper U coordinate to sample.
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// Clamp the coordinate otherwize we'll have leaking between ShB coefficients and Probe Occlusion(Occ) info
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texCoord.x = max(texCoord.x * 0.25 + 0.75, 0.75 + 0.5 * texelSizeX);
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return SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord);
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}
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// Following functions are to sample enlighten lightmaps (or lightmaps encoded the same way as our
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// enlighten implementation). They assume use of RGB9E5 for dynamic illuminance map and RGBM for baked ones.
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// It is required for other platform that aren't supporting this format to implement variant of these functions
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// (But these kind of platform should use regular render loop and not news shaders).
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// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
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// Ask Jesper if this can be change for HDRenderPipeline
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#define EMISSIVE_RGBM_SCALE 97.0
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// RGBM stuff is temporary. For now baked lightmap are in RGBM and the RGBM range for lightmaps is specific so we can't use the generic method.
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// In the end baked lightmaps are going to be BC6H so the code will be the same as dynamic lightmaps.
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// Same goes for emissive packed as an input for Enlighten with another hard coded multiplier.
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// TODO: This function is used with the LightTransport pass to encode lightmap or emissive
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real4 PackEmissiveRGBM(real3 rgb)
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{
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real kOneOverRGBMMaxRange = 1.0 / EMISSIVE_RGBM_SCALE;
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const real kMinMultiplier = 2.0 * 1e-2;
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real4 rgbm = real4(rgb * kOneOverRGBMMaxRange, 1.0);
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rgbm.a = max(max(rgbm.r, rgbm.g), max(rgbm.b, kMinMultiplier));
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rgbm.a = ceil(rgbm.a * 255.0) / 255.0;
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// Division-by-zero warning from d3d9, so make compiler happy.
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rgbm.a = max(rgbm.a, kMinMultiplier);
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rgbm.rgb /= rgbm.a;
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return rgbm;
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}
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real3 UnpackLightmapRGBM(real4 rgbmInput, real4 decodeInstructions)
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{
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return rgbmInput.rgb * PositivePow(rgbmInput.a, decodeInstructions.y) * decodeInstructions.x;
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}
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real3 UnpackLightmapDoubleLDR(real4 encodedColor, real4 decodeInstructions)
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{
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return encodedColor.rgb * decodeInstructions.x;
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}
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real3 DecodeLightmap(real4 encodedIlluminance, real4 decodeInstructions)
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{
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#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
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return UnpackLightmapRGBM(encodedIlluminance, decodeInstructions);
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#else // DLDR encoding on mobile platforms
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return UnpackLightmapDoubleLDR(encodedIlluminance, decodeInstructions);
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#endif
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}
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real3 DecodeHDREnvironment(real4 encodedIrradiance, real4 decodeInstructions)
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{
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// Take into account texture alpha if decodeInstructions.w is true(the alpha value affects the RGB channels)
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real alpha = max(decodeInstructions.w * (encodedIrradiance.a - 1.0) + 1.0, 0.0);
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// If Linear mode is not supported we can skip exponent part
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return (decodeInstructions.x * PositivePow(alpha, decodeInstructions.y)) * encodedIrradiance.rgb;
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}
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real3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform, bool encodedLightmap, real4 decodeInstructions)
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{
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// transform is scale and bias
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uv = uv * transform.xy + transform.zw;
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real3 illuminance = real3(0.0, 0.0, 0.0);
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// Remark: baked lightmap is RGBM for now, dynamic lightmap is RGB9E5
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if (encodedLightmap)
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{
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real4 encodedIlluminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba;
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illuminance = DecodeLightmap(encodedIlluminance, decodeInstructions);
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}
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else
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{
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illuminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb;
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}
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return illuminance;
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}
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real3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS, bool encodedLightmap, real4 decodeInstructions)
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{
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// In directional mode Enlighten bakes dominant light direction
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// in a way, that using it for half Lambert and then dividing by a "rebalancing coefficient"
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// gives a result close to plain diffuse response lightmaps, but normalmapped.
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// Note that dir is not unit length on purpose. Its length is "directionality", like
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// for the directional specular lightmaps.
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// transform is scale and bias
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uv = uv * transform.xy + transform.zw;
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real4 direction = SAMPLE_TEXTURE2D(lightmapDirTex, lightmapDirSampler, uv);
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// Remark: baked lightmap is RGBM for now, dynamic lightmap is RGB9E5
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real3 illuminance = real3(0.0, 0.0, 0.0);
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if (encodedLightmap)
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{
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real4 encodedIlluminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba;
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illuminance = DecodeLightmap(encodedIlluminance, decodeInstructions);
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}
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else
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{
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illuminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb;
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}
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real halfLambert = dot(normalWS, direction.xyz - 0.5) + 0.5;
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return illuminance * halfLambert / max(1e-4, direction.w);
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}
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#endif // UNITY_ENTITY_LIGHTING_INCLUDED
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