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381 行
12 KiB
381 行
12 KiB
Shader "Hidden/Internal-TiledReflections" {
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Properties {
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_LightTexture0 ("", any) = "" {}
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_ShadowMapTexture ("", any) = "" {}
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_SrcBlend ("", Float) = 1
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_DstBlend ("", Float) = 1
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}
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SubShader {
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Pass
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{
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ZWrite Off
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ZTest Always
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Cull Off
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//Blend Off
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Blend [_SrcBlend] [_DstBlend]
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CGPROGRAM
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "UnityStandardUtils.cginc"
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#include "UnityPBSLighting.cginc"
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#include "..\common\ShaderBase.h"
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#include "LightDefinitions.cs.hlsl"
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uniform float4x4 g_mViewToWorld;
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uniform float4x4 g_mWorldToView;
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uniform float4x4 g_mInvScrProjection;
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uniform float4x4 g_mScrProjection;
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Texture2D _CameraDepthTexture;
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Texture2D _CameraGBufferTexture0;
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Texture2D _CameraGBufferTexture1;
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Texture2D _CameraGBufferTexture2;
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UNITY_DECLARE_TEXCUBEARRAY(_reflCubeTextures);
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StructuredBuffer<uint> g_vLightList;
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StructuredBuffer<SFiniteLightData> g_vLightData;
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float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
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{
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float3 vP = float3(0.0f,0.0f,zDptBufSpace);
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float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
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return v4Pres.z / v4Pres.w;
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}
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float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth)
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{
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float fSx = g_mScrProjection[0].x;
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//float fCx = g_mScrProjection[2].x;
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float fCx = g_mScrProjection[0].z;
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float fSy = g_mScrProjection[1].y;
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//float fCy = g_mScrProjection[2].y;
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float fCy = g_mScrProjection[1].z;
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#ifdef LEFT_HAND_COORDINATES
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return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 );
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#else
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return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 );
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#endif
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}
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#ifdef USE_CLUSTERED_LIGHTLIST
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uniform float g_fClustScale;
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uniform float g_fClustBase;
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uniform float g_fNearPlane;
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uniform float g_fFarPlane;
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//uniform int g_iLog2NumClusters; // numClusters = (1<<g_iLog2NumClusters)
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uniform float g_fLog2NumClusters;
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static int g_iLog2NumClusters;
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Buffer<uint> g_vLayeredOffsetsBuffer;
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
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Buffer<float> g_logBaseBuffer;
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#endif
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#include "ClusteredUtils.h"
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void GetLightCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth)
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{
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g_iLog2NumClusters = (int) (g_fLog2NumClusters+0.5); // ridiculous
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
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float logBase = g_logBaseBuffer[tileIDX.y*nrTilesX + tileIDX.x];
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#else
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float logBase = g_fClustBase;
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#endif
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int clustIdx = SnapToClusterIdx(linDepth, logBase);
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int nrClusters = (1<<g_iLog2NumClusters);
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const int idx = ((REFLECTION_LIGHT*nrClusters + clustIdx)*nrTilesY + tileIDX.y)*nrTilesX + tileIDX.x;
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uint dataPair = g_vLayeredOffsetsBuffer[idx];
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uStart = dataPair&0x7ffffff;
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uNrLights = (dataPair>>27)&31;
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}
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uint FetchIndex(const uint tileOffs, const uint l)
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{
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return g_vLightList[ tileOffs+l ];
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}
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#else
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void GetLightCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth)
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{
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const int tileOffs = (tileIDX.y+REFLECTION_LIGHT*nrTilesY)*nrTilesX+tileIDX.x;
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uNrLights = g_vLightList[ 16*tileOffs + 0]&0xffff;
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uStart = tileOffs;
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}
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uint FetchIndex(const uint tileOffs, const uint l)
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{
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const uint l1 = l+1;
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return (g_vLightList[ 16*tileOffs + (l1>>1)]>>((l1&1)*16))&0xffff;
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}
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#endif
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float3 ExecuteReflectionProbes(uint2 pixCoord, uint start, uint numLights, float linDepth);
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float3 OverlayHeatMap(uint uNumLights, float3 c);
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(vertex);
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o.texcoord = texcoord.xy;
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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uint2 pixCoord = ((uint2) i.vertex.xy);
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uint iWidth;
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uint iHeight;
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_CameraDepthTexture.GetDimensions(iWidth, iHeight);
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uint nrTilesX = (iWidth+15)/16;
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uint nrTilesY = (iHeight+15)/16;
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uint2 tileIDX = pixCoord / 16;
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float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x;
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float linDepth = GetLinearDepth(zbufDpth);
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uint numLights=0, start=0;
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GetLightCountAndStart(start, numLights, tileIDX, nrTilesX, nrTilesY, linDepth);
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float3 c = ExecuteReflectionProbes(pixCoord, start, numLights, linDepth);
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//c = OverlayHeatMap(numLights, c);
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return float4(c,1.0);
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}
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struct StandardData
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{
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float3 specularColor;
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float3 diffuseColor;
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float3 normalWorld;
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float smoothness;
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float occlusion;
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};
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StandardData UnityStandardDataFromGbuffer(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2)
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{
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StandardData data;
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data.normalWorld = normalize(2*gbuffer2.xyz-1);
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data.smoothness = gbuffer1.a;
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data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
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data.occlusion = gbuffer0.a;
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return data;
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}
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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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half3 Unity_GlossyEnvironment (UNITY_ARGS_TEXCUBEARRAY(tex), int sliceIndex, half4 hdr, Unity_GlossyEnvironmentData glossIn);
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float3 ExecuteReflectionProbes(uint2 pixCoord, uint start, uint numLights, float linDepth)
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{
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float3 vP = GetViewPosFromLinDepth(float2(pixCoord.x+0.5, pixCoord.y+0.5), linDepth);
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float3 worldPos = mul(g_mViewToWorld, float4(vP.xyz,1.0)).xyz; //unity_CameraToWorld
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float3 vWSpaceVDir = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
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float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) );
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float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) );
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float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) );
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StandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);
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float oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
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float3 worldNormalRefl = reflect(-vWSpaceVDir, data.normalWorld);
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float3 vspaceRefl = mul((float3x3) g_mWorldToView, worldNormalRefl).xyz;
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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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uint l=0;
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// we need this outer loop for when we cannot assume a wavefront is 64 wide
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// since in this case we cannot assume the lights will remain sorted by type
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// during processing in lightlist_cs.hlsl
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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while(l<numLights)
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#endif
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{
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uint uIndex = l<numLights ? FetchIndex(start, l) : 0;
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uint uLgtType = l<numLights ? g_vLightData[uIndex].uLightType : 0;
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// specialized loop for sphere lights
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while(l<numLights && uLgtType==(uint) BOX_LIGHT)
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{
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SFiniteLightData lgtDat = g_vLightData[uIndex];
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float3 vLp = lgtDat.vLpos.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.vLaxisX), dot(vecToSurfPos, lgtDat.vLaxisY), dot(vecToSurfPos, lgtDat.vLaxisZ) );
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float blendDistance = lgtDat.fProbeBlendDistance;//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 vBoxOuterDistance = float4( lgtDat.vBoxInnerDist + 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.vLocalCubeCapturePoint, 1.0), -vBoxOuterDistance, vBoxOuterDistance);
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#else
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float3 volumeSpaceRefl = float3( dot(vspaceRefl, lgtDat.vLaxisX), dot(vspaceRefl, lgtDat.vLaxisY), dot(vspaceRefl, lgtDat.vLaxisZ) );
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float3 vPR = BoxProjectedCubemapDirection(volumeSpaceRefl, posInReflVolumeSpace, float4(lgtDat.vLocalCubeCapturePoint, 1.0), -vBoxOuterDistance, vBoxOuterDistance); // Volume space corrected reflection vector
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sampleDir = mul( (float3x3) g_mViewToWorld, vPR.x*lgtDat.vLaxisX + vPR.y*lgtDat.vLaxisY + vPR.z*lgtDat.vLaxisZ );
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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 = SmoothnessToPerceptualRoughness(data.smoothness);
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g.reflUVW = sampleDir;
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half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBEARRAY(_reflCubeTextures), lgtDat.iSliceIndex, float4(lgtDat.fLightIntensity, lgtDat.fDecodeExp, 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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// 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.vBoxInnerDist, lgtDat.vBoxInnerDist);
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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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// next probe
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++l; uIndex = l<numLights ? FetchIndex(start, l) : 0;
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uLgtType = l<numLights ? g_vLightData[uIndex].uLightType : 0;
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}
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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if(uLgtType!=BOX_LIGHT) ++l;
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#endif
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}
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return ints;
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}
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float3 OverlayHeatMap(uint uNumLights, float3 c)
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{
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/////////////////////////////////////////////////////////////////////
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//
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const float4 kRadarColors[12] =
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{
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float4(0.0,0.0,0.0,0.0), // black
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float4(0.0,0.0,0.6,0.5), // dark blue
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float4(0.0,0.0,0.9,0.5), // blue
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float4(0.0,0.6,0.9,0.5), // light blue
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float4(0.0,0.9,0.9,0.5), // cyan
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float4(0.0,0.9,0.6,0.5), // blueish green
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float4(0.0,0.9,0.0,0.5), // green
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float4(0.6,0.9,0.0,0.5), // yellowish green
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float4(0.9,0.9,0.0,0.5), // yellow
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float4(0.9,0.6,0.0,0.5), // orange
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float4(0.9,0.0,0.0,0.5), // red
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float4(1.0,0.0,0.0,0.9) // strong red
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};
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float fMaxNrLightsPerTile = 24;
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int nColorIndex = uNumLights==0 ? 0 : (1 + (int) floor(10 * (log2((float)uNumLights) / log2(fMaxNrLightsPerTile))) );
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nColorIndex = nColorIndex<0 ? 0 : nColorIndex;
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float4 col = nColorIndex>11 ? float4(1.0,1.0,1.0,1.0) : kRadarColors[nColorIndex];
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return lerp(c, pow(col.xyz, 2.2), 0.3*col.w);
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}
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half3 Unity_GlossyEnvironment (UNITY_ARGS_TEXCUBEARRAY(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_TEXCUBEARRAY_LOD(tex, float4(glossIn.reflUVW.xyz, sliceIndex), mip);
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//return rgbm.xyz;
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return DecodeHDR_NoLinearSupportInSM2 (rgbm, hdr);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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