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177 行
8.2 KiB
177 行
8.2 KiB
// Return camera relative probe volume world to object transformation
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float4x4 GetProbeVolumeWorldToObject()
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{
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return ApplyCameraTranslationToInverseMatrix(unity_ProbeVolumeWorldToObject);
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}
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// In unity we can have a mix of fully baked lightmap (static lightmap) + enlighten realtime lightmap (dynamic lightmap)
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// for each case we can have directional lightmap or not.
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// Else we have lightprobe for dynamic/moving entity. Either SH9 per object lightprobe or SH4 per pixel per object volume probe
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float3 SampleBakedGI(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap)
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{
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// If there is no lightmap, it assume lightprobe
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#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
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// TODO: Confirm with Ionut but it seems that UNITY_LIGHT_PROBE_PROXY_VOLUME is always define for high end and
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// unity_ProbeVolumeParams always bind.
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if (unity_ProbeVolumeParams.x == 0.0)
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{
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// TODO: pass a tab of coefficient instead!
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real4 SHCoefficients[7];
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SHCoefficients[0] = unity_SHAr;
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SHCoefficients[1] = unity_SHAg;
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SHCoefficients[2] = unity_SHAb;
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SHCoefficients[3] = unity_SHBr;
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SHCoefficients[4] = unity_SHBg;
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SHCoefficients[5] = unity_SHBb;
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SHCoefficients[6] = unity_SHC;
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return SampleSH9(SHCoefficients, normalWS);
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}
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else
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{
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return SampleProbeVolumeSH4(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionRWS, normalWS, GetProbeVolumeWorldToObject(),
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unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin, unity_ProbeVolumeSizeInv);
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}
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#else
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float3 bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
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#ifdef UNITY_LIGHTMAP_FULL_HDR
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bool useRGBMLightmap = false;
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float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // Never used but needed for the interface since it supports gamma lightmaps
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#else
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bool useRGBMLightmap = true;
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#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
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float4 decodeInstructions = float4(34.493242, 2.2, 0.0, 0.0); // range^2.2 = 5^2.2, gamma = 2.2
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#else
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float4 decodeInstructions = float4(2.0, 2.2, 0.0, 0.0); // range = 2.0^2.2 = 4.59
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#endif
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#endif
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#ifdef LIGHTMAP_ON
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#ifdef DIRLIGHTMAP_COMBINED
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bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap),
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TEXTURE2D_PARAM(unity_LightmapInd, samplerunity_Lightmap),
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uvStaticLightmap, unity_LightmapST, normalWS, useRGBMLightmap, decodeInstructions);
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#else
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bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), uvStaticLightmap, unity_LightmapST, useRGBMLightmap, decodeInstructions);
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#endif
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#endif
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#ifdef DYNAMICLIGHTMAP_ON
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#ifdef DIRLIGHTMAP_COMBINED
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bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap),
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TEXTURE2D_PARAM(unity_DynamicDirectionality, samplerunity_DynamicLightmap),
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uvDynamicLightmap, unity_DynamicLightmapST, normalWS, false, decodeInstructions);
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#else
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bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap), uvDynamicLightmap, unity_DynamicLightmapST, false, decodeInstructions);
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#endif
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#endif
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return bakeDiffuseLighting;
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#endif
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}
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float4 SampleShadowMask(float3 positionRWS, float2 uvStaticLightmap) // normalWS not use for now
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{
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#if defined(LIGHTMAP_ON)
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float2 uv = uvStaticLightmap * unity_LightmapST.xy + unity_LightmapST.zw;
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float4 rawOcclusionMask = SAMPLE_TEXTURE2D(unity_ShadowMask, samplerunity_Lightmap, uv); // Reuse sampler from Lightmap
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#else
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float4 rawOcclusionMask;
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if (unity_ProbeVolumeParams.x == 1.0)
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{
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rawOcclusionMask = SampleProbeOcclusion(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionRWS, GetProbeVolumeWorldToObject(),
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unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin, unity_ProbeVolumeSizeInv);
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}
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else
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{
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// Note: Default value when the feature is not enabled is float(1.0, 1.0, 1.0, 1.0) in C++
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rawOcclusionMask = unity_ProbesOcclusion;
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}
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#endif
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return rawOcclusionMask;
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}
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// Calculate velocity in Clip space [-1..1]
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float2 CalculateVelocity(float4 positionCS, float4 previousPositionCS)
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{
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// This test on define is required to remove warning of divide by 0 when initializing empty struct
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// TODO: Add forward opaque MRT case...
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#if (SHADERPASS == SHADERPASS_VELOCITY)
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// Encode velocity
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positionCS.xy = positionCS.xy / positionCS.w;
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previousPositionCS.xy = previousPositionCS.xy / previousPositionCS.w;
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float2 velocity = (positionCS.xy - previousPositionCS.xy);
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#if UNITY_UV_STARTS_AT_TOP
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velocity.y = -velocity.y;
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#endif
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return velocity;
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#else
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return float2(0.0, 0.0);
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#endif
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}
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// For builtinData we want to allow the user to overwrite default GI in the surface shader / shader graph.
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// So we perform the following order of operation:
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// 1. InitBuiltinData - Init bakeDiffuseLighting and backBakeDiffuseLighting
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// 2. User can overwrite these value in the surface shader / shader graph
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// 3. PostInitBuiltinData - Handle debug mode + allow the current lighting model to update the data with ModifyBakedDiffuseLighting
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// This method initialize BuiltinData usual values and after update of builtinData by the caller must be follow by PostInitBuiltinData
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void InitBuiltinData( float alpha, float3 normalWS, float3 backNormalWS, float3 positionRWS, float2 texCoord1, float2 texCoord2,
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out BuiltinData builtinData)
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{
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ZERO_INITIALIZE(BuiltinData, builtinData);
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builtinData.opacity = alpha;
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// Sample lightmap/lightprobe/volume proxy
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builtinData.bakeDiffuseLighting = SampleBakedGI(positionRWS, normalWS, texCoord1, texCoord2);
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// We also sample the back lighting in case we have transmission. If not use this will be optimize out by the compiler
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// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap
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// however it may not optimize the lightprobe case due to the proxy volume relying on dynamic if (to verify), not a problem for SH9, but a problem for proxy volume.
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// TODO: optimize more this code.
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builtinData.backBakeDiffuseLighting = SampleBakedGI(positionRWS, backNormalWS, texCoord1, texCoord2);
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#ifdef SHADOWS_SHADOWMASK
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float4 shadowMask = SampleShadowMask(positionRWS, texCoord1);
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builtinData.shadowMask0 = shadowMask.x;
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builtinData.shadowMask1 = shadowMask.y;
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builtinData.shadowMask2 = shadowMask.z;
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builtinData.shadowMask3 = shadowMask.w;
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#endif
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// Use uniform directly - The float need to be cast to uint (as unity don't support to set a uint as uniform)
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builtinData.renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS;
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}
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// InitBuiltinData must be call before calling PostInitBuiltinData
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void PostInitBuiltinData( float3 V, PositionInputs posInput, SurfaceData surfaceData,
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inout BuiltinData builtinData)
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{
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#ifdef DEBUG_DISPLAY
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
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{
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// The lighting in SH or lightmap is assume to contain bounced light only (i.e no direct lighting),
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// and is divide by PI (i.e Lambert is apply), so multiply by PI here to get back the illuminance
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builtinData.bakeDiffuseLighting *= PI; // don't take into account backBakeDiffuseLighting
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}
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else
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#endif
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{
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// Apply control from the indirect lighting volume settings - This is apply here so we don't affect emissive
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// color in case of lit deferred for example and avoid material to have to deal with it
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builtinData.bakeDiffuseLighting *= _IndirectLightingMultiplier.x;
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builtinData.backBakeDiffuseLighting *= _IndirectLightingMultiplier.x;
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#ifdef MODIFY_BAKED_DIFFUSE_LIGHTING
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ModifyBakedDiffuseLighting(V, posInput, surfaceData, builtinData);
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#endif
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}
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}
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