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288 行
10 KiB
288 行
10 KiB
#ifndef __LIGHTINGTEMPLATE_H__
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#define __LIGHTINGTEMPLATE_H__
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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 uint g_nNumDirLights;
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//---------------------------------------------------------------------------------------------------------------------------------------------------------
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// TODO: clean up.. -va
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#define MAX_SHADOW_LIGHTS 10
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#define MAX_SHADOWMAP_PER_LIGHT 6
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#define MAX_DIRECTIONAL_SPLIT 4
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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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CBUFFER_START(ShadowLightData)
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float4 g_vShadow3x3PCFTerms0;
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float4 g_vShadow3x3PCFTerms1;
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float4 g_vShadow3x3PCFTerms2;
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float4 g_vShadow3x3PCFTerms3;
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float4 g_vDirShadowSplitSpheres[MAX_DIRECTIONAL_SPLIT];
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float4x4 g_matWorldToShadow[MAX_SHADOW_LIGHTS * MAX_SHADOWMAP_PER_LIGHT];
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CBUFFER_END
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//---------------------------------------------------------------------------------------------------------------------------------------------------------
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//UNITY_DECLARE_TEX2D(_LightTextureB0);
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sampler2D _LightTextureB0;
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UNITY_DECLARE_TEX2DARRAY(_spotCookieTextures);
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UNITY_DECLARE_TEXCUBEARRAY(_pointCookieTextures);
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StructuredBuffer<SFiniteLightData> g_vLightData;
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StructuredBuffer<DirectionalLight> g_dirLightData;
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#define VALVE_DECLARE_SHADOWMAP( tex ) Texture2D tex; SamplerComparisonState sampler##tex
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#define VALVE_SAMPLE_SHADOW( tex, coord ) tex.SampleCmpLevelZero( sampler##tex, (coord).xy, (coord).z )
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VALVE_DECLARE_SHADOWMAP(g_tShadowBuffer);
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float ComputeShadow_PCF_3x3_Gaussian(float3 vPositionWs, float4x4 matWorldToShadow)
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{
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float4 vPositionTextureSpace = mul(float4(vPositionWs.xyz, 1.0), matWorldToShadow);
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vPositionTextureSpace.xyz /= vPositionTextureSpace.w;
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float2 shadowMapCenter = vPositionTextureSpace.xy;
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if ((shadowMapCenter.x < 0.0f) || (shadowMapCenter.x > 1.0f) || (shadowMapCenter.y < 0.0f) || (shadowMapCenter.y > 1.0f))
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return 1.0f;
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float objDepth = saturate(257.0 / 256.0 - vPositionTextureSpace.z);
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float4 v20Taps;
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v20Taps.x = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1
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v20Taps.y = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1
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v20Taps.z = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1
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v20Taps.w = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1
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float flSum = dot(v20Taps.xyzw, float4(0.25, 0.25, 0.25, 0.25));
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if ((flSum == 0.0) || (flSum == 1.0))
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return flSum;
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flSum *= g_vShadow3x3PCFTerms0.x * 4.0;
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float4 v33Taps;
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v33Taps.x = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0
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v33Taps.y = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0
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v33Taps.z = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1
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v33Taps.w = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1
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flSum += dot(v33Taps.xyzw, g_vShadow3x3PCFTerms0.yyyy);
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flSum += VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z;
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return flSum;
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------------
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/**
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* Gets the cascade weights based on the world position of the fragment and the positions of the split spheres for each cascade.
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* Returns an invalid split index if past shadowDistance (ie 4 is invalid for cascade)
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*/
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float GetSplitSphereIndexForDirshadows(float3 wpos)
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{
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float3 fromCenter0 = wpos.xyz - g_vDirShadowSplitSpheres[0].xyz;
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float3 fromCenter1 = wpos.xyz - g_vDirShadowSplitSpheres[1].xyz;
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float3 fromCenter2 = wpos.xyz - g_vDirShadowSplitSpheres[2].xyz;
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float3 fromCenter3 = wpos.xyz - g_vDirShadowSplitSpheres[3].xyz;
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float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
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float4 vDirShadowSplitSphereSqRadii;
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vDirShadowSplitSphereSqRadii.x = g_vDirShadowSplitSpheres[0].w;
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vDirShadowSplitSphereSqRadii.y = g_vDirShadowSplitSpheres[1].w;
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vDirShadowSplitSphereSqRadii.z = g_vDirShadowSplitSpheres[2].w;
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vDirShadowSplitSphereSqRadii.w = g_vDirShadowSplitSpheres[3].w;
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fixed4 weights = float4(distances2 < vDirShadowSplitSphereSqRadii);
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weights.yzw = saturate(weights.yzw - weights.xyz);
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return 4 - dot(weights, float4(4, 3, 2, 1));
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}
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float SampleShadow(uint type, float3 vPositionWs, float3 vPositionToLightDirWs, uint lightIndex)
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{
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float flShadowScalar = 1.0;
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int shadowSplitIndex = 0;
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if (type == DIRECTIONAL_LIGHT)
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{
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shadowSplitIndex = GetSplitSphereIndexForDirshadows(vPositionWs);
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}
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else if (type == SPHERE_LIGHT)
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{
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float3 absPos = abs(vPositionToLightDirWs);
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shadowSplitIndex = (vPositionToLightDirWs.z > 0) ? CUBEMAPFACE_NEGATIVE_Z : CUBEMAPFACE_POSITIVE_Z;
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if (absPos.x > absPos.y)
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{
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if (absPos.x > absPos.z)
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{
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shadowSplitIndex = (vPositionToLightDirWs.x > 0) ? CUBEMAPFACE_NEGATIVE_X : CUBEMAPFACE_POSITIVE_X;
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}
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}
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else
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{
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if (absPos.y > absPos.z)
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{
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shadowSplitIndex = (vPositionToLightDirWs.y > 0) ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y;
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}
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}
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}
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flShadowScalar = ComputeShadow_PCF_3x3_Gaussian(vPositionWs.xyz, g_matWorldToShadow[lightIndex * MAX_SHADOWMAP_PER_LIGHT + shadowSplitIndex]);
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return flShadowScalar;
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}
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float3 ExecuteLightList(uint start, uint numLights, float3 vP, 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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float3 ints = 0;
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uint l=0;
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for (int i = 0; i < g_nNumDirLights; i++)
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{
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DirectionalLight lightData = g_dirLightData[i];
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float atten = 1;
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[branch]
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if (lightData.uShadowLightIndex != 0xffffffff)
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{
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float shadowScalar = SampleShadow(DIRECTIONAL_LIGHT, vPw, 0, lightData.uShadowLightIndex);
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atten *= shadowScalar;
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}
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UnityLight light;
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light.color.xyz = lightData.vCol.xyz * atten;
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light.dir.xyz = mul((float3x3) g_mViewToWorld, -lightData.vLaxisZ).xyz;
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ints += EvalMaterial(light, ind);
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}
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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 spot lights
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while(l<numLights && uLgtType==SPOT_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 toLight = vLp - vP;
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float dist = length(toLight);
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float3 vL = toLight / dist;
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float attLookUp = dist*lgtDat.fRecipRange; attLookUp *= attLookUp;
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float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
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// spot attenuation
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const float fProjVec = -dot(vL, lgtDat.vLaxisZ.xyz); // spotDir = lgtDat.vLaxisZ.xyz
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float2 cookCoord = (-lgtDat.cotan)*float2( dot(vL, lgtDat.vLaxisX.xyz), dot(vL, lgtDat.vLaxisY.xyz) ) / fProjVec;
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const bool bHasCookie = (lgtDat.flags&IS_CIRCULAR_SPOT_SHAPE)==0; // all square spots have cookies
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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(cookCoord)));
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[branch]if(bHasCookie)
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{
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cookCoord = cookCoord*0.5 + 0.5;
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angularAtt = UNITY_SAMPLE_TEX2DARRAY_LOD(_spotCookieTextures, float3(cookCoord, lgtDat.iSliceIndex), 0.0);
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}
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atten *= angularAtt.w*(fProjVec>0.0); // finally apply this to the dist att.
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const bool bHasShadow = (lgtDat.flags&HAS_SHADOW)!=0;
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[branch]if(bHasShadow)
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{
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float shadowScalar = SampleShadow(SPOT_LIGHT, vPw, 0, lgtDat.uShadowLightIndex);
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atten *= shadowScalar;
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}
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UnityLight light;
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light.color.xyz = lgtDat.vCol.xyz*atten*angularAtt.xyz;
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light.dir.xyz = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
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ints += EvalMaterial(light, ind);
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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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// specialized loop for sphere lights
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while(l<numLights && uLgtType==SPHERE_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 toLight = vLp - vP;
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float dist = length(toLight);
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float3 vL = toLight / dist;
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float3 vLw = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
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float attLookUp = dist*lgtDat.fRecipRange; attLookUp *= attLookUp;
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float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
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float4 cookieColor = float4(1,1,1,1);
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const bool bHasCookie = (lgtDat.flags&HAS_COOKIE_TEXTURE)!=0;
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[branch]if(bHasCookie)
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{
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float3 cookieCoord = -float3(dot(vL, lgtDat.vLaxisX.xyz), dot(vL, lgtDat.vLaxisY.xyz), dot(vL, lgtDat.vLaxisZ.xyz)); // negate to make vL a fromLight vector
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cookieColor = UNITY_SAMPLE_TEXCUBEARRAY_LOD(_pointCookieTextures, float4(cookieCoord, lgtDat.iSliceIndex), 0.0);
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atten *= cookieColor.w;
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}
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const bool bHasShadow = (lgtDat.flags&HAS_SHADOW)!=0;
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[branch]if(bHasShadow)
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{
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float shadowScalar = SampleShadow(SPHERE_LIGHT, vPw, vLw, lgtDat.uShadowLightIndex);
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atten *= shadowScalar;
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}
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UnityLight light;
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light.color.xyz = lgtDat.vCol.xyz*atten*cookieColor.xyz;
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light.dir.xyz = vLw;
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ints += EvalMaterial(light, ind);
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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>=MAX_TYPES) ++l;
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if(uLgtType!=SPOT_LIGHT && uLgtType!=SPHERE_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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#endif
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