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312 行
8.6 KiB

Shader "Hidden/Internal-Obscurity" {
Properties {
_LightTexture0 ("", any) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
Pass
{
ZWrite Off
ZTest Always
Cull Off
Blend Off
//Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 5.0
#pragma vertex vert
#pragma fragment frag
//#include "UnityCG.cginc"
//#include "UnityPBSLighting.cginc"
//#include "UnityDeferredLibrary.cginc"
#include "UnityCG.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
#include "..\common\ShaderBase.h"
#include "LightDefinitions.cs"
uniform float4x4 g_mViewToWorld;
uniform float4x4 g_mInvScrProjection;
uniform float4x4 g_mScrProjection;
uniform float g_flipVertical; // giant temp hack, see DoTiledDeferredLighting()
Texture2D _CameraDepthTexture;
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;
//UNITY_DECLARE_TEX2D(_LightTextureB0);
sampler2D _LightTextureB0;
UNITY_DECLARE_TEX2DARRAY(_spotCookieTextures);
UNITY_DECLARE_TEXCUBEARRAY(_pointCookieTextures);
StructuredBuffer<uint> g_vLightList;
StructuredBuffer<SFiniteLightData> g_vLightData;
float GetLinearDepth(float3 vP)
{
Vec3 var = 1.0;
//float4 v4Pres = mul(float4(vP,1.0), g_mInvScrProjection);
float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
return v4Pres.z / v4Pres.w;
}
float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth)
{
float fSx = g_mScrProjection[0].x;
//float fCx = g_mScrProjection[2].x;
float fCx = g_mScrProjection[0].z;
float fSy = g_mScrProjection[1].y;
//float fCy = g_mScrProjection[2].y;
float fCy = g_mScrProjection[1].z;
#ifdef LEFT_HAND_COORDINATES
return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 );
#else
return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 );
#endif
}
uint FetchLightCount(const uint tileOffs)
{
return g_vLightList[ 16*tileOffs + 0]&0xffff;
}
uint FetchIndex(const uint tileOffs, const uint l)
{
const uint l1 = l+1;
return (g_vLightList[ 16*tileOffs + (l1>>1)]>>((l1&1)*16))&0xffff;
}
float3 ExecuteLightList(uint2 pixCoord, const uint offs);
float3 OverlayHeatMap(uint uNumLights, float3 c);
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
return o;
}
half4 frag (v2f i) : SV_Target
{
uint2 pixCoord = ((uint2) i.vertex.xy);
uint iWidth;
uint iHeight;
_CameraDepthTexture.GetDimensions(iWidth, iHeight);
uint nrTilesX = (iWidth+15)/16;
uint nrTilesY = (iHeight+15)/16;
if (g_flipVertical > 0)
pixCoord.y = (iHeight-1) - pixCoord.y;
uint2 tileIDX = pixCoord / 16;
const int offs = tileIDX.y*nrTilesX+tileIDX.x;
float3 c = ExecuteLightList(pixCoord, offs);
//c = OverlayHeatMap(FetchLightCount(offs), c);
return float4(c,1.0);
//return float4(pow(c,1/2.2),1.0);
}
struct UnityStandardData
{
float3 specularColor;
float3 diffuseColor;
float3 normalWorld;
float smoothness;
};
UnityStandardData UnityStandardDataFromGbuffer(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2)
{
UnityStandardData data;
data.normalWorld = normalize(2*gbuffer2.xyz-1);
data.smoothness = gbuffer1.a;
data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
float ao = gbuffer0.a;
return data;
}
float3 ExecuteLightList(uint2 pixCoord, const uint offs)
{
float3 v3ScrPos = float3(pixCoord.x+0.5, pixCoord.y+0.5, FetchDepth(_CameraDepthTexture, pixCoord.xy).x);
float linDepth = GetLinearDepth(v3ScrPos);
float3 vP = GetViewPosFromLinDepth(v3ScrPos.xy, linDepth);
float3 vWSpaceVDir = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) );
UnityStandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);
float oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
UnityIndirect ind;
UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
ind.diffuse = 0;
ind.specular = 0;
float3 ints = 0;
const uint uNrLights = FetchLightCount(offs);
uint l=0;
// we need this outer loop for when we cannot assume a wavefront is 64 wide
// since in this case we cannot assume the lights will remain sorted by type
// during processing in lightlist_cs.hlsl
#if !defined(XBONE) && !defined(PLAYSTATION4)
while(l<uNrLights)
#endif
{
uint uIndex = l<uNrLights ? FetchIndex(offs, l) : 0;
uint uLgtType = l<uNrLights ? g_vLightData[uIndex].uLightType : 0;
// specialized loop for spot lights
while(l<uNrLights && uLgtType==SPOT_LIGHT)
{
SFiniteLightData lgtDat = g_vLightData[uIndex];
float3 vLp = lgtDat.vLpos.xyz;
float3 toLight = vLp - vP;
float dist = length(toLight);
float3 vL = toLight / dist;
float attLookUp = dist*lgtDat.fRecipRange; attLookUp *= attLookUp;
float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
// spot attenuation
const float fProjVec = -dot(vL, lgtDat.vLaxisZ.xyz); // spotDir = lgtDat.vLaxisZ.xyz
float2 cookCoord = (-lgtDat.cotan)*float2( dot(vL, lgtDat.vLaxisX.xyz), dot(vL, lgtDat.vLaxisY.xyz) ) / fProjVec;
const bool bHasCookie = (lgtDat.flags&IS_CIRCULAR_SPOT_SHAPE)==0; // all square spots have cookies
float d0=0.65, angularAtt = smoothstep(0.0, 1.0-d0, 1.0-length(cookCoord));
[branch]if(bHasCookie)
{
cookCoord = cookCoord*0.5 + 0.5;
angularAtt = UNITY_SAMPLE_TEX2DARRAY_LOD(_spotCookieTextures, float3(cookCoord, lgtDat.iSliceIndex), 0.0).w;
}
atten *= angularAtt*(fProjVec>0.0); // finally apply this to the dist att.
UnityLight light;
light.color.xyz = lgtDat.vCol.xyz*atten;
light.dir.xyz = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
light.ndotl = LambertTerm(data.normalWorld, light.dir.xyz);
ints += UNITY_BRDF_PBS (data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, vWSpaceVDir, light, ind);
++l; uIndex = l<uNrLights ? FetchIndex(offs, l) : 0;
uLgtType = l<uNrLights ? g_vLightData[uIndex].uLightType : 0;
}
// specialized loop for sphere lights
while(l<uNrLights && uLgtType==SPHERE_LIGHT)
{
SFiniteLightData lgtDat = g_vLightData[uIndex];
float3 vLp = lgtDat.vLpos.xyz;
float3 toLight = vLp - vP;
float dist = length(toLight);
float3 vL = toLight / dist;
float3 vLw = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld
float attLookUp = dist*lgtDat.fRecipRange; attLookUp *= attLookUp;
float atten = tex2Dlod(_LightTextureB0, float4(attLookUp.rr, 0.0, 0.0)).UNITY_ATTEN_CHANNEL;
const bool bHasCookie = (lgtDat.flags&HAS_COOKIE_TEXTURE)!=0;
[branch]if(bHasCookie)
{
atten *= UNITY_SAMPLE_TEXCUBEARRAY_LOD(_pointCookieTextures, float4(-vLw, lgtDat.iSliceIndex), 0.0).w;
}
UnityLight light;
light.color.xyz = lgtDat.vCol.xyz*atten;
light.dir.xyz = vLw;
light.ndotl = LambertTerm(data.normalWorld, vLw);
ints += UNITY_BRDF_PBS (data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, vWSpaceVDir, light, ind);
++l; uIndex = l<uNrLights ? FetchIndex(offs, l) : 0;
uLgtType = l<uNrLights ? g_vLightData[uIndex].uLightType : 0;
}
#if !defined(XBONE) && !defined(PLAYSTATION4)
//if(uLgtType>=MAX_TYPES) ++l;
if(uLgtType!=SPOT_LIGHT && uLgtType!=SPHERE_LIGHT) ++l;
#endif
}
return ints;
}
float3 OverlayHeatMap(uint uNumLights, float3 c)
{
/////////////////////////////////////////////////////////////////////
//
const float4 kRadarColors[12] =
{
float4(0.0,0.0,0.0,0.0), // black
float4(0.0,0.0,0.6,0.5), // dark blue
float4(0.0,0.0,0.9,0.5), // blue
float4(0.0,0.6,0.9,0.5), // light blue
float4(0.0,0.9,0.9,0.5), // cyan
float4(0.0,0.9,0.6,0.5), // blueish green
float4(0.0,0.9,0.0,0.5), // green
float4(0.6,0.9,0.0,0.5), // yellowish green
float4(0.9,0.9,0.0,0.5), // yellow
float4(0.9,0.6,0.0,0.5), // orange
float4(0.9,0.0,0.0,0.5), // red
float4(1.0,0.0,0.0,0.9) // strong red
};
float fMaxNrLightsPerTile = 24;
int nColorIndex = uNumLights==0 ? 0 : (1 + (int) floor(10 * (log2((float)uNumLights) / log2(fMaxNrLightsPerTile))) );
nColorIndex = nColorIndex<0 ? 0 : nColorIndex;
float4 col = nColorIndex>11 ? float4(1.0,1.0,1.0,1.0) : kRadarColors[nColorIndex];
return lerp(c, pow(col.xyz, 2.2), 0.3*col.w);
}
ENDCG
}
}
Fallback Off
}