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107 行
4.0 KiB
107 行
4.0 KiB
#ifndef LIGHTWEIGHT_LIGHTING_INCLUDED
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#define LIGHTWEIGHT_LIGHTING_INCLUDED
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UnityIndirect LightweightGI(float2 lightmapUV, half3 ambientColor, half3 reflectVec, half occlusion, half roughness)
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{
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UnityIndirect o = (UnityIndirect)0;
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#ifdef LIGHTMAP_ON
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o.diffuse = (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV)));
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#endif
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#if defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON)
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o.diffuse += ambientColor;
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#endif
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o.diffuse *= occlusion;
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#ifdef _GLOSSYREFLECTIONS_ON
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// perceptualRoughness
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Unity_GlossyEnvironmentData g;
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g.roughness = roughness;
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g.reflUVW = reflectVec;
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o.specular = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, g) * occlusion;
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#else
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o.specular = half3(0, 0, 0);
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#endif
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return o;
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}
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inline half ComputeLightAttenuationVertex(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection)
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{
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float4 attenuationParams = lightInput.atten;
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float3 posToLightVec = lightInput.pos - worldPos;
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float distanceSqr = max(dot(posToLightVec, posToLightVec), 0.001);
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//// attenuationParams.z = kQuadFallOff = (25.0) / (lightRange * lightRange)
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//// attenuationParams.w = lightRange * lightRange
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//// TODO: we can precompute 1.0 / (attenuationParams.w * 0.64 - attenuationParams.w)
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//// falloff is computed from 80% light range squared
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float lightAtten = half(1.0 / (1.0 + distanceSqr * attenuationParams.z));
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// normalized light dir
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lightDirection = half3(posToLightVec * rsqrt(distanceSqr));
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#if !(defined(_SINGLE_POINT_LIGHT) || defined(_SINGLE_DIRECTIONAL_LIGHT))
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half SdotL = saturate(dot(lightInput.spotDir.xyz, lightDirection));
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lightAtten *= saturate((SdotL - attenuationParams.x) / attenuationParams.y);
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#endif
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return half(lightAtten);
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}
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inline half ComputeLightAttenuation(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection)
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{
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float4 attenuationParams = lightInput.atten;
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#ifdef _SINGLE_DIRECTIONAL_LIGHT
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// Light pos holds normalized light dir
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lightDirection = lightInput.pos;
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return 1.0;
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#else
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float3 posToLightVec = lightInput.pos.xyz - worldPos * lightInput.pos.w;
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float distanceSqr = max(dot(posToLightVec, posToLightVec), 0.001);
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// TODO: Test separating dir lights into diff loop by sorting on the pipe and setting -1 on LightIndexMap.
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#ifdef _ATTENUATION_TEXTURE
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float u = (distanceSqr * attenuationParams.z) / attenuationParams.w;
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float lightAtten = tex2D(_AttenuationTexture, float2(u, 0.0)).a;
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#else
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//// attenuationParams.z = kQuadFallOff = (25.0) / (lightRange * lightRange)
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//// attenuationParams.w = lightRange * lightRange
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//// TODO: we can precompute 1.0 / (attenuationParams.w * 0.64 - attenuationParams.w)
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//// falloff is computed from 80% light range squared
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float lightAtten = half(1.0 / (1.0 + distanceSqr * attenuationParams.z));
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float falloff = saturate((distanceSqr - attenuationParams.w) / (attenuationParams.w * 0.64 - attenuationParams.w));
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lightAtten *= half(falloff);
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#endif
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// normalized light dir
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lightDirection = half3(posToLightVec * rsqrt(distanceSqr));
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#ifndef _SINGLE_POINT_LIGHT
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half SdotL = saturate(dot(lightInput.spotDir.xyz, lightDirection));
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lightAtten *= saturate((SdotL - attenuationParams.x) / attenuationParams.y);
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#endif
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return half(lightAtten);
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#endif // _SINGLE_DIRECTIONAL_LIGHT
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}
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inline half3 LightingLambert(half3 diffuseColor, half3 lightDir, half3 normal, half atten)
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{
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half NdotL = saturate(dot(normal, lightDir));
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return diffuseColor * (NdotL * atten);
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}
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inline half3 LightingBlinnPhong(half3 diffuseColor, half4 specularGloss, half3 lightDir, half3 normal, half3 viewDir, half atten)
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{
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half NdotL = saturate(dot(normal, lightDir));
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half3 diffuse = diffuseColor * NdotL;
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half3 halfVec = normalize(lightDir + viewDir);
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half NdotH = saturate(dot(normal, halfVec));
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half3 specular = specularGloss.rgb * (pow(NdotH, _Shininess * 128.0) * specularGloss.a);
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return (diffuse + specular) * atten;
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}
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#endif
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