您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
205 行
5.6 KiB
205 行
5.6 KiB
#ifndef UCTS_LWRP_INCLUDED
|
|
#define UCTS_LWRP_INCLUDED
|
|
|
|
#define UCTS_LWRP 1
|
|
|
|
#define fixed half
|
|
#define fixed3 half3
|
|
#define fixed4 half4
|
|
|
|
|
|
|
|
|
|
|
|
#ifndef DIRECTIONAL
|
|
# define DIRECTIONAL
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#if defined(UNITY_PASS_PREPASSBASE) || defined(UNITY_PASS_DEFERRED) || defined(UNITY_PASS_SHADOWCASTER)
|
|
#undef FOG_LINEAR
|
|
#undef FOG_EXP
|
|
#undef FOG_EXP2
|
|
#endif
|
|
|
|
//#include "UCTS_AutoLight.cginc"
|
|
#if 1
|
|
|
|
// Legacy for compatibility with existing shaders
|
|
inline bool IsGammaSpace()
|
|
{
|
|
#ifdef UNITY_COLORSPACE_GAMMA
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
inline float GammaToLinearSpaceExact(float value)
|
|
{
|
|
if (value <= 0.04045F)
|
|
return value / 12.92F;
|
|
else if (value < 1.0F)
|
|
return pow((value + 0.055F) / 1.055F, 2.4F);
|
|
else
|
|
return pow(value, 2.2F);
|
|
}
|
|
|
|
inline half3 GammaToLinearSpace(half3 sRGB)
|
|
{
|
|
// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
|
|
return sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h);
|
|
|
|
// Precise version, useful for debugging.
|
|
//return half3(GammaToLinearSpaceExact(sRGB.r), GammaToLinearSpaceExact(sRGB.g), GammaToLinearSpaceExact(sRGB.b));
|
|
}
|
|
|
|
inline float LinearToGammaSpaceExact(float value)
|
|
{
|
|
if (value <= 0.0F)
|
|
return 0.0F;
|
|
else if (value <= 0.0031308F)
|
|
return 12.92F * value;
|
|
else if (value < 1.0F)
|
|
return 1.055F * pow(value, 0.4166667F) - 0.055F;
|
|
else
|
|
return pow(value, 0.45454545F);
|
|
}
|
|
|
|
inline half3 LinearToGammaSpace(half3 linRGB)
|
|
{
|
|
linRGB = max(linRGB, half3(0.h, 0.h, 0.h));
|
|
// An almost-perfect approximation from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
|
|
return max(1.055h * pow(linRGB, 0.416666667h) - 0.055h, 0.h);
|
|
|
|
// Exact version, useful for debugging.
|
|
//return half3(LinearToGammaSpaceExact(linRGB.r), LinearToGammaSpaceExact(linRGB.g), LinearToGammaSpaceExact(linRGB.b));
|
|
}
|
|
|
|
|
|
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
|
|
#define UNITY_FOG_COORDS(idx) UNITY_FOG_COORDS_PACKED(idx, float1)
|
|
|
|
#if (SHADER_TARGET < 30) || defined(SHADER_API_MOBILE)
|
|
// mobile or SM2.0: calculate fog factor per-vertex
|
|
#define UNITY_TRANSFER_FOG(o,outpos) UNITY_CALC_FOG_FACTOR((outpos).z); o.fogCoord.x = unityFogFactor
|
|
#else
|
|
// SM3.0 and PC/console: calculate fog distance per-vertex, and fog factor per-pixel
|
|
#define UNITY_TRANSFER_FOG(o,outpos) o.fogCoord.x = (outpos).z
|
|
#endif
|
|
#else
|
|
#define UNITY_FOG_COORDS(idx)
|
|
#define UNITY_TRANSFER_FOG(o,outpos)
|
|
#endif
|
|
|
|
#define UNITY_FOG_LERP_COLOR(col,fogCol,fogFac) col.rgb = lerp((fogCol).rgb, (col).rgb, saturate(fogFac))
|
|
|
|
|
|
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
|
|
#if (SHADER_TARGET < 30) || defined(SHADER_API_MOBILE)
|
|
// mobile or SM2.0: fog factor was already calculated per-vertex, so just lerp the color
|
|
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol) UNITY_FOG_LERP_COLOR(col,fogCol,(coord).x)
|
|
#else
|
|
// SM3.0 and PC/console: calculate fog factor and lerp fog color
|
|
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol) UNITY_CALC_FOG_FACTOR((coord).x); UNITY_FOG_LERP_COLOR(col,fogCol,unityFogFactor)
|
|
#endif
|
|
#else
|
|
#define UNITY_APPLY_FOG_COLOR(coord,col,fogCol)
|
|
#endif
|
|
|
|
#ifdef UNITY_PASS_FORWARDADD
|
|
#define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,fixed4(0,0,0,0))
|
|
#else
|
|
#define UNITY_APPLY_FOG(coord,col) UNITY_APPLY_FOG_COLOR(coord,col,unity_FogColor)
|
|
#endif
|
|
|
|
#endif //#if false
|
|
|
|
#ifdef DIRECTIONAL
|
|
#define LIGHTING_COORDS(idx1,idx2) SHADOW_COORDS(idx1)
|
|
#define TRANSFER_VERTEX_TO_FRAGMENT(a) TRANSFER_SHADOW(a)
|
|
#define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a)
|
|
#endif
|
|
|
|
// Transforms 2D UV by scale/bias property
|
|
//#define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)
|
|
#define UCTS_TEXTURE2D(tex,name) SAMPLE_TEXTURE2D(tex,sampler##tex,TRANSFORM_TEX(name, tex));
|
|
|
|
|
|
|
|
inline float4 UnityObjectToClipPosInstanced(in float3 pos)
|
|
{
|
|
// return mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorldArray[unity_InstanceID], float4(pos, 1.0)));
|
|
// todo. right?
|
|
return mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(pos, 1.0)));
|
|
}
|
|
inline float4 UnityObjectToClipPosInstanced(float4 pos)
|
|
{
|
|
return UnityObjectToClipPosInstanced(pos.xyz);
|
|
}
|
|
#define UnityObjectToClipPos UnityObjectToClipPosInstanced
|
|
|
|
inline float3 UnityObjectToWorldNormal(in float3 norm)
|
|
{
|
|
#ifdef UNITY_ASSUME_UNIFORM_SCALING
|
|
return UnityObjectToWorldDir(norm);
|
|
#else
|
|
// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
|
|
return normalize(mul(norm, (float3x3)unity_WorldToObject));
|
|
#endif
|
|
}
|
|
// normal should be normalized, w=1.0
|
|
half3 SHEvalLinearL0L1(half4 normal)
|
|
{
|
|
half3 x;
|
|
|
|
// Linear (L1) + constant (L0) polynomial terms
|
|
x.r = dot(unity_SHAr, normal);
|
|
x.g = dot(unity_SHAg, normal);
|
|
x.b = dot(unity_SHAb, normal);
|
|
|
|
return x;
|
|
}
|
|
|
|
// normal should be normalized, w=1.0
|
|
half3 SHEvalLinearL2(half4 normal)
|
|
{
|
|
half3 x1, x2;
|
|
// 4 of the quadratic (L2) polynomials
|
|
half4 vB = normal.xyzz * normal.yzzx;
|
|
x1.r = dot(unity_SHBr, vB);
|
|
x1.g = dot(unity_SHBg, vB);
|
|
x1.b = dot(unity_SHBb, vB);
|
|
|
|
// Final (5th) quadratic (L2) polynomial
|
|
half vC = normal.x*normal.x - normal.y*normal.y;
|
|
x2 = unity_SHC.rgb * vC;
|
|
|
|
return x1 + x2;
|
|
}
|
|
|
|
// normal should be normalized, w=1.0
|
|
// output in active color space
|
|
half3 ShadeSH9(half4 normal)
|
|
{
|
|
// Linear + constant polynomial terms
|
|
half3 res = SHEvalLinearL0L1(normal);
|
|
|
|
// Quadratic polynomials
|
|
res += SHEvalLinearL2(normal);
|
|
|
|
# ifdef UNITY_COLORSPACE_GAMMA
|
|
res = LinearToGammaSpace(res);
|
|
# endif
|
|
|
|
return res;
|
|
}
|
|
|
|
|
|
#endif //#ifndef UCTS_LWRP_INCLUDED
|