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95 行
3.4 KiB
95 行
3.4 KiB
#ifndef CUSTOM_LIGHTING_INCLUDED
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#define CUSTOM_LIGHTING_INCLUDED
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void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten)
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{
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#if SHADERGRAPH_PREVIEW
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Direction = float3(0.5, 0.5, 0);
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Color = 1;
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DistanceAtten = 1;
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ShadowAtten = 1;
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#else
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#if SHADOWS_SCREEN
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float4 clipPos = TransformWorldToHClip(WorldPos);
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float4 shadowCoord = ComputeScreenPos(clipPos);
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#else
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float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
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#endif
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Light mainLight = GetMainLight(shadowCoord);
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Direction = mainLight.direction;
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Color = mainLight.color;
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DistanceAtten = mainLight.distanceAttenuation;
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ShadowAtten = mainLight.shadowAttenuation;
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#endif
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}
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void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
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{
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#if SHADERGRAPH_PREVIEW
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Direction = half3(0.5, 0.5, 0);
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Color = 1;
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DistanceAtten = 1;
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ShadowAtten = 1;
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#else
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#if SHADOWS_SCREEN
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half4 clipPos = TransformWorldToHClip(WorldPos);
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half4 shadowCoord = ComputeScreenPos(clipPos);
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#else
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half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
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#endif
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Light mainLight = GetMainLight(shadowCoord);
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Direction = mainLight.direction;
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Color = mainLight.color;
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DistanceAtten = mainLight.distanceAttenuation;
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ShadowAtten = mainLight.shadowAttenuation;
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#endif
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}
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//
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//void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular)
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//{
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// float3 diffuseColor = 0;
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// float3 specularColor = 0;
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//
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//#ifndef SHADERGRAPH_PREVIEW
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// Smoothness = exp2(10 * Smoothness + 1);
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// WorldNormal = normalize(WorldNormal);
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// WorldView = SafeNormalize(WorldView);
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// int pixelLightCount = GetAdditionalLightsCount();
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// for (int i = 0; i < pixelLightCount; ++i)
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// {
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// Light light = GetAdditionalLight(i, WorldPosition);
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// half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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// diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
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// specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
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// }
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//#endif
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//
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// Diffuse = diffuseColor;
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// Specular = specularColor;
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//}
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//
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//void AdditionalLights_half(half3 SpecColor, half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView, out half3 Diffuse, out half3 Specular)
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//{
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// half3 diffuseColor = 0;
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// half3 specularColor = 0;
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//
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//#ifndef SHADERGRAPH_PREVIEW
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// Smoothness = exp2(10 * Smoothness + 1);
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// WorldNormal = normalize(WorldNormal);
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// WorldView = SafeNormalize(WorldView);
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// int pixelLightCount = GetAdditionalLightsCount();
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// for (int i = 0; i < pixelLightCount; ++i)
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// {
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// Light light = GetAdditionalLight(i, WorldPosition);
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// half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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// diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
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// specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness);
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// }
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//#endif
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//
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// Diffuse = diffuseColor;
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// Specular = specularColor;
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//}
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#endif
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