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67 行
2.3 KiB
67 行
2.3 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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float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
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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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#if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF)
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ShadowAtten = 1.0h;
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#endif
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ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
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float shadowStrength = GetMainLightShadowStrength();
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ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture,
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sampler_MainLightShadowmapTexture),
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shadowSamplingData, shadowStrength, false);
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#endif
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}
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void DirectSpecular_float(float3 Specular, float Smoothness, float3 Direction, float3 Color, float3 WorldNormal, float3 WorldView, out float3 Out)
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{
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#if SHADERGRAPH_PREVIEW
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Out = 0;
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#else
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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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Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, float4(Specular, 0), Smoothness);
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#endif
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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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#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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Diffuse = diffuseColor;
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Specular = specularColor;
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}
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#endif
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