Folder clean up;
Added Emissive;
This commit is contained in:
8
Runtime/Shaders/Includes/Common.meta
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8
Runtime/Shaders/Includes/Common.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 3642d3111f8bccb4180d12b99fa6de71
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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263
Runtime/Shaders/Includes/Common/DebugDisplay.hlsl
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263
Runtime/Shaders/Includes/Common/DebugDisplay.hlsl
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@@ -0,0 +1,263 @@
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#ifdef DEBUG_DISPLAY // Guard define here to be compliant with how shader graph generate code for include
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#ifndef UNITY_DEBUG_DISPLAY_INCLUDED
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#define UNITY_DEBUG_DISPLAY_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MipMapDebug.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/ColorPickerDebug.cs.hlsl"
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// Local shader variables
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static SHADOW_TYPE g_DebugShadowAttenuation = 0;
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StructuredBuffer<int2> _DebugDepthPyramidOffsets;
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/PBRValidator.hlsl"
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// When displaying lux meter we compress the light in order to be able to display value higher than 65504
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// The sun is between 100 000 and 150 000, so we use 4 to be able to cover such a range (4 * 65504)
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#define LUXMETER_COMPRESSION_RATIO 4
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TEXTURE2D(_DebugFont); // Debug font to write string in shader
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TEXTURE2D(_DebugMatCapTexture);
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void GetPropertiesDataDebug(uint paramId, inout float3 result, inout bool needLinearToSRGB)
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{
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switch (paramId)
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{
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case DEBUGVIEWPROPERTIES_TESSELLATION:
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#ifdef TESSELLATION_ON
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_PIXEL_DISPLACEMENT:
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#ifdef _PIXEL_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_VERTEX_DISPLACEMENT:
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#ifdef _VERTEX_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_TESSELLATION_DISPLACEMENT:
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#ifdef _TESSELLATION_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_DEPTH_OFFSET:
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#ifdef _DEPTHOFFSET_ON // Caution: This define is related to a shader features (But it may become a standard features for HD)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_LIGHTMAP:
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#if defined(LIGHTMAP_ON) || defined (DIRLIGHTMAP_COMBINED) || defined(DYNAMICLIGHTMAP_ON)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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case DEBUGVIEWPROPERTIES_INSTANCING:
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#if defined(UNITY_INSTANCING_ENABLED)
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result = float3(1.0, 0.0, 0.0);
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#else
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result = float3(0.0, 0.0, 0.0);
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#endif
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break;
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}
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}
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float3 GetTextureDataDebug(uint paramId, float2 uv, Texture2D tex, float4 texelSize, float4 mipInfo, float3 originalColor)
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{
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float3 outColor = originalColor;
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switch (paramId)
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{
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case DEBUGMIPMAPMODE_MIP_RATIO:
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outColor = GetDebugMipColorIncludingMipReduction(originalColor, tex, texelSize, uv, mipInfo);
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break;
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case DEBUGMIPMAPMODE_MIP_COUNT:
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outColor = GetDebugMipCountColor(originalColor, tex);
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break;
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case DEBUGMIPMAPMODE_MIP_COUNT_REDUCTION:
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outColor = GetDebugMipReductionColor(tex, mipInfo);
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break;
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case DEBUGMIPMAPMODE_STREAMING_MIP_BUDGET:
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outColor = GetDebugStreamingMipColor(tex, mipInfo);
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break;
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case DEBUGMIPMAPMODE_STREAMING_MIP:
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outColor = GetDebugStreamingMipColorBlended(originalColor, tex, mipInfo);
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break;
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}
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return outColor;
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}
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// DebugFont code assume black and white font with texture size 256x128 with bloc of 16x16
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#define DEBUG_FONT_TEXT_WIDTH 16
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#define DEBUG_FONT_TEXT_HEIGHT 16
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#define DEBUG_FONT_TEXT_COUNT_X 16
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#define DEBUG_FONT_TEXT_COUNT_Y 8
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#define DEBUG_FONT_TEXT_ASCII_START 32
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#define DEBUG_FONT_TEXT_SCALE_WIDTH 10 // This control the spacing between characters (if a character fill the text block it will overlap).
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// Only support ASCII symbol from DEBUG_FONT_TEXT_ASCII_START to 126
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// return black or white depends if we hit font character or not
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// currentUnormCoord is current unormalized screen position
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// fixedUnormCoord is the position where we want to draw something, this will be incremented by block font size in provided direction
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// color is current screen color
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// color of the font to use
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// direction is 1 or -1 and indicate fixedUnormCoord block shift
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void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction, int fontTextScaleWidth)
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{
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// Are we inside a font display block on the screen ?
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uint2 localCharCoord = currentUnormCoord - fixedUnormCoord;
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if (localCharCoord.x >= 0 && localCharCoord.x < DEBUG_FONT_TEXT_WIDTH && localCharCoord.y >= 0 && localCharCoord.y < DEBUG_FONT_TEXT_HEIGHT)
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{
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localCharCoord.y = DEBUG_FONT_TEXT_HEIGHT - localCharCoord.y;
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asciiValue -= DEBUG_FONT_TEXT_ASCII_START; // Our font start at ASCII table 32;
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uint2 asciiCoord = uint2(asciiValue % DEBUG_FONT_TEXT_COUNT_X, asciiValue / DEBUG_FONT_TEXT_COUNT_X);
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// Unorm coordinate inside the font texture
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uint2 unormTexCoord = asciiCoord * uint2(DEBUG_FONT_TEXT_WIDTH, DEBUG_FONT_TEXT_HEIGHT) + localCharCoord;
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// normalized coordinate
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float2 normTexCoord = float2(unormTexCoord) / float2(DEBUG_FONT_TEXT_WIDTH * DEBUG_FONT_TEXT_COUNT_X, DEBUG_FONT_TEXT_HEIGHT * DEBUG_FONT_TEXT_COUNT_Y);
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#if UNITY_UV_STARTS_AT_TOP
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normTexCoord.y = 1.0 - normTexCoord.y;
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#endif
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float charColor = SAMPLE_TEXTURE2D_LOD(_DebugFont, s_point_clamp_sampler, normTexCoord, 0).r;
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color = color * (1.0 - charColor) + charColor * fontColor;
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}
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fixedUnormCoord.x += fontTextScaleWidth * direction;
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}
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void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction)
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{
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DrawCharacter(asciiValue, fontColor, currentUnormCoord, fixedUnormCoord, color, direction, DEBUG_FONT_TEXT_SCALE_WIDTH);
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}
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// Shortcut to not have to file direction
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void DrawCharacter(uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
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{
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DrawCharacter(asciiValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 1);
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}
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// Draw a signed integer
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// Can't display more than 16 digit
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// The two following parameter are for float representation
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// leading0 is used when drawing frac part of a float to draw the leading 0 (call is in charge of it)
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// forceNegativeSign is used to force to display a negative sign as -0 is not recognize
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void DrawInteger(int intValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int leading0, bool forceNegativeSign)
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{
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const uint maxStringSize = 16;
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uint absIntValue = abs(intValue);
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// 1. Get size of the number of display
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int numEntries = min((intValue == 0 ? 0 : log10(absIntValue)) + ((intValue < 0 || forceNegativeSign) ? 1 : 0) + leading0, maxStringSize);
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// 2. Shift curseur to last location as we will go reverse
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fixedUnormCoord.x += numEntries * DEBUG_FONT_TEXT_SCALE_WIDTH;
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// 3. Display the number
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bool drawCharacter = true; // bit weird, but it is to appease the compiler.
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for (uint j = 0; j < maxStringSize; ++j)
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{
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// Numeric value incurrent font start on the second row at 0
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if(drawCharacter)
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DrawCharacter((absIntValue % 10) + '0', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
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if (absIntValue < 10)
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drawCharacter = false;
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absIntValue /= 10;
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}
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// 4. Display leading 0
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if (leading0 > 0)
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{
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for (int i = 0; i < leading0; ++i)
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{
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DrawCharacter('0', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
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}
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}
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// 5. Display sign
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if (intValue < 0 || forceNegativeSign)
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{
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DrawCharacter('-', fontColor, currentUnormCoord, fixedUnormCoord, color, -1);
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}
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// 6. Reset cursor at end location
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fixedUnormCoord.x += (numEntries + 2) * DEBUG_FONT_TEXT_SCALE_WIDTH;
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}
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void DrawInteger(int intValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
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{
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DrawInteger(intValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 0, false);
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}
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void DrawFloatExplicitPrecision(float floatValue, float3 fontColor, uint2 currentUnormCoord, uint digitCount, inout uint2 fixedUnormCoord, inout float3 color)
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{
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if (IsNaN(floatValue))
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{
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DrawCharacter('N', fontColor, currentUnormCoord, fixedUnormCoord, color);
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DrawCharacter('a', fontColor, currentUnormCoord, fixedUnormCoord, color);
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DrawCharacter('N', fontColor, currentUnormCoord, fixedUnormCoord, color);
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}
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else
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{
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int intValue = int(floatValue);
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bool forceNegativeSign = floatValue >= 0.0f ? false : true;
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DrawInteger(intValue, fontColor, currentUnormCoord, fixedUnormCoord, color, 0, forceNegativeSign);
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DrawCharacter('.', fontColor, currentUnormCoord, fixedUnormCoord, color);
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int fracValue = int(frac(abs(floatValue)) * pow(10, digitCount));
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int leading0 = digitCount - (int(log10(fracValue)) + 1); // Counting leading0 to add in front of the float
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DrawInteger(fracValue, fontColor, currentUnormCoord, fixedUnormCoord, color, leading0, false);
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}
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}
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void DrawFloat(float floatValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color)
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{
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DrawFloatExplicitPrecision(floatValue, fontColor, currentUnormCoord, 6, fixedUnormCoord, color);
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}
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// Debug rendering is performed at the end of the frame (after post-processing).
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// Debug textures are never flipped upside-down automatically. Therefore, we must always flip manually.
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bool ShouldFlipDebugTexture()
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{
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#if UNITY_UV_STARTS_AT_TOP
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return (_ProjectionParams.x > 0);
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#else
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return (_ProjectionParams.x < 0);
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#endif
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}
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#endif
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#endif // DEBUG_DISPLAY
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9
Runtime/Shaders/Includes/Common/DebugDisplay.hlsl.meta
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9
Runtime/Shaders/Includes/Common/DebugDisplay.hlsl.meta
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 8ab1498776c236c4da0411cc76a11bf6
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ShaderImporter:
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||||
externalObjects: {}
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||||
defaultTextures: []
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||||
nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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246
Runtime/Shaders/Includes/Common/UtsCommon.hlsl
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246
Runtime/Shaders/Includes/Common/UtsCommon.hlsl
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@@ -0,0 +1,246 @@
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#ifndef UTS_COMMON
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#define UTS_COMMON
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#define inverselerp(a, b, x) saturate(((x) - (a)) / ((b) - (a)))
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#define APPLY_WEIGHT(x, y, t) lerp(x, x * y, t)
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float2 GetWHRatio()
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{
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return float2(_ScreenParams.y / _ScreenParams.x, 1);
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||||
}
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float StepAntiAliasing(float x, float y)
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||||
{
|
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float v = x - y;
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return saturate(v / fwidth(v) + HALF_MIN); //fwidth(x) = abs(ddx(x) + ddy(x))
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}
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||||
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float Remap(float In, float2 InMinMax, float2 OutMinMax)
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||||
{
|
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return OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
|
||||
}
|
||||
|
||||
float3 ToonMaping(float3 x)
|
||||
{
|
||||
x = x * (2.51 * x + 0.03) / (x * (2.43 * x + 0.59) + 0.14);
|
||||
return x;
|
||||
}
|
||||
|
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float3 GetSmoothedWorldNormal(float2 uv, float3x3 t_tbn)
|
||||
{
|
||||
float3 normal = float3(uv, 0);
|
||||
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
|
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return mul(normal, t_tbn);
|
||||
}
|
||||
|
||||
float3 UtsComputeDiffuseColor(float3 baseColor, float metallic, float min)
|
||||
{
|
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#if _PBR_MODE_OFF
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return baseColor;
|
||||
#else
|
||||
return baseColor * (max(min, 1.0 - metallic));
|
||||
#endif
|
||||
}
|
||||
|
||||
float3 UtsComputeDiffuseColor(float3 baseColor, float metallic)
|
||||
{
|
||||
return UtsComputeDiffuseColor(baseColor, metallic, 0.0);
|
||||
}
|
||||
|
||||
#define SampleRampSignalLine(texture, u) (SAMPLE_TEXTURE2D_LOD(texture, s_linear_clamp_sampler, float2(u, 0.5), 0))
|
||||
|
||||
// Exposure
|
||||
float3 ApplyCurrentExposureMultiplier(float3 color)
|
||||
{
|
||||
return color * lerp(GetCurrentExposureMultiplier(), 1, _ToonIgnoreExposureMultiplier);
|
||||
}
|
||||
|
||||
float3 ConvertFromEV100(float3 EV100)
|
||||
{
|
||||
float3 value = pow(2, EV100) * 2.5f;
|
||||
return value;
|
||||
}
|
||||
|
||||
float3 ConvertToEV100(float3 value)
|
||||
{
|
||||
return log2(value * 0.4f);
|
||||
}
|
||||
|
||||
float WeightSample(PositionInputs positionInput)
|
||||
{
|
||||
// Center-weighted
|
||||
const float2 kCenter = _ScreenParams.xy * 0.5;
|
||||
const float weight = pow(length((kCenter.xy - positionInput.positionSS.xy) / _ScreenParams.xy), 1.0);
|
||||
return 1.0 - saturate(weight);
|
||||
}
|
||||
|
||||
float3 ApplyCompensation(float3 originalColor)
|
||||
{
|
||||
float3 ev100_Color = ConvertToEV100(originalColor) + _ToonEvAdjustmentCompensation * 0.5f;
|
||||
|
||||
|
||||
float3 resultColor = max(0, ConvertFromEV100(ev100_Color));
|
||||
return resultColor;
|
||||
}
|
||||
|
||||
float3 GetExposureAdjustedColor(float3 originalColor)
|
||||
{
|
||||
if (_ToonEvAdjustmentCurve != 0)
|
||||
{
|
||||
|
||||
float3 ev100_Color = ConvertToEV100(originalColor);
|
||||
ev100_Color = clamp(ev100_Color, _ToonEvAdjustmentValueMin, _ToonEvAdjustmentValueMax);
|
||||
float3 ev100_remap = (ev100_Color - _ToonEvAdjustmentValueMin) * (128 - 1) / (_ToonEvAdjustmentValueMax - _ToonEvAdjustmentValueMin);
|
||||
ev100_remap = clamp(ev100_remap, 0.0, 127.0);
|
||||
int3 ev100_idx = (int3)ev100_remap;
|
||||
float3 ev100_lerp = ev100_remap - ev100_idx;
|
||||
float3 ev100_remapped;
|
||||
|
||||
ev100_remapped.r = _ToonEvAdjustmentValueArray[ev100_idx.r] + (_ToonEvAdjustmentValueArray[ev100_idx.r + 1] - _ToonEvAdjustmentValueArray[ev100_idx.r]) * ev100_lerp.r;
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||||
ev100_remapped.g = _ToonEvAdjustmentValueArray[ev100_idx.g] + (_ToonEvAdjustmentValueArray[ev100_idx.g + 1] - _ToonEvAdjustmentValueArray[ev100_idx.g]) * ev100_lerp.g;
|
||||
ev100_remapped.b = _ToonEvAdjustmentValueArray[ev100_idx.b] + (_ToonEvAdjustmentValueArray[ev100_idx.b + 1] - _ToonEvAdjustmentValueArray[ev100_idx.b]) * ev100_lerp.b;
|
||||
|
||||
|
||||
float3 resultColor = ConvertFromEV100(ev100_remapped);
|
||||
|
||||
|
||||
return resultColor;
|
||||
}
|
||||
else // else is neccessary to avoid warrnings.
|
||||
{
|
||||
return originalColor;
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyExposureAdjustment(inout float3 color)
|
||||
{
|
||||
color = GetExposureAdjustedColor(color);
|
||||
color = ApplyCompensation(color);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Transform
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
float3 ProjectOnPlane(float3 vec, float3 normal)
|
||||
{
|
||||
return vec - normal * dot(vec, normal);
|
||||
}
|
||||
|
||||
float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
|
||||
{
|
||||
float RotateUV_ang = _radian;
|
||||
float RotateUV_cos = cos(_time * RotateUV_ang);
|
||||
float RotateUV_sin = sin(_time * RotateUV_ang);
|
||||
return(mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
|
||||
}
|
||||
|
||||
// Anti-perspective form Colin: Counteract perspective effects by replacing regular depth with uniform depth
|
||||
uniform float _AntiPerspectiveIntensity;
|
||||
void AntiPerspective(inout float4 clipPos)
|
||||
{
|
||||
float centerVSz = mul(UNITY_MATRIX_V, float4(UNITY_MATRIX_M._m03_m13_m23, 1.0)).z;
|
||||
clipPos.xy *= lerp(1.0, abs(clipPos.w) / - centerVSz, _AntiPerspectiveIntensity);
|
||||
}
|
||||
|
||||
// ASE
|
||||
float2 UnStereo(float2 UV)
|
||||
{
|
||||
#if UNITY_SINGLE_PASS_STEREO
|
||||
float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
|
||||
UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
|
||||
#endif
|
||||
return UV;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Color
|
||||
// ----------------------------------------------------------------------------
|
||||
float3 ShiftColorPurity(float3 color, float purity)
|
||||
{
|
||||
return lerp(Luminance(color), color, purity);
|
||||
}
|
||||
|
||||
void AlphaGammaCorrection(inout float a1, inout float a2, inout float a3, inout float a4)
|
||||
{
|
||||
float4 a = float4(a1, a2, a3, a4);
|
||||
a = pow(abs(a), 1 / 1.48);
|
||||
a1 = a.x;
|
||||
a2 = a.y;
|
||||
a3 = a.z;
|
||||
a4 = a.w;
|
||||
}
|
||||
|
||||
void AlphaGammaCorrection(inout float alpha)
|
||||
{
|
||||
alpha = pow(abs(alpha), 1 / 1.48);
|
||||
}
|
||||
|
||||
void AlphaGammaCorrection(inout float alpha, inout float alpha2)
|
||||
{
|
||||
AlphaGammaCorrection(alpha, alpha2, alpha, alpha);
|
||||
}
|
||||
|
||||
void AlphaGammaCorrection(inout float alpha, inout float alpha2, inout float alpha3)
|
||||
{
|
||||
AlphaGammaCorrection(alpha, alpha2, alpha3, alpha3);
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Depth
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
float LinearEyeDepth(float z)
|
||||
{
|
||||
return LinearEyeDepth(z, _ZBufferParams);
|
||||
}
|
||||
|
||||
// https://forum.unity.com/threads/what-does-unity-exactly-do-when-we-modify-z-buffer-value-using-sv_depth.526406/
|
||||
float LinearEyeDepthToOutDepth(float z)
|
||||
{
|
||||
return(1 - _ZBufferParams.w * z) / (_ZBufferParams.z * z);
|
||||
}
|
||||
|
||||
// Returns the forward (Right) direction of the current view in the world space.
|
||||
float3 GetViewRightDir()
|
||||
{
|
||||
float4x4 viewMat = GetWorldToViewMatrix();
|
||||
return viewMat[0].xyz;
|
||||
}
|
||||
|
||||
// ASE
|
||||
float3 InvertDepthDirHD(float3 In)
|
||||
{
|
||||
float3 result = In;
|
||||
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION >= 80301
|
||||
result *= float3(1, 1, -1);
|
||||
#endif
|
||||
return result;
|
||||
}
|
||||
|
||||
float4x4 unity_CameraProjection;
|
||||
float4x4 unity_CameraInvProjection;
|
||||
float4x4 unity_WorldToCamera;
|
||||
float4x4 unity_CameraToWorld;
|
||||
|
||||
// ASE
|
||||
float3 GetWorldPosFromDepthBuffer(float2 clipPos01, float cameraDepth)
|
||||
{
|
||||
#ifdef UNITY_REVERSED_Z
|
||||
float depth = (1.0 - cameraDepth);
|
||||
#else
|
||||
float depth = cameraDepth;
|
||||
#endif
|
||||
float3 screenPos_DepthBuffer = (float3(clipPos01, depth));
|
||||
float4 clipPos = (float4((screenPos_DepthBuffer * 2.0 - 1.0), 1.0));
|
||||
float4 viewPos = mul(unity_CameraInvProjection, clipPos);
|
||||
float3 viewPosNorm = viewPos.xyz / viewPos.w;
|
||||
float3 localInvertDepthDirHD = InvertDepthDirHD(viewPosNorm);
|
||||
|
||||
return mul(unity_CameraToWorld, float4(localInvertDepthDirHD, 1.0)).xyz;
|
||||
}
|
||||
#endif
|
||||
7
Runtime/Shaders/Includes/Common/UtsCommon.hlsl.meta
Normal file
7
Runtime/Shaders/Includes/Common/UtsCommon.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac88fd7420b835748990a40f42a2478f
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
593
Runtime/Shaders/Includes/Common/UtsHead.hlsl
Normal file
593
Runtime/Shaders/Includes/Common/UtsHead.hlsl
Normal file
@@ -0,0 +1,593 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#ifndef UCTS_HDRP_INCLUDED
|
||||
#define UCTS_HDRP_INCLUDED
|
||||
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsCommon.hlsl"
|
||||
|
||||
#define UTS_LAYER_VISIBILITY
|
||||
|
||||
#ifndef DIRECTIONAL
|
||||
# define DIRECTIONAL
|
||||
#endif
|
||||
|
||||
#define FP_BUFFER 1
|
||||
|
||||
|
||||
#if defined(UNITY_PASS_PREPASSBASE) || defined(UNITY_PASS_DEFERRED) || defined(UNITY_PASS_SHADOWCASTER)
|
||||
#undef FOG_LINEAR
|
||||
#undef FOG_EXP
|
||||
#undef FOG_EXP2
|
||||
#endif
|
||||
|
||||
#define Uts_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04)
|
||||
|
||||
#if 1
|
||||
|
||||
struct UTSData
|
||||
{
|
||||
};
|
||||
|
||||
struct UTSSurfaceData
|
||||
{
|
||||
uint materialFeatures;
|
||||
|
||||
real3 baseColor;
|
||||
real3 firstShadingColor;
|
||||
real3 secondShadingColor;
|
||||
real alpha;
|
||||
|
||||
float3 normalWS;
|
||||
real perceptualSmoothness;
|
||||
real metallic;
|
||||
real specularOcclusion;
|
||||
real ambientOcclusion;
|
||||
real3 specularColor;
|
||||
|
||||
float3 geomNormalWS;
|
||||
float3 tangentWS;
|
||||
|
||||
real4 subsurfaceColor;
|
||||
|
||||
real anisotropy;
|
||||
};
|
||||
|
||||
struct UtsBSDFData
|
||||
{
|
||||
uint materialFeatures;
|
||||
|
||||
real3 diffuseColor;
|
||||
real3 firstShadingDiffuseColor;
|
||||
real3 secondShadingDiffuseColor;
|
||||
|
||||
real3 fresnel0;
|
||||
real fresnel90;
|
||||
real reflectivity;
|
||||
|
||||
real ambientOcclusion;
|
||||
real specularOcclusion;
|
||||
real perceptualRoughness;
|
||||
|
||||
real3 subsurfaceColor;
|
||||
|
||||
float3 geomNormalWS;
|
||||
float3 normalWS;
|
||||
float3 tangentWS;
|
||||
float3 bitangentWS;
|
||||
|
||||
real anisotropy;
|
||||
real roughnessT;
|
||||
real roughnessB;
|
||||
};
|
||||
|
||||
UTSSurfaceData ConvertSurfaceDataToUTSSurfaceData(SurfaceData surfaceData)
|
||||
{
|
||||
UTSSurfaceData output;
|
||||
ZERO_INITIALIZE(UTSSurfaceData, output);
|
||||
|
||||
output.materialFeatures = surfaceData.materialFeatures;
|
||||
output.baseColor = surfaceData.baseColor;
|
||||
output.alpha = 1.0;
|
||||
output.normalWS = surfaceData.normalWS;
|
||||
output.perceptualSmoothness = surfaceData.perceptualSmoothness;
|
||||
output.metallic = surfaceData.metallic;
|
||||
output.specularOcclusion = surfaceData.specularOcclusion;
|
||||
output.ambientOcclusion = surfaceData.ambientOcclusion;
|
||||
output.specularColor = surfaceData.specularColor;
|
||||
output.geomNormalWS = surfaceData.geomNormalWS;
|
||||
output.tangentWS = surfaceData.tangentWS;
|
||||
output.subsurfaceColor.rgb = surfaceData.transmittanceColor;
|
||||
output.subsurfaceColor.a = surfaceData.subsurfaceMask;
|
||||
output.anisotropy = surfaceData.anisotropy;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
|
||||
{
|
||||
UTSSurfaceData output;
|
||||
//ZERO_INITIALIZE(UTSSurfaceData, output);
|
||||
|
||||
output.materialFeatures = 0;
|
||||
|
||||
float4 mainTexture = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
|
||||
output.baseColor = mainTexture.rgb * _BaseColor.rgb;
|
||||
output.alpha = mainTexture.a;
|
||||
|
||||
float4 firstShadingTexture = SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
|
||||
float4 secondShadingTexture = SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
|
||||
output.firstShadingColor = lerp(firstShadingTexture.rgb, mainTexture.rgb, _Use_BaseAs1st) * _1st_ShadeColor.rgb;
|
||||
output.secondShadingColor = lerp(secondShadingTexture.rgb, output.firstShadingColor, _Use_1stAs2nd) * _2nd_ShadeColor.rgb;
|
||||
|
||||
float4 normalLocal = float4(0, 0, 1.0, 1.0);
|
||||
#if _NORMAL_MAP
|
||||
if (_Use_SSSLut)
|
||||
{
|
||||
normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap), _SSSIntensity);
|
||||
}
|
||||
else
|
||||
{
|
||||
normalLocal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
|
||||
normalLocal.rgb = UnpackNormalScale(normalLocal, _NormalScale);
|
||||
}
|
||||
#endif
|
||||
float3 normalWS = normalize(mul(normalLocal.rgb, input.tangentToWorld));
|
||||
#if _PBR_MODE_OFF
|
||||
float smoothness = 0.0;
|
||||
float metallic = 0.0;
|
||||
#else
|
||||
float smoothness = _Smoothness;
|
||||
float metallic = _Metallic;
|
||||
#endif
|
||||
float ao = 1.0;
|
||||
float3 specularColor = 1;
|
||||
float anisotropy = 0;
|
||||
|
||||
#ifdef _MASK_MAP
|
||||
float4 _MaskMap_var = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
|
||||
metallic = _MaskMap_var.x;
|
||||
metallic = lerp(_MetallicRemapMin, _MetallicRemapMax, metallic);
|
||||
ao = _MaskMap_var.y;
|
||||
ao = lerp(_AORemapMin, _AORemapMax, ao);
|
||||
smoothness = _MaskMap_var.w;
|
||||
smoothness = lerp(_SmoothnessRemapMin, _SmoothnessRemapMax, smoothness);
|
||||
#endif
|
||||
|
||||
#ifdef _ANISOTROPY_MAP
|
||||
anisotropy = SAMPLE_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, TRANSFORM_TEX(input.texCoord0, _AnisotropyMap)).r;
|
||||
#if _PBR_Mode_KK
|
||||
anisotropy += _Anisotropy - 0.5;
|
||||
#else
|
||||
anisotropy *= _Anisotropy;
|
||||
#endif
|
||||
#else
|
||||
anisotropy = 1.0;
|
||||
anisotropy *= _Anisotropy;
|
||||
#endif
|
||||
|
||||
#ifdef _PBR_Mode_KK
|
||||
metallic = 0.0;
|
||||
smoothness *=_BSDFContribution;
|
||||
#endif
|
||||
|
||||
#ifdef _PBR_Mode_TOON
|
||||
#ifdef _SPECULAR_COLOR_MAP
|
||||
specularColor = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)).rgb * _SpecularColor;
|
||||
#endif
|
||||
specularColor = GetSpecularColor(_MainTex_var.rgb * _BaseColor.rgb, metallic);
|
||||
#endif
|
||||
|
||||
output.metallic = metallic;
|
||||
output.ambientOcclusion = ao;
|
||||
output.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(dot(normalWS, V), ao, PerceptualRoughnessToRoughness(1 - smoothness));
|
||||
output.perceptualSmoothness = smoothness;
|
||||
output.normalWS = normalWS;
|
||||
output.specularColor = specularColor;
|
||||
|
||||
output.geomNormalWS = input.tangentToWorld[2];
|
||||
output.tangentWS = Orthonormalize(input.tangentToWorld[0].rgb, normalWS);
|
||||
|
||||
output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, sampler_MainTex, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
|
||||
|
||||
output.anisotropy = anisotropy;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
UtsBSDFData ConvertUTSSurfaceDataToUTSBSDFData(UTSSurfaceData surfaceData)
|
||||
{
|
||||
UtsBSDFData output;
|
||||
|
||||
output.materialFeatures = surfaceData.materialFeatures;
|
||||
|
||||
output.diffuseColor = UtsComputeDiffuseColor(surfaceData.baseColor, surfaceData.metallic, 0.05);
|
||||
output.firstShadingDiffuseColor = UtsComputeDiffuseColor(surfaceData.firstShadingColor, surfaceData.metallic, 0.05);
|
||||
output.secondShadingDiffuseColor = UtsComputeDiffuseColor(surfaceData.secondShadingColor, surfaceData.metallic, 0.05);
|
||||
|
||||
#if _PBR_MODE_OFF
|
||||
output.fresnel0 = surfaceData.baseColor;
|
||||
#else
|
||||
output.fresnel0 = ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic, 0.22);
|
||||
#endif
|
||||
output.fresnel90 = ComputeF90(output.fresnel0);
|
||||
output.reflectivity = (1.0 - 0.22) * (1 - surfaceData.metallic);
|
||||
|
||||
output.ambientOcclusion = surfaceData.ambientOcclusion;
|
||||
output.specularOcclusion = surfaceData.specularOcclusion;
|
||||
output.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness);\
|
||||
|
||||
output.subsurfaceColor = surfaceData.subsurfaceColor.rgb * surfaceData.subsurfaceColor.a;
|
||||
|
||||
output.normalWS = surfaceData.normalWS;
|
||||
output.geomNormalWS = surfaceData.geomNormalWS;
|
||||
output.tangentWS = surfaceData.tangentWS;
|
||||
output.bitangentWS = normalize(cross(surfaceData.normalWS, surfaceData.tangentWS));
|
||||
|
||||
output.anisotropy = surfaceData.anisotropy;
|
||||
ConvertAnisotropyToRoughness(output.perceptualRoughness, surfaceData.anisotropy, output.roughnessT, output.roughnessB);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
PreLightData GetPreLightData_UTS(float3 V, PositionInputs posInput, inout UtsBSDFData bsdfData)
|
||||
{
|
||||
PreLightData preLightData;
|
||||
ZERO_INITIALIZE(PreLightData, preLightData);
|
||||
|
||||
float3 N = bsdfData.normalWS;
|
||||
preLightData.NdotV = dot(N, V);
|
||||
preLightData.iblPerceptualRoughness = bsdfData.perceptualRoughness;
|
||||
|
||||
float clampedNdotV = ClampNdotV(preLightData.NdotV);
|
||||
|
||||
// Handle IBL + area light + multiscattering.
|
||||
// Note: use the not modified by anisotropy iblPerceptualRoughness here.
|
||||
float specularReflectivity = 1.0;
|
||||
#if _PBR_MODE_OFF
|
||||
preLightData.diffuseFGD = 1.0;
|
||||
preLightData.specularFGD = 1.0;
|
||||
#else
|
||||
GetPreIntegratedFGDGGXAndDisneyDiffuse(clampedNdotV, preLightData.iblPerceptualRoughness, bsdfData.fresnel0, bsdfData.fresnel90, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity);
|
||||
#endif
|
||||
|
||||
#ifdef LIT_USE_GGX_ENERGY_COMPENSATION
|
||||
// Ref: Practical multiple scattering compensation for microfacet models.
|
||||
// We only apply the formulation for metals.
|
||||
// For dielectrics, the change of reflectance is negligible.
|
||||
// We deem the intensity difference of a couple of percent for high values of roughness
|
||||
// to not be worth the cost of another precomputed table.
|
||||
// Note: this formulation bakes the BSDF non-symmetric!
|
||||
preLightData.energyCompensation = 1.0 / specularReflectivity - 1.0;
|
||||
#else
|
||||
preLightData.energyCompensation = 0.0;
|
||||
#endif // LIT_USE_GGX_ENERGY_COMPENSATION
|
||||
|
||||
float3 iblN;
|
||||
|
||||
#if _PBR_MODE_ANISOTROPY
|
||||
float TdotV = dot(bsdfData.tangentWS, V);
|
||||
float BdotV = dot(bsdfData.bitangentWS, V);
|
||||
|
||||
preLightData.partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, clampedNdotV, bsdfData.roughnessT, bsdfData.roughnessB);
|
||||
|
||||
// perceptualRoughness is use as input and output here
|
||||
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS, N, V, bsdfData.anisotropy, preLightData.iblPerceptualRoughness, iblN, preLightData.iblPerceptualRoughness);
|
||||
#else
|
||||
preLightData.partLambdaV = GetSmithJointGGXPartLambdaV(clampedNdotV, bsdfData.roughnessT);
|
||||
iblN = N;
|
||||
#endif
|
||||
|
||||
preLightData.iblR = reflect(-V, iblN);
|
||||
|
||||
// Area light
|
||||
#ifdef USE_DIFFUSE_LAMBERT_BRDF
|
||||
preLightData.ltcTransformDiffuse = k_identity3x3;
|
||||
|
||||
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_SSS_DIFFUSE_POWER))
|
||||
ModifyLambertLTCTransformForDiffusePower(preLightData.ltcTransformDiffuse, GetDiffusePower(bsdfData.diffusionProfileIndex));
|
||||
#else
|
||||
preLightData.ltcTransformDiffuse = SampleLtcMatrix(bsdfData.perceptualRoughness, clampedNdotV, LTCLIGHTINGMODEL_DISNEY_DIFFUSE);
|
||||
#endif
|
||||
|
||||
float perceptualRoughnessA = bsdfData.perceptualRoughness;
|
||||
|
||||
preLightData.ltcTransformSpecular[0] = SampleLtcMatrix(perceptualRoughnessA, clampedNdotV, LTCLIGHTINGMODEL_GGX);
|
||||
|
||||
// Construct a right-handed view-dependent orthogonal basis around the normal
|
||||
preLightData.orthoBasisViewNormal = GetOrthoBasisViewNormal(V, N, preLightData.NdotV);
|
||||
|
||||
preLightData.ltcTransformCoat = 0.0;
|
||||
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT))
|
||||
{
|
||||
preLightData.ltcTransformCoat = SampleLtcMatrix(CLEAR_COAT_PERCEPTUAL_ROUGHNESS, clampedNdotV, LTCLIGHTINGMODEL_GGX);
|
||||
}
|
||||
|
||||
return preLightData;
|
||||
}
|
||||
|
||||
void UtsClampRoughness(inout PreLightData preLightData, inout UtsBSDFData bsdfData, float minRoughness)
|
||||
{
|
||||
bsdfData.roughnessT = max(minRoughness, bsdfData.roughnessT);
|
||||
bsdfData.roughnessB = max(minRoughness, bsdfData.roughnessB);
|
||||
}
|
||||
|
||||
// Legacy for compatibility with existing shaders
|
||||
inline bool IsGammaSpace()
|
||||
{
|
||||
#ifdef UNITY_COLORSPACE_GAMMA
|
||||
return true;
|
||||
#else
|
||||
return false;
|
||||
#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;
|
||||
}
|
||||
|
||||
float3 DecodeLightProbe(float3 N) {
|
||||
return ShadeSH9(float4(N, 1));
|
||||
}
|
||||
|
||||
|
||||
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 float3 GammaToLinearSpace(float3 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 float3 LinearToGammaSpace(float3 linRGB)
|
||||
{
|
||||
linRGB = max(linRGB, float3(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_MATRIX_M, 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_MATRIX_M));
|
||||
#endif
|
||||
}
|
||||
// normal should be normalized, w=1.0
|
||||
float3 SHEvalLinearL0L1 (float4 normal)
|
||||
{
|
||||
float3 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
|
||||
float3 SHEvalLinearL2 (float4 normal)
|
||||
{
|
||||
float3 x1, x2;
|
||||
// 4 of the quadratic (L2) polynomials
|
||||
float4 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
|
||||
float3 ShadeSH9 (float4 normal)
|
||||
{
|
||||
// Linear + constant polynomial terms
|
||||
float3 res = SHEvalLinearL0L1 (normal);
|
||||
|
||||
// Quadratic polynomials
|
||||
res += SHEvalLinearL2 (normal);
|
||||
|
||||
# ifdef UNITY_COLORSPACE_GAMMA
|
||||
res = LinearToGammaSpace (res);
|
||||
# endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
float3 SampleBakedGI_UTS(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool needToIncludeAPV = false)
|
||||
{
|
||||
float3 bakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backBakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backNormalWS = float3(0, 0, 0);
|
||||
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) && (SHADERPASS != SHADERPASS_RAYTRACING_INDIRECT) && (SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER)
|
||||
if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF
|
||||
#if (SHADERPASS == SHADERPASS_GBUFER)
|
||||
&& _IndirectDiffuseMode != INDIRECTDIFFUSEMODE_MIXED && _ReflectionsMode != REFLECTIONSMODE_MIXED
|
||||
#endif
|
||||
)
|
||||
return bakeDiffuseLighting;
|
||||
#endif
|
||||
|
||||
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||||
EvaluateLightmap(positionRWS, normalWS, backNormalWS, uvStaticLightmap, uvDynamicLightmap, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
||||
if (needToIncludeAPV)
|
||||
{
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(positionRWS), normalWS, backNormalWS, GetWorldSpaceNormalizeViewDir(positionRWS), 0.0, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
}
|
||||
#else
|
||||
EvaluateLightProbeBuiltin(positionRWS, normalWS, backNormalWS, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#if defined(SHADER_STAGE_RAY_TRACING)
|
||||
bakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
backBakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return bakeDiffuseLighting;
|
||||
}
|
||||
|
||||
float3 SampleBakedGI_UTS_OutLine(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap)
|
||||
{
|
||||
float3 bakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backBakeDiffuseLighting = float3(0, 0, 0);
|
||||
float3 backNormalWS = float3(0, 0, 0);
|
||||
|
||||
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
|
||||
EvaluateLightmap(positionRWS, normalWS, backNormalWS, uvStaticLightmap, uvDynamicLightmap, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(positionRWS), normalWS, backNormalWS, GetWorldSpaceNormalizeViewDir(positionRWS), 0.0, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#else
|
||||
EvaluateLightProbeBuiltin(positionRWS, normalWS, backNormalWS, bakeDiffuseLighting, backBakeDiffuseLighting);
|
||||
#if defined(SHADER_STAGE_RAY_TRACING)
|
||||
bakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
backBakeDiffuseLighting *= _RayTracingAmbientProbeDimmer;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return bakeDiffuseLighting;
|
||||
}
|
||||
|
||||
|
||||
#endif //#ifndef UCTS_HDRP_INCLUDED
|
||||
9
Runtime/Shaders/Includes/Common/UtsHead.hlsl.meta
Normal file
9
Runtime/Shaders/Includes/Common/UtsHead.hlsl.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e2fc592d7e0eb2d47b07a315b3ec3ea8
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
297
Runtime/Shaders/Includes/Common/UtsMaterialEvaluation.hlsl
Normal file
297
Runtime/Shaders/Includes/Common/UtsMaterialEvaluation.hlsl
Normal file
@@ -0,0 +1,297 @@
|
||||
#ifndef UTS_MATERIAL_EVALUATION
|
||||
#define UTS_MATERIAL_EVALUATION
|
||||
|
||||
#define ColorSpaceDielectricSpec half4(0.22, 0.22, 0.22, 0.779)
|
||||
|
||||
struct UtsShadeMask
|
||||
{
|
||||
float baseShadeMask;
|
||||
float firstShadeMask;
|
||||
};
|
||||
|
||||
float3 GetSpecularColor(float3 albedo, float metalic)
|
||||
{
|
||||
float3 specColor = lerp(ColorSpaceDielectricSpec.rgb, albedo, metalic);
|
||||
return specColor;
|
||||
}
|
||||
|
||||
float RoughnessToBlinnPhongSpecularExponent(float roughness)
|
||||
{
|
||||
return clamp(2 * rcp(roughness * roughness) - 2, FLT_EPS, rcp(FLT_EPS));
|
||||
}
|
||||
|
||||
float StepFeatherToon(float value,float step,float feather)
|
||||
{
|
||||
return saturate((value - step + feather) / feather);
|
||||
}
|
||||
|
||||
float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, float3 V, float3 L)
|
||||
{
|
||||
#ifdef _PBR_MODE_OFF
|
||||
return 0;
|
||||
#else
|
||||
float3 specTerm;
|
||||
float3 N = bsdfData.normalWS;
|
||||
float3 H = normalize(L + V);
|
||||
|
||||
float NdotL = dot(N, L);
|
||||
float NdotH = saturate(dot(N, H));
|
||||
float clampedNdotV = ClampNdotV(preLightData.NdotV);
|
||||
float clampedNdotL = saturate(NdotL);
|
||||
|
||||
float partLambdaV;
|
||||
float3 DV = 0;
|
||||
#ifdef _PBR_MODE_STANDARD
|
||||
partLambdaV = GetSmithJointGGXPartLambdaV(clampedNdotV, bsdfData.roughnessT);
|
||||
// We use abs(NdotL) to handle the none case of double sided
|
||||
DV = DV_SmithJointGGX(NdotH, abs(NdotL), clampedNdotV, bsdfData.roughnessT, partLambdaV);
|
||||
|
||||
#elif _PBR_MODE_ANISOTROPY
|
||||
float TdotV = dot(bsdfData.tangentWS, V);
|
||||
float BdotV = dot(bsdfData.bitangentWS, V);
|
||||
|
||||
ConvertAnisotropyToRoughness(bsdfData.perceptualRoughness, bsdfData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB);
|
||||
partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, clampedNdotV, bsdfData.roughnessT, bsdfData.roughnessB);
|
||||
|
||||
// For anisotropy we must not saturate these values
|
||||
float TdotH = dot(bsdfData.tangentWS, H);
|
||||
float TdotL = dot(bsdfData.tangentWS, L);
|
||||
float BdotH = dot(bsdfData.bitangentWS, H);
|
||||
float BdotL = dot(bsdfData.bitangentWS, L);
|
||||
|
||||
// We use abs(NdotL) to handle the none case of double sided
|
||||
DV = DV_SmithJointGGXAniso(TdotH, BdotH, NdotH, clampedNdotV, TdotL, BdotL, abs(NdotL), bsdfData.roughnessT, bsdfData.roughnessB, partLambdaV);
|
||||
|
||||
#elif _PBR_MODE_HAIR
|
||||
float3 t = ShiftTangent(bsdfData.bitangentWS, N, bsdfData.anisotropy);
|
||||
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.coatRoughness));
|
||||
DV = D_KajiyaKay(t, H, specularExponent);
|
||||
|
||||
float normalizeSpec = DV * rcp(specularExponent + 2) * 2 * PI;
|
||||
//DV *= StepFeatherToon(normalizeSpec,specularStep,specularFeather);
|
||||
DV = DV * normalizeSpec * _KKColor.rgb;
|
||||
#elif _PBR_MODE_TOON
|
||||
float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness));
|
||||
DV = pow(NdotH, 5.0 * specularExponent);
|
||||
DV = StepFeatherToon(DV, _ToonSpecularStep, _ToonSpecularFeather);
|
||||
//specTerm = pow(NdotH, 5.0 * specularExponent);
|
||||
//specTerm = StepFeatherToon(specTerm, _ToonSpecularStep, _ToonSpecularFeather);
|
||||
//return specTerm * ColorSpaceDielectricSpec.rgb * clampedNdotL;
|
||||
#endif
|
||||
|
||||
specTerm = DV * preLightData.specularFGD;
|
||||
specTerm = specTerm * clampedNdotL;
|
||||
|
||||
return specTerm;
|
||||
#endif
|
||||
}
|
||||
|
||||
half3 FitWithCurveApprox(half NdotL, half Curvature)
|
||||
{
|
||||
half curva = (1.0 / mad(Curvature, 0.5 - 0.0625, 0.0625) - 2.0) / (16.0 - 2.0);
|
||||
half oneMinusCurva = 1.0 - curva;
|
||||
half3 curve0;
|
||||
{
|
||||
half3 rangeMin = half3(0.0, 0.3, 0.3);
|
||||
half3 rangeMax = half3(1.0, 0.7, 0.7);
|
||||
half3 offset = half3(0.0, 0.06, 0.06);
|
||||
half3 t = saturate(mad(NdotL, 1.0 / (rangeMax - rangeMin), (offset + rangeMin) / (rangeMin - rangeMax)));
|
||||
half3 lowerLine = (t * t) * half3(0.65, 0.5, 0.9);
|
||||
lowerLine.r += 0.045;
|
||||
lowerLine.b *= t.b;
|
||||
half3 m = half3(1.75, 2.0, 1.97);
|
||||
half3 upperLine = mad(NdotL, m, half3(0.99, 0.99, 0.99) - m);
|
||||
upperLine = saturate(upperLine);
|
||||
half3 lerpMin = half3(0.0, 0.35, 0.35);
|
||||
half3 lerpMax = half3(1.0, 0.7, 0.6);
|
||||
half3 lerpT = saturate(mad(NdotL, 1.0 / (lerpMax - lerpMin), lerpMin / (lerpMin - lerpMax)));
|
||||
curve0 = lerp(lowerLine, upperLine, lerpT * lerpT);
|
||||
}
|
||||
half3 curve1;
|
||||
{
|
||||
half3 m = half3(1.95, 2.0, 2.0);
|
||||
half3 upperLine = mad(NdotL, m, half3(0.99, 0.99, 1.0) - m);
|
||||
curve1 = saturate(upperLine);
|
||||
}
|
||||
float oneMinusCurva2 = oneMinusCurva * oneMinusCurva;
|
||||
return lerp(curve0, curve1, mad(oneMinusCurva2, -1.0 * oneMinusCurva2, 1.0));
|
||||
}
|
||||
|
||||
float3 SampleSDFTexture(float3 L, float2 uv, out float angle)
|
||||
{
|
||||
float2 right_uv = float2(1 - uv.x, uv.y);
|
||||
float3 left_SDFTex = SAMPLE_TEXTURE2D(_SDFShadowTex, sampler_SDFShadowTex, uv).rgb;
|
||||
float3 right_SDFTex = SAMPLE_TEXTURE2D(_SDFShadowTex, sampler_SDFShadowTex, right_uv).rgb;
|
||||
|
||||
float2 leftVector = normalize(mul(UNITY_MATRIX_M, float4(1, 0, 0, 0)).xz);
|
||||
float2 forwardVector = normalize(mul(UNITY_MATRIX_M, float4(0, 0, 1, 0)).xz);
|
||||
|
||||
float2 lightDirection = normalize(L.xz);
|
||||
angle = 1.0 - (dot(forwardVector, lightDirection) * 0.5 + 0.5);
|
||||
bool isRightSide = dot(lightDirection, leftVector) > 0;
|
||||
|
||||
return isRightSide ? right_SDFTex : left_SDFTex;
|
||||
}
|
||||
|
||||
float GetHairShadow(PositionInputs posInput, float3 L)
|
||||
{
|
||||
float shadow = 1.0;
|
||||
|
||||
// Push the face fragment view space position towards the light for a little bit
|
||||
float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1)));
|
||||
|
||||
if (hairShadowOpacity > 0.0)
|
||||
{
|
||||
float3 viewLightDir = TransformWorldToViewDir(L); // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face.
|
||||
float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||
float shadowLengthY = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
|
||||
float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
|
||||
|
||||
float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||
float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y);
|
||||
shadowLength.y *= camDirFactor;
|
||||
|
||||
float2 samplingPoint = (posInput.positionSS + shadowLength * viewLightDir.xy * (_ScreenSize.xy / float2(1920.0f, 1080.0f))) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions.
|
||||
|
||||
// Then sample the hair buffer, to see if the fragment lands in shadow.
|
||||
float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
|
||||
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, scaledUVs).r;
|
||||
float shadowMask = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
|
||||
// Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
|
||||
shadow = lerp(1, 1.0 - hairShadowOpacity, shadowMask);
|
||||
}
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
UtsShadeMask GetShadeMak(PositionInputs posInput, float3 normalWS, float3 L, SHADOW_TYPE shadow, float2 uv, out float additionalSpecular)
|
||||
{
|
||||
UtsShadeMask shadeMask;
|
||||
|
||||
#if _SHADOW_MODE_NORMAL
|
||||
float NdotL = dot(normalWS, L);
|
||||
float halfLambert = 0.5 * NdotL + 0.5;
|
||||
|
||||
//float systemShadows = saturate(max(0.0, shadow.x + 0.5 - 0.0001 + _Tweak_SystemShadowsLevel));
|
||||
//float shadingGrade = lerp(halfLambert, halfLambert * systemShadows, _Set_SystemShadowsToBase);
|
||||
|
||||
float firstColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0, max(_ComposerMaskMode, _FirstShadeOverridden));
|
||||
shadeMask.baseShadeMask = saturate((halfLambert - (_1st_ShadeColor_Step - firstColorFeatherForMask)) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - firstColorFeatherForMask)));
|
||||
|
||||
float secondColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0, max(_SecondShadeOverridden, _ComposerMaskMode));
|
||||
shadeMask.firstShadeMask = saturate((halfLambert - (_2nd_ShadeColor_Step - secondColorFeatherForMask)) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step - secondColorFeatherForMask)));
|
||||
|
||||
additionalSpecular = 0;
|
||||
#elif _SHADOW_MODE_SDF
|
||||
float angle;
|
||||
float smoothGamma = _SDFSmoothGamma / 10.0f;
|
||||
float shadowLevel = _SDFShadowLevel / 10.0f;
|
||||
|
||||
float3 sdfTexture = SampleSDFTexture(L, uv, angle); // r: sdf shadow, g: sdf noise highlight, b: fixed shadow
|
||||
float sdfShadowMask = 1.0 - smoothstep(sdfTexture.r - smoothGamma, sdfTexture.r + smoothGamma, angle - shadowLevel);
|
||||
|
||||
shadeMask.baseShadeMask = sdfShadowMask * sdfTexture.b;
|
||||
shadeMask.firstShadeMask = 1.0;
|
||||
|
||||
additionalSpecular = sdfTexture.g;
|
||||
#endif
|
||||
|
||||
shadow = smoothstep(0.4, 0.6, shadow);
|
||||
#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
|
||||
shadow *= GetHairShadow(posInput, L);
|
||||
#endif
|
||||
|
||||
shadeMask.baseShadeMask = APPLY_WEIGHT(shadeMask.baseShadeMask, shadow, _Set_SystemShadowsToBase);
|
||||
|
||||
return shadeMask;
|
||||
}
|
||||
|
||||
DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData, SHADOW_TYPE shadow,
|
||||
float3 lightColor, float3 V, float3 L, float2 uv,
|
||||
float diffuseDimmer, float specularDimmer)
|
||||
{
|
||||
DirectLighting lighting;
|
||||
ZERO_INITIALIZE(DirectLighting, lighting);
|
||||
|
||||
if (Max3(lightColor.r, lightColor.g, lightColor.b) > 0.0)
|
||||
{
|
||||
float additionalSpecular;
|
||||
UtsShadeMask shadeMask = GetShadeMak(posInput, bsdfData.normalWS, L, shadow, uv, additionalSpecular);
|
||||
|
||||
float3 diffuseTerm = lerp(lerp(bsdfData.secondShadingDiffuseColor, bsdfData.firstShadingDiffuseColor, shadeMask.firstShadeMask), bsdfData.diffuseColor, shadeMask.baseShadeMask);
|
||||
float3 specularTerm = (ComputeSpecularTerm(bsdfData, preLightData, V, L) + additionalSpecular) * shadeMask.baseShadeMask;
|
||||
|
||||
lighting.diffuse += diffuseTerm * lightColor * diffuseDimmer;
|
||||
lighting.specular += specularTerm * lightColor * specularDimmer;
|
||||
}
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
// Todo: SDF nose high light
|
||||
// #if define(_SDFShadow) || define(_SDFNoiseHelight)
|
||||
#ifdef _SDFShadow
|
||||
|
||||
// Use main light XZ direction & world Left/Forward Vector to sample character face SDF
|
||||
void SDFSample(out float4 lSDF_Tex, out float4 rSDF_Tex, out float2 leftVector, out float2 forwardVector, float2 UV)
|
||||
{
|
||||
lSDF_Tex = SAMPLE_TEXTURE2D(_SDFShadowTex, sampler_SDFShadowTex, UV);
|
||||
float2 right_uv = float2(1 - UV.x, UV.y);
|
||||
rSDF_Tex = SAMPLE_TEXTURE2D(_SDFShadowTex, sampler_SDFShadowTex, right_uv);
|
||||
|
||||
leftVector = normalize(mul(UNITY_MATRIX_M, float4(1, 0, 0, 0)).xz);
|
||||
forwardVector = normalize(mul(UNITY_MATRIX_M, float4(0, 0, 1, 0)).xz);
|
||||
}
|
||||
|
||||
// Return 1 -> right side
|
||||
bool SDFPickSide(out float angle, float2 Left, float2 Front, float2 lightDir)
|
||||
{
|
||||
// Remap [-1,1] tp [0,1] | 0 <- Face Toward Light ---- Back Toward Light -> 1
|
||||
angle = 1- clamp(0 , 1, dot(Front, lightDir) * 0.5 + 0.5);
|
||||
// Pick side
|
||||
return dot(lightDir,Left) > 0;
|
||||
}
|
||||
|
||||
// Output: readjusted angle between light and pixel facing direction (Represented by a projection length) [Out Param, angle]
|
||||
// Output: SDF Texel Color [Return Value]
|
||||
float4 SDFResult(inout bool rightside, out float angle, float3 L, float2 UV)
|
||||
{
|
||||
|
||||
float4 left_SDFTex;
|
||||
float4 right_SDFTex;
|
||||
float2 Left;
|
||||
float2 Front;
|
||||
|
||||
SDFSample(left_SDFTex, right_SDFTex, Left, Front, UV);
|
||||
|
||||
float2 light_Dir = normalize(L.xz);
|
||||
rightside = SDFPickSide(angle, Left, Front, light_Dir);
|
||||
|
||||
return rightside ? right_SDFTex : left_SDFTex;
|
||||
}
|
||||
|
||||
float SDFMask(float angle, float tex_direct)
|
||||
{
|
||||
float smoothGamma = _SDFSmoothGamma / 10.0f;
|
||||
float shadowLevel = _SDFShadowLevel / 10.0f;
|
||||
|
||||
float SDFMask = smoothstep(tex_direct - smoothGamma, tex_direct + smoothGamma, angle - shadowLevel);
|
||||
return SDFMask;
|
||||
}
|
||||
|
||||
float SDFNoseHighlight(float angle,float tex_value, bool rightside, float2 UV)
|
||||
{
|
||||
// REF: https://zhuanlan.zhihu.com/p/411188212 3.2.1
|
||||
float highlightValue = 0;
|
||||
|
||||
//float cutU = step(0.5, UV.x);
|
||||
float cutU = UV.x;
|
||||
|
||||
float uvMask=lerp(cutU, 1 - cutU, rightside);//discard half of the sdf we sampled (Only one side of highlight wanted)
|
||||
float lightAtten = pow(max(0, angle - (_SDFShadowLevel / 10.0f)), 0.8);
|
||||
|
||||
return smoothstep(lightAtten-_SDFNoseHighlightSmoothRange,lightAtten+_SDFNoseHighlightSmoothRange , uvMask * tex_value) * tex_value; // Safeguard, return 0 when tex_value = 0
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 38093af06622fce4f85f440a6840c65f
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Runtime/Shaders/Includes/Lighting.meta
Normal file
8
Runtime/Shaders/Includes/Lighting.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 69cd89636d3fcd844b1f0381f929ca71
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
340
Runtime/Shaders/Includes/Lighting/ShadingMainLight.hlsl
Normal file
340
Runtime/Shaders/Includes/Lighting/ShadingMainLight.hlsl
Normal file
@@ -0,0 +1,340 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsPBR.hlsl"
|
||||
|
||||
#ifndef DirectionalShadowType
|
||||
# if (SHADEROPTIONS_RAYTRACING && (defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL))
|
||||
# define DirectionalShadowType float3
|
||||
# else
|
||||
# define DirectionalShadowType float
|
||||
# endif
|
||||
#endif
|
||||
|
||||
void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLightData utsLightData, SurfaceData surfaceData, BSDFData bsdfData, out float inverseClipping, out float channelOutAlpha, out UTSData utsData, inout UTSAggregateLighting utsAggregateLighting)
|
||||
{
|
||||
inverseClipping = 0;
|
||||
channelOutAlpha = 1.0f;
|
||||
ZERO_INITIALIZE(UTSData, utsData);
|
||||
|
||||
// We don't have to calculate lighting here if we are using sdf shadow
|
||||
#ifndef _SDFShadow
|
||||
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
#else
|
||||
// Unused
|
||||
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
||||
#endif
|
||||
|
||||
/* todo. these should be put int a struct */
|
||||
float4 Set_UV0 = input.texCoord0;
|
||||
float3x3 tangentTransform = input.tangentToWorld;
|
||||
utsData.normalDirection = surfaceData.normalWS; // Perturbed normals
|
||||
|
||||
float4 _MainTex_var = float4(surfaceData.baseColor.r, surfaceData.baseColor.g, surfaceData.baseColor.b, surfaceData.coatMask);
|
||||
utsData.viewDirection = V;
|
||||
|
||||
|
||||
/* to here todo. these should be put int a struct */
|
||||
//v.2.0.4
|
||||
#ifdef _IS_TRANSCLIPPING_OFF
|
||||
//
|
||||
#elif _IS_TRANSCLIPPING_ON
|
||||
float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _ClippingMask));
|
||||
float Set_MainTexAlpha = _MainTex_var.a;
|
||||
float _IsBaseMapAlphaAsClippingMask_var = lerp(_ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask);
|
||||
float _Inverse_Clipping_var = lerp(_IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping);
|
||||
float Set_Clipping = saturate((_Inverse_Clipping_var + _Clipping_Level));
|
||||
clip(Set_Clipping - 0.5);
|
||||
inverseClipping = _Inverse_Clipping_var;
|
||||
#endif
|
||||
|
||||
|
||||
SHADOW_TYPE shadowAttenuation = lightLoopContext.shadowValue;
|
||||
//v.2.0.6
|
||||
//Minimal value is same as the Minimum Feather's value with the Minimum Step's value as threshold.
|
||||
#if !defined (UTS_USE_RAYTRACING_SHADOW)
|
||||
shadowAttenuation *= 2.0f;
|
||||
shadowAttenuation = saturate(shadowAttenuation);
|
||||
#endif
|
||||
|
||||
float3 mainLightDirection = utsLightData.lightDirection;
|
||||
float3 mainLightColor = utsLightData.lightColor;
|
||||
|
||||
|
||||
//v.2.0.4
|
||||
|
||||
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
|
||||
//v.2.0.5
|
||||
float3 defaultLightColor = saturate(max(float3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(float4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(float4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
|
||||
float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz);
|
||||
float3 lightDirection = normalize(lerp(defaultLightDirection, mainLightDirection.xyz, any(mainLightDirection.xyz)));
|
||||
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
|
||||
float3 originalLightColor = mainLightColor.rgb;
|
||||
|
||||
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve);
|
||||
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter)) * _Light_Intensity_Multiplier;
|
||||
|
||||
////// Lighting:
|
||||
float3 halfDirection = normalize(utsData.viewDirection + lightDirection);
|
||||
//v.2.0.5
|
||||
_Color = _BaseColor;
|
||||
|
||||
float3 Set_LightColor = lightColor.rgb;
|
||||
|
||||
float3 Set_BaseColor = lerp((_BaseColor.rgb * _MainTex_var.rgb), ((_BaseColor.rgb * _MainTex_var.rgb) * Set_LightColor), _Is_LightColor_Base);
|
||||
float Set_BaseColorAlpha = _BaseColorVisible;
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 1)
|
||||
{
|
||||
clippingColor = Set_BaseColor;
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
|
||||
float4 overridingColor = lerp(_BaseColorMaskColor, float4(_BaseColorMaskColor.w, _BaseColorMaskColor.w, _BaseColorMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_BaseColorOverridden, _ComposerMaskMode);
|
||||
Set_BaseColor = lerp(Set_BaseColor, overridingColor.rgb, maskEnabled);
|
||||
Set_BaseColor *= _BaseColorVisible;
|
||||
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
//v.2.0.5
|
||||
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
|
||||
float3 _Is_LightColor_1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
|
||||
float _HalfLambert_var = 0.5 * dot(utsData.normalDirection, lightDirection) + 0.5; // Half Lambert
|
||||
|
||||
//v.2.0.6
|
||||
float4 _ShadingGradeMap_var = tex2Dlod(_ShadingGradeMap, float4(TRANSFORM_TEX(Set_UV0, _ShadingGradeMap), 0.0, _BlurLevelSGM));
|
||||
|
||||
float _SystemShadowsLevel_var = (shadowAttenuation * 0.5f) + 0.5f + _Tweak_SystemShadowsLevel > 0.001f ? (shadowAttenuation * 0.5f)+0.5f+_Tweak_SystemShadowsLevel : 0.0001f;
|
||||
|
||||
float _ShadingGradeMapLevel_var = _ShadingGradeMap_var.r < 0.95 ? _ShadingGradeMap_var.r + _Tweak_ShadingGradeMapLevel : 1;
|
||||
|
||||
float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var) * lerp(_HalfLambert_var, (_HalfLambert_var * saturate(_SystemShadowsLevel_var)), _Set_SystemShadowsToBase );
|
||||
|
||||
// float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var) * lerp(_HalfLambert_var, (_HalfLambert_var * saturate(1.0 + _Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase);
|
||||
|
||||
float _1stColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0f, max(_ComposerMaskMode, _FirstShadeOverridden));
|
||||
//
|
||||
|
||||
float Set_FinalShadowMask = saturate((1.0 + ((Set_ShadingGrade - (_1st_ShadeColor_Step - _1stColorFeatherForMask)) * -1) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - _1stColorFeatherForMask)))); // Base and 1st Shade Mask
|
||||
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 2)
|
||||
{
|
||||
clippingColor = _Is_LightColor_1st_Shade_var;
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
{
|
||||
float4 overridingColor = lerp(_FirstShadeMaskColor, float4(_FirstShadeMaskColor.w, _FirstShadeMaskColor.w, _FirstShadeMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_FirstShadeOverridden, _ComposerMaskMode);
|
||||
_Is_LightColor_1st_Shade_var = lerp(_Is_LightColor_1st_Shade_var, overridingColor.rgb, maskEnabled);
|
||||
_Is_LightColor_1st_Shade_var = lerp(_Is_LightColor_1st_Shade_var, Set_BaseColor, 1.0f - _FirstShadeVisible);
|
||||
}
|
||||
float Set_1st_ShadeAlpha = _FirstShadeVisible;
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
float3 _BaseColor_var = lerp(Set_BaseColor, _Is_LightColor_1st_Shade_var, Set_FinalShadowMask);
|
||||
//v.2.0.5
|
||||
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
|
||||
float _2ndColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
|
||||
float Set_ShadeShadowMask = saturate((1.0 + ((_HalfLambert_var - (_ShadeColor_Step - _2ndColorFeatherForMask)) * ((1.0 - 1).r - 1.0)) / (_ShadeColor_Step - (_ShadeColor_Step - _2ndColorFeatherForMask)))); // 1st and 2nd Shades Mask
|
||||
//Composition: 3 Basic Colors as Set_FinalBaseColor
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float3 diffuseTerm;
|
||||
{
|
||||
float4 overridingColor = lerp(_SecondShadeMaskColor, float4(_SecondShadeMaskColor.w, _SecondShadeMaskColor.w, _SecondShadeMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_SecondShadeOverridden, _ComposerMaskMode);
|
||||
|
||||
float3 _Is_LightColor_2nd_Shade_var = lerp((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb), ((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
|
||||
_Is_LightColor_2nd_Shade_var = lerp(_Is_LightColor_2nd_Shade_var, overridingColor.rgb, maskEnabled);
|
||||
_Is_LightColor_2nd_Shade_var = lerp(_Is_LightColor_2nd_Shade_var, Set_BaseColor, 1.0f - _SecondShadeVisible);
|
||||
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
|
||||
diffuseTerm =
|
||||
lerp(_BaseColor_var,
|
||||
lerp(_Is_LightColor_1st_Shade_var, _Is_LightColor_2nd_Shade_var
|
||||
, Set_ShadeShadowMask)
|
||||
, Set_FinalShadowMask);
|
||||
channelOutAlpha =
|
||||
lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, Set_ShadeShadowMask),Set_FinalShadowMask);
|
||||
|
||||
}
|
||||
|
||||
#else
|
||||
float3 Set_FinalBaseColor =
|
||||
lerp(_BaseColor_var,
|
||||
lerp(_Is_LightColor_1st_Shade_var,
|
||||
lerp((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb), ((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb) * Set_LightColor)
|
||||
, _Is_LightColor_2nd_Shade)
|
||||
, Set_ShadeShadowMask)
|
||||
, Set_FinalShadowMask);
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
|
||||
float albedoIntensity = max(0.1, (1 - sqrt(surfaceData.metallic)) * (1.7 - 0.7 * (1 - sqrt(surfaceData.metallic))));
|
||||
diffuseTerm = diffuseTerm * albedoIntensity;
|
||||
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 3)
|
||||
{
|
||||
clippingColor = lerp((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb), ((_2nd_ShadeMap_var.rgb * _2nd_ShadeColor.rgb) * Set_LightColor)
|
||||
, _Is_LightColor_2nd_Shade);
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
|
||||
float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask, TRANSFORM_TEX(Set_UV0, _Set_HighColorMask));
|
||||
|
||||
float _Specular_var = 0.5 * dot(halfDirection, utsData.normalDirection) + 0.5; // Specular
|
||||
float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g + _Tweak_HighColorMaskLevel)) * lerp((1.0 - step(_Specular_var, (1.0 - pow(_HighColor_Power, 5)))), pow(_Specular_var, exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor));
|
||||
float4 _HighColor_Tex_var = tex2D(_HighColor_Tex, TRANSFORM_TEX(Set_UV0, _HighColor_Tex));
|
||||
|
||||
//Composition: 3 Basic Colors and HighColor as Set_HighColor
|
||||
float3 _HighColorWithOutTweak_var = lerp((_HighColor_Tex_var.rgb * _HighColor.rgb), ((_HighColor_Tex_var.rgb * _HighColor.rgb) * Set_LightColor), _Is_LightColor_HighColor);
|
||||
float3 _HighColor_var = _HighColorWithOutTweak_var * _TweakHighColorMask_var;
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 4)
|
||||
{
|
||||
clippingColor = _HighColorWithOutTweak_var;
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float3 Set_HighColor;
|
||||
{
|
||||
float4 overridingColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
|
||||
|
||||
_HighColor_var *= _HighlightVisible;
|
||||
Set_HighColor =
|
||||
lerp(SATURATE_IF_SDR(diffuseTerm - _TweakHighColorMask_var), diffuseTerm,
|
||||
lerp(_Is_BlendAddToHiColor, 1.0
|
||||
, _Is_SpecularToHighColor));
|
||||
float3 addColor =
|
||||
lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow)))
|
||||
, _Is_UseTweakHighColorOnShadow);
|
||||
Set_HighColor += addColor;
|
||||
if (any(addColor))
|
||||
{
|
||||
Set_HighColor = lerp(Set_HighColor, overridingColor.rgb, maskEnabled);
|
||||
channelOutAlpha = _HighlightVisible;
|
||||
}
|
||||
}
|
||||
#else
|
||||
float3 Set_HighColor = (lerp(SATURATE_IF_SDR((Set_FinalBaseColor - _TweakHighColorMask_var)), Set_FinalBaseColor, lerp(_Is_BlendAddToHiColor, 1.0, _Is_SpecularToHighColor)) + lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow));
|
||||
#endif
|
||||
|
||||
|
||||
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
|
||||
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
|
||||
float _RimArea_var = dot(utsData.normalDirection, utsData.viewDirection);
|
||||
_RimArea_var = lerp(_RimArea_var, 1 - _RimArea_var,_Is_BlendAddToRimColor);
|
||||
|
||||
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
|
||||
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
|
||||
float _VertHalfLambert_var = 0.5 * dot(utsData.normalDirection, lightDirection) + 0.5;
|
||||
float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn);
|
||||
float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _Ap_RimLight_Power)));
|
||||
//Composition: HighColor and RimLight as _RimLight_var
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
|
||||
float4 overridingRimColor = lerp(_RimLightMaskColor, float4(_RimLightMaskColor.w, _RimLightMaskColor.w, _RimLightMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskRimEnabled = max(_RimLightOverridden, _ComposerMaskMode);
|
||||
float Set_RimLightAlpha = _RimLightVisible;
|
||||
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
||||
Set_RimLight *= _RimLightVisible;
|
||||
Set_RimLight *= _RimLight_Strength;
|
||||
|
||||
float3 _RimLight_var = lerp(lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight), lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
|
||||
|
||||
if (any(Set_RimLight) * maskRimEnabled)
|
||||
{
|
||||
_RimLight_var = overridingRimColor;
|
||||
channelOutAlpha = Set_RimLightAlpha;
|
||||
}
|
||||
|
||||
_RimLight_var = lerp(_RimLight_var, (_RimLight_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow);
|
||||
|
||||
#else
|
||||
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
||||
Set_RimLight *= _RimLight_Strength;
|
||||
|
||||
float3 _RimLight_var = lerp(lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight), lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
|
||||
_RimLight_var = lerp(_RimLight_var, (_RimLight_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow);
|
||||
#endif
|
||||
|
||||
//v.2.0.4
|
||||
#ifdef _IS_ANGELRING_OFF
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 5)
|
||||
{
|
||||
clippingColor = float3(0.0f,0.0f,0.0f);
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
//float3 diffuseTerm = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before Emissive
|
||||
//
|
||||
#elif _IS_ANGELRING_ON
|
||||
//float3 diffuseTerm = lerp(_RimLight_var, matCapColorFinal, _MatCap);// Final Composition before AR
|
||||
//v.2.0.7 AR Camera Rolling Stabilizer
|
||||
float3 _AR_OffsetU_var = lerp(mul(UNITY_MATRIX_V, float4(utsData.normalDirection, 0)).xyz, float3(0, 0, 1), _AR_OffsetU);
|
||||
float2 AR_VN = _AR_OffsetU_var.xy * 0.5 + float2(0.5, 0.5);
|
||||
float2 AR_VN_Rotate = RotateUV(AR_VN, -(utsData.cameraDir * utsData.cameraRoll), float2(0.5, 0.5), 1.0);
|
||||
float2 _AR_OffsetV_var = float2(AR_VN_Rotate.x, lerp(input.texCoord1.y, AR_VN_Rotate.y, _AR_OffsetV));
|
||||
float4 _AngelRing_Sampler_var = tex2D(_AngelRing_Sampler, TRANSFORM_TEX(_AR_OffsetV_var, _AngelRing_Sampler));
|
||||
float3 _Is_LightColor_AR_var = lerp((_AngelRing_Sampler_var.rgb * _AngelRing_Color.rgb), ((_AngelRing_Sampler_var.rgb * _AngelRing_Color.rgb) * Set_LightColor), _Is_LightColor_AR);
|
||||
_Is_LightColor_AR_var = _Is_LightColor_AR_var * max(_AR_ShadowIntensity, (1 - Set_FinalShadowMask));
|
||||
float3 Set_AngelRing = _Is_LightColor_AR_var * _AR_Intensity;
|
||||
float Set_ARtexAlpha = _AngelRing_Sampler_var.a;
|
||||
float3 Set_AngelRingWithAlpha = (_Is_LightColor_AR_var * _AngelRing_Sampler_var.a);
|
||||
//Composition: MatCap and AngelRing as diffuseTerm
|
||||
# ifdef UTS_LAYER_VISIBILITY
|
||||
{
|
||||
float4 overridingColor = lerp(_AngelRingMaskColor, float4(_AngelRingMaskColor.w, _AngelRingMaskColor.w, _AngelRingMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_AngelRingOverridden, _ComposerMaskMode);
|
||||
|
||||
_AngelRing *= _AngelRingVisible;
|
||||
diffuseTerm = lerp(diffuseTerm, lerp((diffuseTerm + Set_AngelRing), ((diffuseTerm * (1.0 - Set_ARtexAlpha)) + Set_AngelRingWithAlpha), _ARSampler_AlphaOn), _AngelRing);// Final Composition before Emissive
|
||||
if (any(Set_AngelRing) * maskEnabled)
|
||||
{
|
||||
diffuseTerm = lerp(diffuseTerm, lerp(overridingColor.xyz, ((diffuseTerm * (1.0 - Set_ARtexAlpha)) + Set_AngelRingWithAlpha), _ARSampler_AlphaOn), _AngelRing);// Final Composition before Emissive
|
||||
channelOutAlpha = _AngelRingVisible;
|
||||
}
|
||||
}
|
||||
# else
|
||||
diffuseTerm = lerp(diffuseTerm, lerp((diffuseTerm + Set_AngelRing), ((diffuseTerm * (1.0 - Set_ARtexAlpha)) + Set_AngelRingWithAlpha), _ARSampler_AlphaOn), _AngelRing);// Final Composition before Emissive
|
||||
# endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode == 5)
|
||||
{
|
||||
clippingColor = _Is_LightColor_AR_var;
|
||||
return clippingColor;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
//diffuseTerm = Set_AngelRing * 10 * (1 - Set_FinalShadowMask);
|
||||
#endif //#ifdef _IS_ANGELRING_OFF
|
||||
|
||||
// PBR----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
//Specular Term
|
||||
//float3 specularTerm = ComputeSpecularTerm(V, lightDirection, bsdfData) * (1 - Set_FinalShadowMask) * PI * surfaceData.specularColor * Set_LightColor;
|
||||
float3 specularTerm = 0;
|
||||
|
||||
//SSS
|
||||
float3 sssColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, FitWithCurveApprox(1 - Set_FinalShadowMask, 1));
|
||||
sssColor *= _BaseColor.rgb * _MainTex_var.rgb * Set_LightColor;
|
||||
specularTerm *= lerp((1 - Set_FinalShadowMask), FitWithCurveApprox(1 - Set_FinalShadowMask, 1).r, _Use_SSSLut);
|
||||
diffuseTerm = lerp(diffuseTerm, sssColor, _Use_SSSLut);
|
||||
|
||||
utsAggregateLighting.directDiffuse += diffuseTerm * utsLightData.diffuseDimmer;
|
||||
utsAggregateLighting.directSpecular += specularTerm * utsLightData.specularDimmer;
|
||||
|
||||
#endif // _SDFShadow
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b18b203f15b921a47a7cf30e26007d1a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
258
Runtime/Shaders/Includes/Lighting/ShadingOtherLight.hlsl
Normal file
258
Runtime/Shaders/Includes/Lighting/ShadingOtherLight.hlsl
Normal file
@@ -0,0 +1,258 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsPBR.hlsl"
|
||||
|
||||
void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLightData utsLightData, SurfaceData surfaceData, BSDFData bsdfData, int lightType, float3 i_normalDir, float notDirectional,
|
||||
out float channelOutAlpha, inout UTSAggregateLighting utsAggregateLighting)
|
||||
{
|
||||
channelOutAlpha = 1.0f;
|
||||
|
||||
// We dont have to calculate lighting here if we are using sdf shadow
|
||||
#ifndef _SDFShadow
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode != 0)
|
||||
{
|
||||
|
||||
return float3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
// input.positionSS is SV_Position
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
|
||||
/* todo. these should be put into struct */
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
#else
|
||||
// Unused
|
||||
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
||||
#endif
|
||||
|
||||
float3 lightDirection = utsLightData.lightDirection;
|
||||
float3 additionalLightColor = utsLightData.lightColor * _Light_Intensity_Multiplier;
|
||||
|
||||
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
|
||||
|
||||
float4 Set_UV0 = input.texCoord0;
|
||||
float3x3 tangentTransform = input.tangentToWorld;
|
||||
//UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords))
|
||||
float3 normalDirection = surfaceData.normalWS; // Perturbed normals
|
||||
float3 viewDirection = V;
|
||||
float4 _MainTex_var = float4(surfaceData.baseColor.r, surfaceData.baseColor.g, surfaceData.baseColor.b, surfaceData.coatMask);
|
||||
/* end of todo.*/
|
||||
|
||||
SHADOW_TYPE shadowAttenuation = lightLoopContext.shadowValue;
|
||||
#if !defined (UTS_USE_RAYTRACING_SHADOW)
|
||||
shadowAttenuation *= 2.0f;
|
||||
shadowAttenuation = saturate(shadowAttenuation);
|
||||
#endif
|
||||
|
||||
float _HalfLambert_var = 0.5 * dot(lerp(i_normalDir, normalDirection, _Is_NormalMapToBase), lightDirection) + 0.5;
|
||||
|
||||
//v.2.0.5:
|
||||
float3 addPassLightColor;
|
||||
|
||||
|
||||
if (lightType == GPULIGHTTYPE_TUBE)
|
||||
{
|
||||
addPassLightColor = (0.5f * preLightData.diffuseFGD + 0.5f) / PI * additionalLightColor.rgb;
|
||||
}
|
||||
else if (lightType == GPULIGHTTYPE_RECTANGLE)
|
||||
{
|
||||
addPassLightColor = preLightData.diffuseFGD * additionalLightColor.rgb;
|
||||
}
|
||||
else
|
||||
{
|
||||
addPassLightColor = _HalfLambert_var * additionalLightColor.rgb;
|
||||
}
|
||||
|
||||
float pureIntensity = max(0.001, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
|
||||
float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor, lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntensity), notDirectional), _Is_Filter_LightColor));
|
||||
float3 halfDirection = normalize(viewDirection + lightDirection); // has to be recalced here.
|
||||
//v.2.0.5:
|
||||
_1st_ShadeColor_Step = saturate(_1st_ShadeColor_Step + _StepOffset);
|
||||
_2nd_ShadeColor_Step = saturate(_2nd_ShadeColor_Step + _StepOffset);
|
||||
//
|
||||
//v.2.0.5: If Added lights is directional, set 0 as _LightIntensity
|
||||
float _LightIntensity = lerp(0, pureIntensity, notDirectional);
|
||||
//v.2.0.5: Filtering the high intensity zone of PointLights
|
||||
float3 Set_LightColor = lightColor;
|
||||
|
||||
//
|
||||
float3 Set_BaseColor = lerp((_BaseColor.rgb * _MainTex_var.rgb * _LightIntensity), ((_BaseColor.rgb * _MainTex_var.rgb) * Set_LightColor), _Is_LightColor_Base);
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float Set_BaseColorAlpha = _BaseColorVisible;
|
||||
float4 overridingColor = lerp(_BaseColorMaskColor, float4(_BaseColorMaskColor.w, _BaseColorMaskColor.w, _BaseColorMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_BaseColorOverridden, _ComposerMaskMode);
|
||||
Set_BaseColor = lerp(Set_BaseColor, overridingColor, maskEnabled);
|
||||
Set_BaseColor *= _BaseColorVisible;
|
||||
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
|
||||
//v.2.0.5
|
||||
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
|
||||
float3 Set_1st_ShadeColor = lerp((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb * _LightIntensity), ((_1st_ShadeColor.rgb * _1st_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_1st_Shade);
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
{
|
||||
float4 overridingColor = lerp(_FirstShadeMaskColor, float4(_FirstShadeMaskColor.w, _FirstShadeMaskColor.w, _FirstShadeMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_FirstShadeOverridden, _ComposerMaskMode);
|
||||
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, overridingColor, maskEnabled);
|
||||
Set_1st_ShadeColor = lerp(Set_1st_ShadeColor, Set_BaseColor, 1.0f - _FirstShadeVisible);
|
||||
}
|
||||
float Set_1st_ShadeAlpha = _FirstShadeVisible;
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY //v.2.0.5
|
||||
|
||||
//v.2.0.5
|
||||
float4 _2nd_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_2nd_ShadeMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _2nd_ShadeMap)), _1st_ShadeMap_var, _Use_1stAs2nd);
|
||||
float3 Set_2nd_ShadeColor = lerp((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb * _LightIntensity), ((_2nd_ShadeColor.rgb * _2nd_ShadeMap_var.rgb) * Set_LightColor), _Is_LightColor_2nd_Shade);
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
{
|
||||
float4 overridingColor = lerp(_SecondShadeMaskColor, float4(_SecondShadeMaskColor.w, _SecondShadeMaskColor.w, _SecondShadeMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_SecondShadeOverridden, _ComposerMaskMode);
|
||||
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, overridingColor, maskEnabled);
|
||||
Set_2nd_ShadeColor = lerp(Set_2nd_ShadeColor, Set_BaseColor, 1.0f - _SecondShadeVisible);
|
||||
|
||||
}
|
||||
#endif //#ifdef UTS_LAYER_VISIBILITY
|
||||
|
||||
// //v.2.0.5:
|
||||
//SGM
|
||||
//v.2.0.6
|
||||
float4 _ShadingGradeMap_var = tex2Dlod(_ShadingGradeMap, float4(TRANSFORM_TEX(Set_UV0, _ShadingGradeMap), 0.0, _BlurLevelSGM));
|
||||
|
||||
//v.2.0.6
|
||||
//Minmimum value is same as the Minimum Feather's value with the Minimum Step's value as threshold.
|
||||
float _SystemShadowsLevel_var = (shadowAttenuation * 0.5) + 0.5 + _Tweak_SystemShadowsLevel > 0.001 ? (shadowAttenuation * 0.5) + 0.5 + _Tweak_SystemShadowsLevel : 0.0001;
|
||||
float _ShadingGradeMapLevel_var = _ShadingGradeMap_var.r < 0.95 ? _ShadingGradeMap_var.r + _Tweak_ShadingGradeMapLevel : 1;
|
||||
|
||||
float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var)*lerp( _HalfLambert_var, (_HalfLambert_var * saturate(_SystemShadowsLevel_var)), _Set_SystemShadowsToBase );
|
||||
|
||||
//float Set_ShadingGrade = saturate(_ShadingGradeMapLevel_var) * lerp(_HalfLambert_var, (_HalfLambert_var * saturate(1.0 + _Tweak_SystemShadowsLevel)), _Set_SystemShadowsToBase);
|
||||
|
||||
float _1stColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0f, max(_FirstShadeOverridden, _ComposerMaskMode));
|
||||
float _2ndColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
|
||||
|
||||
//
|
||||
float Set_FinalShadowMask = saturate(1.0 + (Set_ShadingGrade - (_1st_ShadeColor_Step - _1stColorFeatherForMask)) * (0.0 - 1.0) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - _1stColorFeatherForMask)));
|
||||
float Set_ShadeShadowMask = saturate(1.0 + (Set_ShadingGrade - (_2nd_ShadeColor_Step - _2ndColorFeatherForMask)) * (0.0 - 1.0) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step - _2ndColorFeatherForMask))); // 1st and 2nd Shades Mask
|
||||
|
||||
//SGM
|
||||
|
||||
//Composition: 3 Basic Colors as diffuseTerm
|
||||
|
||||
float3 diffuseTerm =
|
||||
lerp(
|
||||
Set_BaseColor,
|
||||
lerp(
|
||||
Set_1st_ShadeColor,
|
||||
Set_2nd_ShadeColor,
|
||||
Set_ShadeShadowMask
|
||||
),
|
||||
Set_FinalShadowMask);
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float Set_2nd_ShadeAlpha = _SecondShadeVisible;
|
||||
channelOutAlpha =
|
||||
lerp(Set_BaseColorAlpha, lerp(Set_1st_ShadeAlpha, Set_2nd_ShadeAlpha, Set_ShadeShadowMask), Set_FinalShadowMask);
|
||||
#endif
|
||||
|
||||
//v.2.0.6: Add HighColor if _Is_Filter_HiCutPointLightColor is False
|
||||
|
||||
float4 _Set_HighColorMask_var = tex2D(_Set_HighColorMask, TRANSFORM_TEX(Set_UV0, _Set_HighColorMask));
|
||||
float _Specular_var = 0.5 * dot(halfDirection, lerp(i_normalDir, normalDirection, _Is_NormalMapToHighColor)) + 0.5; // Specular
|
||||
float _TweakHighColorMask_var = (saturate((_Set_HighColorMask_var.g + _Tweak_HighColorMaskLevel)) * lerp((1.0 - step(_Specular_var, (1.0 - pow(_HighColor_Power, 5)))), pow(_Specular_var, exp2(lerp(11, 1, _HighColor_Power))), _Is_SpecularToHighColor));
|
||||
float4 _HighColor_Tex_var = tex2D(_HighColor_Tex, TRANSFORM_TEX(Set_UV0, _HighColor_Tex));
|
||||
float3 _HighColor_var = lerp((_HighColor_Tex_var.rgb * _HighColor.rgb), ((_HighColor_Tex_var.rgb * _HighColor.rgb) * Set_LightColor), _Is_LightColor_HighColor);
|
||||
|
||||
|
||||
float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
|
||||
float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
|
||||
float _RimArea_var = dot(surfaceData.normalWS, V);
|
||||
_RimArea_var = lerp(_RimArea_var, 1 - _RimArea_var, _Is_BlendAddToRimColor);
|
||||
|
||||
float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
|
||||
float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
|
||||
float _VertHalfLambert_var = 0.5 * dot(surfaceData.normalWS, lightDirection) + 0.5;
|
||||
float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel)))), _LightDirection_MaskOn);
|
||||
float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _Ap_RimLight_Power)));
|
||||
//Composition: HighColor and RimLight as _RimLight_var
|
||||
|
||||
#ifdef UTS_LAYER_VISIBILITY
|
||||
float4 overrideColor = lerp(_HighlightMaskColor, float4(_HighlightMaskColor.w, _HighlightMaskColor.w, _HighlightMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float isMaskEnabled = max(_HighlightOverridden, _ComposerMaskMode);
|
||||
//_HighColor_var *= _TweakHighColorMask_var;
|
||||
//_HighColor_var *= _HighlightVisible;
|
||||
|
||||
float4 overridingRimColor = lerp(_RimLightMaskColor, float4(_RimLightMaskColor.w, _RimLightMaskColor.w, _RimLightMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskRimEnabled = max(_RimLightOverridden, _ComposerMaskMode);
|
||||
float Set_RimLightAlpha = _RimLightVisible;
|
||||
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
||||
Set_RimLight *= _RimLightVisible;
|
||||
Set_RimLight *= _RimLight_Strength;
|
||||
|
||||
if (any(Set_RimLight) * maskRimEnabled)
|
||||
{
|
||||
//_HighColor_var = overridingRimColor;
|
||||
channelOutAlpha = Set_RimLightAlpha;
|
||||
}
|
||||
|
||||
/*
|
||||
diffuseTerm =
|
||||
lerp(saturate(diffuseTerm - _TweakHighColorMask_var), diffuseTerm,
|
||||
lerp(_Is_BlendAddToHiColor, 1.0
|
||||
, _Is_SpecularToHighColor));
|
||||
float3 addColor =
|
||||
lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow)))
|
||||
, _Is_UseTweakHighColorOnShadow);
|
||||
diffuseTerm += addColor;
|
||||
if (any(addColor))
|
||||
{
|
||||
diffuseTerm = lerp(diffuseTerm, overrideColor, isMaskEnabled);
|
||||
channelOutAlpha = _HighlightVisible;
|
||||
}
|
||||
*/
|
||||
|
||||
// Rim light
|
||||
diffuseTerm = lerp(lerp(diffuseTerm, (diffuseTerm * Set_RimLight), _RimLight), lerp(diffuseTerm, (diffuseTerm + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
|
||||
#else
|
||||
_HighColor_var *= _TweakHighColorMask_var;
|
||||
|
||||
float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
|
||||
Set_RimLight *= _RimLight_Strength;
|
||||
|
||||
diffuseTerm = diffuseTerm + lerp(lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow), float3(0, 0, 0), _Is_Filter_HiCutPointLightColor);
|
||||
// Rim light
|
||||
diffuseTerm = lerp(lerp(diffuseTerm, (diffuseTerm * Set_RimLight), _RimLight), lerp(diffuseTerm, (diffuseTerm + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
|
||||
#endif
|
||||
|
||||
// PBR----------------------------------------------------------------------------------------------------------------
|
||||
float albedoIntensity = max(0.1, (1 - sqrt(surfaceData.metallic)) * (1.7 - 0.7 * (1 - sqrt(surfaceData.metallic))));
|
||||
|
||||
//Specular Term
|
||||
float3 specularTerm = 0;
|
||||
|
||||
#ifndef _PBR_Mode_OFF
|
||||
if(lightType == GPULIGHTTYPE_RECTANGLE || lightType == GPULIGHTTYPE_TUBE)
|
||||
{
|
||||
specularTerm = preLightData.specularFGD * Set_LightColor;
|
||||
#ifdef _PBR_Mode_TOON
|
||||
specularTerm = StepFeatherToon(specularTerm, _ToonSpecularStep, _ToonSpecularFeather);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
//specularTerm = ComputeSpecularTerm(V, lightDirection, bsdfData) * Set_LightColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
specularTerm = specularTerm * (1.0 - Set_FinalShadowMask) * PI * surfaceData.specularColor;
|
||||
diffuseTerm = diffuseTerm * albedoIntensity;
|
||||
|
||||
utsAggregateLighting.directDiffuse += diffuseTerm * utsLightData.diffuseDimmer;
|
||||
utsAggregateLighting.directSpecular += specularTerm * utsLightData.specularDimmer;
|
||||
#endif // _SDFShadow
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e0d6ddf3fb34bef48b91a2fb9cae8cb1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
220
Runtime/Shaders/Includes/Lighting/UtsAreaLight.hlsl
Normal file
220
Runtime/Shaders/Includes/Lighting/UtsAreaLight.hlsl
Normal file
@@ -0,0 +1,220 @@
|
||||
#ifndef UTS_AREA_LIGHT_INLCUDE
|
||||
#define UTS_AREA_LIGHT_INLCUDE
|
||||
|
||||
// The output is *not* normalized by the factor of 1/TWO_PI (this is done by the PolygonFormFactor function).
|
||||
real3 UTS_ComputeEdgeFactor(real3 V1, real3 V2)
|
||||
{
|
||||
real V1oV2 = dot(V1, V2);
|
||||
real3 V1xV2 = cross(V1, V2); // Plane normal (tangent to the unit sphere)
|
||||
real sqLen = saturate(1 - V1oV2 * V1oV2); // length(V1xV2) = abs(sin(angle))
|
||||
real rcpLen = rsqrt(max(FLT_EPS, sqLen)); // Make sure it is finite
|
||||
#if 0
|
||||
real y = rcpLen * acos(V1oV2);
|
||||
#else
|
||||
// Let y[x_] = ArcCos[x] / Sqrt[1 - x^2].
|
||||
// Range reduction: since ArcCos[-x] == Pi - ArcCos[x], we only need to consider x on [0, 1].
|
||||
real x = abs(V1oV2);
|
||||
// Limit[y[x], x -> 1] == 1,
|
||||
// Limit[y[x], x -> 0] == Pi/2.
|
||||
// The approximation is exact at the endpoints of [0, 1].
|
||||
// Max. abs. error on [0, 1] is 1.33e-6 at x = 0.0036.
|
||||
// Max. rel. error on [0, 1] is 8.66e-7 at x = 0.0037.
|
||||
real y = HALF_PI + x * (-0.99991 + x * (0.783393 + x * (-0.649178 + x * (0.510589 + x * (-0.326137 + x * (0.137528 + x * -0.0270813))))));
|
||||
|
||||
if (V1oV2 < 0)
|
||||
{
|
||||
y = rcpLen * PI - y;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
return V1xV2 * y;
|
||||
}
|
||||
|
||||
// Input: 3-5 vertices in the coordinate frame centered at the shaded point.
|
||||
// Output: signed vector irradiance.
|
||||
// No horizon clipping is performed.
|
||||
real3 UTS_PolygonFormFactor(real4x3 L, real3 L4, uint n, bool isDiffuse)
|
||||
{
|
||||
// The length cannot be zero since we have already checked
|
||||
// that the light has a non-zero effective area,
|
||||
// and thus its plane cannot pass through the origin.
|
||||
L[0] = normalize(L[0]);
|
||||
L[1] = normalize(L[1]);
|
||||
L[2] = normalize(L[2]);
|
||||
|
||||
switch (n)
|
||||
{
|
||||
case 3:
|
||||
L[3] = L[0];
|
||||
break;
|
||||
case 4:
|
||||
L[3] = normalize(L[3]);
|
||||
L4 = L[0];
|
||||
break;
|
||||
case 5:
|
||||
L[3] = normalize(L[3]);
|
||||
L4 = normalize(L4);
|
||||
break;
|
||||
}
|
||||
|
||||
// If the magnitudes of a pair of edge factors are
|
||||
// nearly the same, catastrophic cancellation may occur:
|
||||
// https://en.wikipedia.org/wiki/Catastrophic_cancellation
|
||||
// For the same reason, the value of the cross product of two
|
||||
// nearly collinear vectors is prone to large errors.
|
||||
// Therefore, the algorithm is inherently numerically unstable
|
||||
// for area lights that shrink to a line (or a point) after
|
||||
// projection onto the unit sphere.
|
||||
real3 F = UTS_ComputeEdgeFactor(L[0], L[1]);
|
||||
F += UTS_ComputeEdgeFactor(L[1], L[2]);
|
||||
F += UTS_ComputeEdgeFactor(L[2], L[3]);
|
||||
if (n >= 4)
|
||||
F += UTS_ComputeEdgeFactor(L[3], L4);
|
||||
if (n == 5)
|
||||
F += UTS_ComputeEdgeFactor(L4, L[0]);
|
||||
|
||||
return lerp(INV_TWO_PI * F, HALF_PI * F, isDiffuse); // The output may be projected onto the tangent plane (F.z) to yield signed irradiance.
|
||||
}
|
||||
|
||||
// See "Real-Time Area Lighting: a Journey from Research to Production", slide 102.
|
||||
// Turns out, despite the authors claiming that this function "calculates an approximation of
|
||||
// the clipped sphere form factor", that is simply not true.
|
||||
// First of all, above horizon, the function should then just return 'F.z', which it does not.
|
||||
// Secondly, if we use the correct function called DiffuseSphereLightIrradiance(), it results
|
||||
// in severe light leaking if the light is placed vertically behind the camera.
|
||||
// So this function is clearly a hack designed to work around these problems.
|
||||
real UTS_PolygonIrradianceFromVectorFormFactor(float3 F, bool isDiffuse)
|
||||
{
|
||||
float l = length(F);
|
||||
float z = lerp(F.z , INV_TWO_PI * F.z, isDiffuse);
|
||||
return max(0, (l * l + z) / (l + 1));
|
||||
}
|
||||
|
||||
// Expects non-normalized vertex positions.
|
||||
// Output: F is the signed vector irradiance.
|
||||
real UTS_PolygonIrradiance(real4x3 L, bool isDiffuse, out real3 F)
|
||||
{
|
||||
//APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
|
||||
F = UTS_PolygonFormFactor(L, float3(0,0,1), 4, isDiffuse);
|
||||
return UTS_PolygonIrradianceFromVectorFormFactor(F, isDiffuse); // Accounts for the horizon.
|
||||
}
|
||||
|
||||
// This function assumes that inputs are well-behaved, e.i.
|
||||
// that the line does not pass through the origin and
|
||||
// that the light is (at least partially) above the surface.
|
||||
float UTS_Diffuse_Line(float3 C, float3 A, float hl)
|
||||
{
|
||||
// Solve C.z + h * A.z = 0.
|
||||
float h = -C.z * rcp(A.z); // May be Inf, but never NaN
|
||||
|
||||
// Clip the line segment against the z-plane if necessary.
|
||||
float h2 = (A.z >= 0) ? max( hl, h)
|
||||
: min( hl, h); // P2 = C + h2 * A
|
||||
float h1 = (A.z >= 0) ? max(-hl, h)
|
||||
: min(-hl, h); // P1 = C + h1 * A
|
||||
|
||||
// Normalize the tangent.
|
||||
float as = dot(A, A); // |A|^2
|
||||
float ar = rsqrt(as); // 1/|A|
|
||||
float a = as * ar; // |A|
|
||||
float3 T = A * ar; // A/|A|
|
||||
|
||||
// Orthogonal 2D coordinates:
|
||||
// P(n, t) = n * N + t * T.
|
||||
float tc = dot(T, C); // C = n * N + tc * T
|
||||
float3 P0 = C - tc * T; // P(n, 0) = n * N
|
||||
float ns = dot(P0, P0); // |P0|^2
|
||||
|
||||
float nr = rsqrt(ns); // 1/|P0|
|
||||
float n = ns * nr; // |P0|
|
||||
float Nz = P0.z * nr; // N.z = P0.z/|P0|
|
||||
|
||||
// P(n, t) - C = P0 + t * T - P0 - tc * T
|
||||
// = (t - tc) * T = h * A = (h * a) * T.
|
||||
float t2 = tc + h2 * a; // P2.t
|
||||
float t1 = tc + h1 * a; // P1.t
|
||||
float s2 = ns + t2 * t2; // |P2|^2
|
||||
float s1 = ns + t1 * t1; // |P1|^2
|
||||
float mr = rsqrt(s1 * s2); // 1/(|P1|*|P2|)
|
||||
float r2 = s1 * (mr * mr); // 1/|P2|^2
|
||||
float r1 = s2 * (mr * mr); // 1/|P1|^2
|
||||
|
||||
// I = (i1 + i2 + i3) / Pi.
|
||||
// i1 = N.z * (P2.t / |P2|^2 - P1.t / |P1|^2).
|
||||
// i2 = -T.z * (P2.n / |P2|^2 - P1.n / |P1|^2).
|
||||
// i3 = N.z * ArcCos[Dot[P1, P2] / (|P1| * |P2|)] / |P0|.
|
||||
float i12 = (Nz * t2 - (T.z * n)) * r2
|
||||
- (Nz * t1 - (T.z * n)) * r1;
|
||||
// Guard against numerical errors.
|
||||
float dt = min(1, (ns + t1 * t2) * mr);
|
||||
float i3 = acos(dt) * (Nz * nr); // angle * cos(θ) / r^2
|
||||
|
||||
//return T.z * n ;
|
||||
// Guard against numerical errors.
|
||||
return INV_PI * max(0, i12 + i3);
|
||||
}
|
||||
|
||||
float4 UTS_EvaluateLTC_Area(bool isRectLight, float3 center, float3 right, float3 up, float halfLength, float halfHeight,
|
||||
float3x3 invM, float perceptualRoughness, bool isDiffuse, int cookieMode, float4 cookieScaleOffset)
|
||||
{
|
||||
float3 ortho = cross(center, right);
|
||||
float orthoSq = dot(ortho, ortho);
|
||||
|
||||
// Check whether the light is in a vertical orientation.
|
||||
bool quit = (orthoSq == 0);
|
||||
|
||||
// Check whether the light is entirely below the surface.
|
||||
// We must test twice, since a linear transformation
|
||||
// may bring the light above the surface (a side-effect).
|
||||
quit = quit || (center.z + halfLength * abs(right.z) + halfHeight * abs(up.z) <= 0);
|
||||
|
||||
float4 ltcValue = float4(1, 1, 1, 0);
|
||||
|
||||
if (quit && !isDiffuse)
|
||||
{
|
||||
return ltcValue;
|
||||
}
|
||||
|
||||
// Perform a sparse matrix multiplication.
|
||||
float3 C = mul(invM, center);
|
||||
float3 A = mul(invM, right);
|
||||
float3 B = mul(invM, up);
|
||||
|
||||
// Check whether the light is entirely below the surface.
|
||||
// We must test twice, since a linear transformation
|
||||
// may bring the light below the surface (as expected).
|
||||
if (C.z + halfLength * abs(A.z) + halfHeight * abs(B.z) <= 0 && !isDiffuse)
|
||||
{
|
||||
return ltcValue;
|
||||
}
|
||||
|
||||
if (isRectLight)
|
||||
{
|
||||
float4x3 lightVerts;
|
||||
|
||||
lightVerts[0] = C - halfLength * A - halfHeight * B; // LL
|
||||
lightVerts[1] = lightVerts[0] + (2 * halfHeight) * B; // UL
|
||||
lightVerts[2] = lightVerts[1] + (2 * halfLength) * A; // UR
|
||||
lightVerts[3] = lightVerts[2] - (2 * halfHeight) * B; // LR
|
||||
|
||||
// Polygon irradiance in the transformed configuration.
|
||||
float3 fromFactor;
|
||||
ltcValue.a = UTS_PolygonIrradiance(lightVerts, isDiffuse, fromFactor);
|
||||
|
||||
if (cookieMode != COOKIEMODE_NONE)
|
||||
{
|
||||
ltcValue.rgb = SampleAreaLightCookie(cookieScaleOffset, lightVerts, fromFactor, perceptualRoughness);
|
||||
}
|
||||
}
|
||||
else // Line light
|
||||
{
|
||||
float w = ComputeLineWidthFactor(invM, ortho, orthoSq);
|
||||
|
||||
ltcValue.a = UTS_Diffuse_Line(C, A, halfLength) * w;
|
||||
}
|
||||
|
||||
return ltcValue;
|
||||
}
|
||||
|
||||
#endif
|
||||
7
Runtime/Shaders/Includes/Lighting/UtsAreaLight.hlsl.meta
Normal file
7
Runtime/Shaders/Includes/Lighting/UtsAreaLight.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: afada69a218dd594ea0f17e7c639c533
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
231
Runtime/Shaders/Includes/Lighting/UtsEnvLight.hlsl
Normal file
231
Runtime/Shaders/Includes/Lighting/UtsEnvLight.hlsl
Normal file
@@ -0,0 +1,231 @@
|
||||
#ifndef UTS_ENV
|
||||
#define UTS_ENV
|
||||
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsCommon.hlsl"
|
||||
|
||||
// _preIntegratedFGD and _CubemapLD are unique for each BRDF
|
||||
float3 EvaluateBSDF_ReflectionProbe(LightLoopContext lightLoopContext,
|
||||
float3 V, PositionInputs posInput,
|
||||
PreLightData preLightData, EnvLightData lightData, UtsBSDFData bsdfData,
|
||||
int influenceShapeType,
|
||||
inout float hierarchyWeight)
|
||||
{
|
||||
float weight = 1.0;
|
||||
|
||||
float3 R = reflect(-V, bsdfData.normalWS);
|
||||
|
||||
EvaluateLight_EnvIntersection(posInput.positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight);
|
||||
|
||||
// No distance based roughness for simple lit
|
||||
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC);
|
||||
weight *= preLD.a; // Used by planar reflection to discard pixel
|
||||
|
||||
//envLighting = F_Schlick(bsdfData.fresnel0, dot(bsdfData.normalWS, V)) * preLD.rgb;
|
||||
float3 envLighting = preLD.rgb;
|
||||
|
||||
UpdateLightingHierarchyWeights(hierarchyWeight, weight);
|
||||
envLighting *= weight * lightData.multiplier;
|
||||
|
||||
return envLighting;
|
||||
}
|
||||
|
||||
float4 ComputeReflection(LightLoopContext context, PositionInputs posInput, PreLightData preLightData, BuiltinData builtinData, UtsBSDFData bsdfData, float3 V)
|
||||
{
|
||||
float3 refcolor = 0;
|
||||
float reflectionHierarchyWeight = 0.0; // Max: 1.0
|
||||
|
||||
uint envLightStart, envLightCount;
|
||||
|
||||
// Fetch first env light to provide the scene proxy for screen space computation
|
||||
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
|
||||
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
envLightCount = _EnvLightCount;
|
||||
envLightStart = 0;
|
||||
#endif
|
||||
|
||||
bool fastPath = false;
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint envStartFirstLane;
|
||||
fastPath = IsFastPath(envLightStart, envStartFirstLane);
|
||||
#endif
|
||||
|
||||
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
|
||||
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
if (fastPath)
|
||||
{
|
||||
envLightStart = envStartFirstLane;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Scalarized loop, same rationale of the punctual light version
|
||||
uint v_envLightListOffset = 0;
|
||||
uint v_envLightIdx = envLightStart;
|
||||
#if NEED_TO_CHECK_HELPER_LANE
|
||||
// On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether.
|
||||
// IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be
|
||||
// sure it will not happen.
|
||||
bool isHelperLane = WaveIsHelperLane();
|
||||
while (!isHelperLane && v_envLightListOffset < envLightCount)
|
||||
#else
|
||||
while (v_envLightListOffset < envLightCount)
|
||||
#endif
|
||||
{
|
||||
v_envLightIdx = FetchIndex(envLightStart, v_envLightListOffset);
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint s_envLightIdx = ScalarizeElementIndex(v_envLightIdx, fastPath);
|
||||
#else
|
||||
uint s_envLightIdx = v_envLightIdx;
|
||||
#endif
|
||||
if (s_envLightIdx == -1)
|
||||
break;
|
||||
|
||||
EnvLightData s_envLightData = FetchEnvLight(s_envLightIdx); // Scalar load.
|
||||
|
||||
// If current scalar and vector light index match, we process the light. The v_envLightListOffset for current thread is increased.
|
||||
// Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
||||
// end up with a unique v_envLightIdx value that is smaller than s_envLightIdx hence being stuck in a loop. All the active lanes will not have this problem.
|
||||
if (s_envLightIdx >= v_envLightIdx)
|
||||
{
|
||||
v_envLightListOffset++;
|
||||
if (reflectionHierarchyWeight < 1.0)
|
||||
{
|
||||
if (IsMatchingLightLayer(s_envLightData.lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
float RefProbeLighting = EvaluateBSDF_ReflectionProbe(context, V, posInput, preLightData, s_envLightData, bsdfData, s_envLightData.influenceShapeType, reflectionHierarchyWeight);
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
float3 lightInReflDir = float3(-1, -1, -1);
|
||||
if (s_envLightData.normalizeWithAPV > 0 && all(lightInReflDir >= 0))
|
||||
{
|
||||
float factor = GetReflectionProbeNormalizationFactor(lightInReflDir, bsdfData.normalWS, s_envLightData.L0L1, s_envLightData.L2_1, s_envLightData.L2_2);
|
||||
RefProbeLighting *= factor;
|
||||
}
|
||||
#endif
|
||||
refcolor += RefProbeLighting;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return float4(refcolor.r, refcolor.g, refcolor.b, reflectionHierarchyWeight);
|
||||
}
|
||||
|
||||
float3 ComputeFresnelLerp(float3 c0, float3 c1, float cosA)
|
||||
{
|
||||
float t = pow(1 - cosA, 5);
|
||||
return lerp(c0, c1, t);
|
||||
}
|
||||
|
||||
float3 EvaluateIndirectDiffusePBR(PositionInputs posInput, UtsBSDFData bsdfData, float3 V)
|
||||
{
|
||||
float3 indirectDiffuse = 0.0;
|
||||
|
||||
#ifdef _PBR_Mode_ANISO
|
||||
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS , bsdfData.normalWS, V, bsdfData.anisotropy, bsdfData.perceptualRoughness, bsdfData.normalWS, bsdfData.perceptualRoughness);
|
||||
#endif
|
||||
|
||||
float NdotV = saturate(dot(bsdfData.normalWS, V));
|
||||
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
BuiltinData apvBuiltinData;
|
||||
ZERO_INITIALIZE(BuiltinData, apvBuiltinData);
|
||||
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), 0.0, 0.0, V, posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, apvBuiltinData.backBakeDiffuseLighting);
|
||||
#else
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), bsdfData.normalWS, -bsdfData.normalWS, V, posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, apvBuiltinData.backBakeDiffuseLighting);
|
||||
#endif
|
||||
|
||||
float3 probeDiffuse = apvBuiltinData.bakeDiffuseLighting * GetCurrentExposureMultiplier();
|
||||
|
||||
indirectDiffuse = probeDiffuse;
|
||||
#else
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
indirectDiffuse = EvaluateAmbientProbe(0.0) * GetCurrentExposureMultiplier();
|
||||
#else
|
||||
indirectDiffuse = EvaluateAmbientProbe(bsdfData.normalWS) * GetCurrentExposureMultiplier();
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//SSGI
|
||||
if(_ReceivesSSGI == 1)
|
||||
{
|
||||
float4 ssgiLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS);
|
||||
ssgiLighting *= _GIMultiplier;
|
||||
indirectDiffuse = lerp(indirectDiffuse, ssgiLighting.rgb, ssgiLighting.a);
|
||||
}
|
||||
|
||||
//Complete the indirect lighting
|
||||
indirectDiffuse *= bsdfData.diffuseColor.rgb * _BaseColor.rgb;
|
||||
|
||||
//SSAO
|
||||
if(_ReceivesSSAO == 1)
|
||||
{
|
||||
AmbientOcclusionFactor aoFactor;
|
||||
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
|
||||
indirectDiffuse *= lerp(_AO_Factor, 1, aoFactor.indirectAmbientOcclusion);
|
||||
}
|
||||
indirectDiffuse *= bsdfData.ambientOcclusion;
|
||||
|
||||
return indirectDiffuse;
|
||||
}
|
||||
|
||||
float3 EvaluateIndirectDiffuse(PositionInputs posInput, UtsBSDFData bsdfData, float3 V)
|
||||
{
|
||||
float3 indirectDiffuse = 0.0;
|
||||
|
||||
indirectDiffuse = EvaluateIndirectDiffusePBR(posInput, bsdfData,V);
|
||||
|
||||
return indirectDiffuse * _ID_Intensity;
|
||||
}
|
||||
|
||||
float3 EvaluateIndirectSpecular(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, UtsBSDFData bsdfData, BuiltinData builtinData, float3 V)
|
||||
{
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
return 0;
|
||||
#else
|
||||
float3 indirectSpecular = 0;
|
||||
|
||||
#ifdef _PBR_Mode_ANISO
|
||||
GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS , bsdfData.normalWS, V, bsdfData.anisotropy, bsdfData.perceptualRoughness, bsdfData.normalWS, bsdfData.perceptualRoughness);
|
||||
#endif
|
||||
|
||||
float mip = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
|
||||
float NdotV = saturate(dot(bsdfData.normalWS, V));
|
||||
|
||||
indirectSpecular = SampleSkyTexture(reflect(-V, bsdfData.normalWS), mip, 0).rgb;\
|
||||
|
||||
//Reflection Probe
|
||||
float4 refProbe = ComputeReflection(lightLoopContext, posInput, preLightData, builtinData, bsdfData, V);
|
||||
indirectSpecular = lerp(indirectSpecular, refProbe.rgb, refProbe.a);
|
||||
|
||||
//SSR
|
||||
if(_ReceivesSSR == 1)
|
||||
{
|
||||
float4 ssrLighting = LOAD_TEXTURE2D_X(_SsrLightingTexture, posInput.positionSS);
|
||||
InversePreExposeSsrLighting(ssrLighting);
|
||||
ApplyScreenSpaceReflectionWeight(ssrLighting);
|
||||
indirectSpecular = lerp(indirectSpecular, ssrLighting.rgb * preLightData.specularFGD, ssrLighting.a);
|
||||
}
|
||||
|
||||
//Complete the indirect lighting
|
||||
float grazingTerm = saturate((1 - bsdfData.perceptualRoughness) + (1 - bsdfData.reflectivity));
|
||||
indirectSpecular *= ComputeFresnelLerp(bsdfData.fresnel0, grazingTerm, NdotV) * GetCurrentExposureMultiplier();
|
||||
|
||||
// Occlusion
|
||||
if(_ReceivesSSAO == 1)
|
||||
{
|
||||
AmbientOcclusionFactor aoFactor;
|
||||
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
|
||||
|
||||
indirectSpecular *= lerp(_AO_Factor, 1, aoFactor.indirectSpecularOcclusion);
|
||||
}
|
||||
indirectSpecular *= bsdfData.specularOcclusion;
|
||||
|
||||
return indirectSpecular * _IR_Intensity;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
7
Runtime/Shaders/Includes/Lighting/UtsEnvLight.hlsl.meta
Normal file
7
Runtime/Shaders/Includes/Lighting/UtsEnvLight.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 52ab7245a70fe6a4e80663ca80f9811b
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
264
Runtime/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl
Normal file
264
Runtime/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl
Normal file
@@ -0,0 +1,264 @@
|
||||
#ifndef UTS_LIGHT_EVALUATION
|
||||
#define UTS_LIGHT_EVALUATION
|
||||
|
||||
#if FP_BUFFER
|
||||
#define SATURATE_IF_SDR(x) (x)
|
||||
#define SATURATE_BASE_COLOR_IF_SDR(x) (x)
|
||||
#else
|
||||
#define SATURATE_IF_SDR(x) saturate(x)
|
||||
#define SATURATE_BASE_COLOR_IF_SDR(x) saturate(x)
|
||||
#endif
|
||||
|
||||
const float rateR = 0.299;
|
||||
const float rateG = 0.587;
|
||||
const float rateB = 0.114;
|
||||
|
||||
struct UTSLightData
|
||||
{
|
||||
float3 lightDirection;
|
||||
float3 lightColor;
|
||||
float diffuseDimmer;
|
||||
float specularDimmer;
|
||||
float3 shadowTint;
|
||||
float penumbraTint;
|
||||
SHADOW_TYPE shadowValue;
|
||||
};
|
||||
|
||||
float GetColorAttenuation(float3 lightColor)
|
||||
{
|
||||
float lightAttenuation = rateR * lightColor.r + rateG * lightColor.g + rateB * lightColor.b;
|
||||
return lightAttenuation;
|
||||
}
|
||||
|
||||
float3 GetLimitedLightColor(float3 lightColor)
|
||||
{
|
||||
lightColor = ApplyCurrentExposureMultiplier(lightColor);
|
||||
float3 result = lerp(lightColor, saturate(lightColor), _Is_Filter_LightColor);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
DirectLighting UtsEvaluateBSDF_Directional(LightLoopContext lightLoopContext, PositionInputs posInput, BuiltinData builtinData, DirectionalLightData lightData, UtsBSDFData bsdfData, PreLightData preLightData, float3 V, float2 uv0)
|
||||
{
|
||||
DirectLighting lighting;
|
||||
ZERO_INITIALIZE(DirectLighting, lighting);
|
||||
|
||||
float3 L = -lightData.forward;
|
||||
SHADOW_TYPE shadow = EvaluateShadow_Directional(lightLoopContext, posInput, lightData, builtinData, bsdfData.geomNormalWS);
|
||||
|
||||
if (lightData.lightDimmer > 0.0)
|
||||
{
|
||||
// TODO: Colored shadow will overwrite the first and second shading diffuse color
|
||||
//float3 shadowColor = ComputeShadowColor(shadow, lightData.shadowTint, lightData.penumbraTint);
|
||||
float4 lightColor = EvaluateLight_Directional(lightLoopContext, posInput, lightData);
|
||||
lightColor.rgb = GetLimitedLightColor(lightColor.rgb * lightColor.a * _Light_Intensity_Multiplier);
|
||||
|
||||
UtsClampRoughness(preLightData, bsdfData, lightData.minRoughness);
|
||||
|
||||
lighting = UtsShadeSurface(posInput, bsdfData, preLightData, shadow, lightColor.rgb, V, L, uv0, lightData.diffuseDimmer, lightData.specularDimmer);
|
||||
}
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
DirectLighting UtsEvaluateBSDF_Punctual(LightLoopContext lightLoopContext, PositionInputs posInput, BuiltinData builtinData, LightData lightData, UtsBSDFData bsdfData, PreLightData preLightData, float3 V, float2 uv0)
|
||||
{
|
||||
DirectLighting lighting;
|
||||
ZERO_INITIALIZE(DirectLighting, lighting);
|
||||
|
||||
float3 L;
|
||||
float4 distances; // {d, d^2, 1/d, d_proj}
|
||||
GetPunctualLightVectors(posInput.positionWS, lightData, L, distances);
|
||||
|
||||
PositionInputs shadowPositionInputs = posInput;
|
||||
shadowPositionInputs.positionWS = posInput.positionWS + L * _ShadowBias;
|
||||
|
||||
SHADOW_TYPE shadow = EvaluateShadow_Punctual(lightLoopContext, shadowPositionInputs, lightData, builtinData, bsdfData.geomNormalWS, L, distances);
|
||||
|
||||
if (lightData.lightDimmer > 0.0)
|
||||
{
|
||||
// TODO: Colored shadow will overwrite the first and second shading diffuse color
|
||||
//float3 shadowColor = ComputeShadowColor(shadow, lightData.shadowTint, lightData.penumbraTint);
|
||||
float4 lightColor = EvaluateLight_Punctual(lightLoopContext, posInput, lightData, L, distances);
|
||||
lightColor.rgb = GetLimitedLightColor(lightColor.rgb * lightColor.a * _Light_Intensity_Multiplier);
|
||||
|
||||
UtsClampRoughness(preLightData, bsdfData, lightData.minRoughness);
|
||||
|
||||
lighting = UtsShadeSurface(posInput, bsdfData, preLightData, shadow, lightColor.rgb, V, L, uv0, lightData.diffuseDimmer, lightData.specularDimmer);
|
||||
}
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
IndirectLighting UtsEvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, PreLightData preLightData, inout float reflectionHierarchyWeight)
|
||||
{
|
||||
IndirectLighting lighting;
|
||||
ZERO_INITIALIZE(IndirectLighting, lighting);
|
||||
|
||||
// TODO: this texture is sparse (mostly black). Can we avoid reading every texel? How about using Hi-S?
|
||||
float4 ssrLighting = LOAD_TEXTURE2D_X(_SsrLightingTexture, posInput.positionSS);
|
||||
InversePreExposeSsrLighting(ssrLighting);
|
||||
|
||||
// Apply the weight on the ssr contribution (if required)
|
||||
ApplyScreenSpaceReflectionWeight(ssrLighting);
|
||||
|
||||
reflectionHierarchyWeight = ssrLighting.a;
|
||||
lighting.specularReflected = ssrLighting.rgb * preLightData.specularFGD;
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
void UtsEvaluateBSDF_BakeDiffuse(PositionInputs posInput, PreLightData preLightData, UtsBSDFData bsdfData, float3 V, inout BuiltinData builtinData, out float3 lightInReflDir)
|
||||
{
|
||||
lightInReflDir = 0.0;
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
lightInReflDir = float3(-1, -1, -1); // This variable is used with APV for reflection probe normalization - see code for LIGHTFEATUREFLAGS_ENV
|
||||
#endif
|
||||
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(SCREEN_SPACE_INDIRECT_DIFFUSE_DISABLED)
|
||||
if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF)
|
||||
{
|
||||
builtinData.bakeDiffuseLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).xyz * GetInverseCurrentExposureMultiplier();
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
if (_EnableProbeVolumes)
|
||||
{
|
||||
// Reflect normal to get lighting for reflection probe tinting
|
||||
float3 R = reflect(-V, bsdfData.normalWS);
|
||||
|
||||
#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
|
||||
float3 normalWS = 0.0;
|
||||
float3 backNormalWS = 0.0;
|
||||
#else
|
||||
float3 normalWS = bsdfData.normalWS;
|
||||
float3 backNormalWS = -bsdfData.normalWS;
|
||||
#endif
|
||||
EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS),
|
||||
bsdfData.normalWS, -bsdfData.normalWS,
|
||||
R, V,
|
||||
posInput.positionSS, builtinData.renderingLayers,
|
||||
builtinData.bakeDiffuseLighting, builtinData.backBakeDiffuseLighting, lightInReflDir);
|
||||
}
|
||||
else // If probe volume is disabled we fallback on the ambient probes
|
||||
{
|
||||
builtinData.bakeDiffuseLighting = EvaluateAmbientProbe(bsdfData.normalWS);
|
||||
builtinData.backBakeDiffuseLighting = EvaluateAmbientProbe(-bsdfData.normalWS);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void UtsEvaluateBSDF_MatCapDiffuse(float3 positionWS, float3 normalWS, inout BuiltinData builtinData)
|
||||
{
|
||||
float3 positionVS = mul(UNITY_MATRIX_V, float4(positionWS, 1.0)).xyz;
|
||||
float3 normalVS = mul(UNITY_MATRIX_V, float4(normalWS, 1.0)).xyz;
|
||||
float3 PcrossN = cross(normalize(positionVS), normalVS);
|
||||
|
||||
float2 uv = PcrossN.yx;
|
||||
uv.x *= -1;
|
||||
uv = uv * 0.5 + 0.5;
|
||||
|
||||
builtinData.bakeDiffuseLighting = SAMPLE_TEXTURE2D_LOD(_MatCapMap, s_linear_clamp_sampler, uv, UNITY_SPECCUBE_LOD_STEPS).rgb * GetInverseCurrentExposureMultiplier();
|
||||
}
|
||||
|
||||
IndirectLighting UtsEvaluateBSDF_MatCapSpecular(float3 positionWS, UtsBSDFData bsdfData, PreLightData preLightData)
|
||||
{
|
||||
IndirectLighting lighting;
|
||||
ZERO_INITIALIZE(IndirectLighting, lighting);
|
||||
|
||||
float3 positionVS = mul(UNITY_MATRIX_V, float4(positionWS, 1.0)).xyz;
|
||||
float3 normalVS = mul(UNITY_MATRIX_V, float4(bsdfData.normalWS, 1.0)).xyz;
|
||||
float3 PcrossN = cross(normalize(positionVS), normalVS);
|
||||
|
||||
float2 uv = PcrossN.yx;
|
||||
uv.x *= -1;
|
||||
uv = uv * 0.5 + 0.5;
|
||||
|
||||
lighting.specularReflected = SAMPLE_TEXTURE2D_LOD(_MatCapMap, s_linear_clamp_sampler, uv, PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness)).rgb;
|
||||
lighting.specularReflected *= preLightData.specularFGD * GetInverseCurrentExposureMultiplier();
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
void UtsEvaluateBSDF_Ramp(PositionInputs posInput, UtsBSDFData bsdfData, float3 L, inout BuiltinData builtinData)
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
|
||||
IndirectLighting UtsEvaluateBSDF_Env(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, EnvLightData lightData, UtsBSDFData bsdfData, int influenceShapeType, int GPUImageBasedLightingType, inout float hierarchyWeight)
|
||||
{
|
||||
IndirectLighting lighting;
|
||||
ZERO_INITIALIZE(IndirectLighting, lighting);
|
||||
|
||||
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION)
|
||||
{
|
||||
return lighting;
|
||||
}
|
||||
|
||||
float3 envLighting;
|
||||
float3 positionWS = posInput.positionWS;
|
||||
float weight = 1.0;
|
||||
|
||||
float3 R = preLightData.iblR;
|
||||
if (!IsEnvIndexTexture2D(lightData.envIndex)) // ENVCACHETYPE_CUBEMAP
|
||||
{
|
||||
R = GetSpecularDominantDir(bsdfData.normalWS, R, preLightData.iblPerceptualRoughness, ClampNdotV(preLightData.NdotV));
|
||||
// When we are rough, we tend to see outward shifting of the reflection when at the boundary of the projection volume
|
||||
// Also it appear like more sharp. To avoid these artifact and at the same time get better match to reference we lerp to original unmodified reflection.
|
||||
// Formula is empirical.
|
||||
float roughness = PerceptualRoughnessToRoughness(preLightData.iblPerceptualRoughness);
|
||||
R = lerp(R, preLightData.iblR, saturate(smoothstep(0, 1, roughness * roughness)));
|
||||
}
|
||||
|
||||
// Note: using influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky)
|
||||
float intersectionDistance = EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight);
|
||||
float3 F = preLightData.specularFGD;
|
||||
|
||||
float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, R, preLightData.iblPerceptualRoughness, intersectionDistance);
|
||||
weight *= preLD.a; // Used by planar reflection to discard pixel
|
||||
|
||||
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION)
|
||||
{
|
||||
envLighting = F * preLD.rgb;
|
||||
// Apply the main lobe weight and update main reflection hierarchyWeight:
|
||||
UpdateLightingHierarchyWeights(hierarchyWeight, weight);
|
||||
envLighting *= weight;
|
||||
}
|
||||
|
||||
envLighting *= lightData.multiplier;
|
||||
|
||||
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION)
|
||||
{
|
||||
lighting.specularReflected = envLighting;
|
||||
}
|
||||
|
||||
return lighting;
|
||||
}
|
||||
|
||||
void UtsPostEvaluateBSDF(PositionInputs posInput, PreLightData preLightData, UtsBSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting, out LightLoopOutput lightLoopOutput)
|
||||
{
|
||||
AmbientOcclusionFactor aoFactor;
|
||||
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
|
||||
builtinData.bakeDiffuseLighting = APPLY_WEIGHT(builtinData.bakeDiffuseLighting, aoFactor.indirectAmbientOcclusion, _AO_Factor);
|
||||
lighting.indirect.specularReflected = APPLY_WEIGHT(lighting.indirect.specularReflected, aoFactor.indirectSpecularOcclusion, _AO_Factor);
|
||||
lighting.direct.diffuse = APPLY_WEIGHT(lighting.direct.diffuse, aoFactor.directAmbientOcclusion, _AO_Factor);
|
||||
lighting.direct.specular = APPLY_WEIGHT(lighting.direct.specular, aoFactor.directSpecularOcclusion, _AO_Factor);
|
||||
|
||||
builtinData.bakeDiffuseLighting = ApplyCurrentExposureMultiplier(builtinData.bakeDiffuseLighting * bsdfData.diffuseColor * preLightData.diffuseFGD * _ID_Intensity);
|
||||
lighting.indirect.specularReflected = ApplyCurrentExposureMultiplier(lighting.indirect.specularReflected * bsdfData.fresnel0 * _IR_Intensity);
|
||||
|
||||
lightLoopOutput.diffuseLighting = lighting.direct.diffuse + builtinData.bakeDiffuseLighting;
|
||||
lightLoopOutput.specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
|
||||
// Rescale the GGX to account for the multiple scattering.
|
||||
lightLoopOutput.specularLighting *= 1.0 + bsdfData.fresnel0 * preLightData.energyCompensation;
|
||||
|
||||
ApplyExposureAdjustment(lightLoopOutput.diffuseLighting);
|
||||
ApplyExposureAdjustment(lightLoopOutput.specularLighting);
|
||||
|
||||
lightLoopOutput.diffuseLighting += builtinData.emissiveColor;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7716c23dcdc6a544908969e8d507320
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
474
Runtime/Shaders/Includes/Lighting/UtsLightLoop.hlsl
Normal file
474
Runtime/Shaders/Includes/Lighting/UtsLightLoop.hlsl
Normal file
@@ -0,0 +1,474 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsMaterialEvaluation.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl"
|
||||
|
||||
// Channel mask enum.
|
||||
// this must be same to UI cs code
|
||||
// HDRPToonGUI._ChannelEnum
|
||||
int eBaseColor = 0;
|
||||
int eFirstShade = 1;
|
||||
int eSecondShade = 2;
|
||||
int eHighlight = 3;
|
||||
int eAngelRing = 4;
|
||||
int eRimLight = 5;
|
||||
int eOutline = 6;
|
||||
|
||||
int GetNextDirectionalLightIndex(BuiltinData builtinData, int currentIndex, int mainLightIndex)
|
||||
{
|
||||
int i = 0; // Declare once to avoid the D3D11 compiler warning.
|
||||
for (i = 0; i < (int)_DirectionalLightCount; ++i)
|
||||
{
|
||||
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
if (mainLightIndex != i)
|
||||
{
|
||||
if (currentIndex < i)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return -1; // not found
|
||||
}
|
||||
|
||||
int GetUtsMainLightIndex(BuiltinData builtinData)
|
||||
{
|
||||
int mainLightIndex = -1;
|
||||
float3 lightColor = float3(0.0f, 0.0f, 0.0f);
|
||||
float lightAttenuation = 0.0f;
|
||||
uint i = 0; // Declare once to avoid the D3D11 compiler warning.
|
||||
for (i = 0; i < _DirectionalLightCount; ++i)
|
||||
{
|
||||
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
float3 currentLightColor = _DirectionalLightDatas[i].color;
|
||||
float currentLightAttenuation = GetColorAttenuation(currentLightColor);
|
||||
|
||||
if (mainLightIndex == -1 || (currentLightAttenuation > lightAttenuation))
|
||||
{
|
||||
mainLightIndex = i;
|
||||
lightAttenuation = currentLightAttenuation;
|
||||
|
||||
lightColor = currentLightColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return mainLightIndex;
|
||||
}
|
||||
|
||||
bool UtsUseScreenSpaceShadow(DirectionalLightData light, float3 normalWS)
|
||||
{
|
||||
#if defined(RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG)
|
||||
// Two different options are possible here
|
||||
// - We have a ray trace shadow in which case we have no valid signal for a transmission and we need to fallback on the rasterized shadow
|
||||
// - We have a screen space shadow and it already contains the transmission shadow and we can use it straight away
|
||||
bool visibleLight = 0.5 * dot(normalWS, -light.forward) + 0.5 > 0.0;
|
||||
bool validScreenSpaceShadow = (light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW;
|
||||
bool rayTracedShadow = (light.screenSpaceShadowIndex & RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG) != 0.0;
|
||||
return (validScreenSpaceShadow && ((rayTracedShadow && visibleLight) || !rayTracedShadow));
|
||||
#else
|
||||
return ( (light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW);
|
||||
#endif
|
||||
}
|
||||
|
||||
void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bsdfData, BuiltinData builtinData,
|
||||
float3 V, uint featureFlags, out LightLoopOutput lightLoopOutput)
|
||||
{
|
||||
LightLoopContext context;
|
||||
context.shadowContext = InitShadowContext();
|
||||
context.shadowValue = 1;
|
||||
context.sampleReflection = 0;
|
||||
#ifdef APPLY_FOG_ON_SKY_REFLECTIONS
|
||||
context.positionWS = posInput.positionWS;
|
||||
#endif
|
||||
|
||||
// Initialize the contactShadow and contactShadowFade fields
|
||||
InitContactShadow(posInput, context);
|
||||
|
||||
// First of all we compute the shadow value of the directional light to reduce the VGPR pressure
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
|
||||
{
|
||||
// Evaluate sun shadows.
|
||||
if (_DirectionalShadowIndex >= 0)
|
||||
{
|
||||
DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
|
||||
|
||||
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||||
if (UseScreenSpaceShadow(light, bsdfData.normalWS))
|
||||
{
|
||||
context.shadowValue = GetScreenSpaceColorShadow(posInput, light.screenSpaceShadowIndex).SHADOW_TYPE_SWIZZLE;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
float3 L = -light.forward;
|
||||
|
||||
// Is it worth sampling the shadow map?
|
||||
if ((light.lightDimmer > 0) && (light.shadowDimmer > 0) && // Note: Volumetric can have different dimmer, thus why we test it here
|
||||
dot(bsdfData.normalWS, L) > 0.0)
|
||||
{
|
||||
context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
|
||||
posInput.positionSS, posInput.positionWS + L * _ShadowBias, bsdfData.normalWS,
|
||||
light.shadowIndex, L);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
PreLightData preLightData = GetPreLightData_UTS(V, posInput, bsdfData);
|
||||
|
||||
AggregateLighting aggregateLighting;
|
||||
ZERO_INITIALIZE(AggregateLighting, aggregateLighting);
|
||||
|
||||
// Evaluate the punctual lights.
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_PUNCTUAL)
|
||||
{
|
||||
uint lightCount, lightStart;
|
||||
|
||||
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
|
||||
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
lightCount = _PunctualLightCount;
|
||||
lightStart = 0;
|
||||
#endif
|
||||
|
||||
bool fastPath = false;
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint lightStartLane0;
|
||||
fastPath = IsFastPath(lightStart, lightStartLane0);
|
||||
|
||||
if (fastPath)
|
||||
{
|
||||
lightStart = lightStartLane0;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Scalarized loop. All lights that are in a tile/cluster touched by any pixel in the wave are loaded (scalar load), only the one relevant to current thread/pixel are processed.
|
||||
// For clarity, the following code will follow the convention: variables starting with s_ are meant to be wave uniform (meant for scalar register),
|
||||
// v_ are variables that might have different value for each thread in the wave (meant for vector registers).
|
||||
// This will perform more loads than it is supposed to, however, the benefits should offset the downside, especially given that light data accessed should be largely coherent.
|
||||
// Note that the above is valid only if wave intriniscs are supported.
|
||||
uint v_lightListOffset = 0;
|
||||
uint v_lightIdx = lightStart;
|
||||
|
||||
[loop] // vulkan shader compiler can not unroll.
|
||||
#if NEED_TO_CHECK_HELPER_LANE
|
||||
// On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether.
|
||||
// IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be
|
||||
// sure it will not happen.
|
||||
bool isHelperLane = WaveIsHelperLane();
|
||||
while (!isHelperLane && v_lightListOffset < lightCount)
|
||||
#else
|
||||
while (v_lightListOffset < lightCount)
|
||||
#endif
|
||||
{
|
||||
v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
|
||||
#else
|
||||
uint s_lightIdx = v_lightIdx;
|
||||
#endif
|
||||
if (s_lightIdx == -1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
LightData s_lightData = FetchLight(s_lightIdx);
|
||||
|
||||
// If current scalar and vector light index match, we process the light. The v_lightListOffset for current thread is increased.
|
||||
// Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
||||
// end up with a unique v_lightIdx value that is smaller than s_lightIdx hence being stuck in a loop. All the active lanes will not have this problem.
|
||||
if (s_lightIdx >= v_lightIdx)
|
||||
{
|
||||
v_lightListOffset++;
|
||||
if (IsMatchingLightLayer(s_lightData.lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
DirectLighting lighting = UtsEvaluateBSDF_Punctual(context, posInput, builtinData, s_lightData, bsdfData, preLightData, V, fragInputs.texCoord0.xy);
|
||||
AccumulateDirectLighting(lighting, aggregateLighting);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Evaluate the directional lights.
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
|
||||
{
|
||||
uint i = 0; // Declare once to avoid the D3D11 compiler warning.
|
||||
for (i = 0; i < _DirectionalLightCount; ++i)
|
||||
{
|
||||
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
DirectLighting direct = UtsEvaluateBSDF_Directional(context, posInput, builtinData, _DirectionalLightDatas[i], bsdfData, preLightData, V, fragInputs.texCoord0.xy);
|
||||
AccumulateDirectLighting(direct, aggregateLighting);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Evaluate the environment lights.
|
||||
if (featureFlags & (LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_SSREFRACTION | LIGHTFEATUREFLAGS_SSREFLECTION))
|
||||
{
|
||||
float reflectionHierarchyWeight = 0.0; // Max: 1.0
|
||||
|
||||
uint envLightStart, envLightCount;
|
||||
|
||||
// Fetch first env light to provide the scene proxy for screen space computation
|
||||
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
|
||||
#else
|
||||
envLightCount = _EnvLightCount;
|
||||
envLightStart = 0;
|
||||
#endif
|
||||
|
||||
bool fastPath = false;
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint envStartFirstLane;
|
||||
fastPath = IsFastPath(envLightStart, envStartFirstLane);
|
||||
#endif
|
||||
|
||||
// Reflection hierarchy is
|
||||
// 1. Screen Space Reflection
|
||||
// 2. Environment Reflection
|
||||
// 3. Sky Reflection
|
||||
|
||||
// Apply SSR.
|
||||
#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR))
|
||||
{
|
||||
IndirectLighting lighting = UtsEvaluateBSDF_ScreenSpaceReflection(posInput, preLightData, reflectionHierarchyWeight);
|
||||
AccumulateIndirectLighting(lighting, aggregateLighting);
|
||||
}
|
||||
#endif
|
||||
|
||||
float3 lightInReflDir = 0.0;
|
||||
#ifdef _INDIRECT_DIFFUSE_OFF
|
||||
|
||||
#elif _INDIRECT_DIFFUSE_IBL
|
||||
bool replaceBakeDiffuseLighting = false;
|
||||
#if !defined(_SURFACE_TYPE_TRANSPARENT) // No SSGI/RTGI/Mixed effect on transparent
|
||||
if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF)
|
||||
{
|
||||
replaceBakeDiffuseLighting = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
if (!builtinData.isLightmap)
|
||||
{
|
||||
replaceBakeDiffuseLighting = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(LIGHT_EVALUATION_SKIP_INDIRECT_DIFFUSE)
|
||||
replaceBakeDiffuseLighting = false;
|
||||
#endif
|
||||
|
||||
if (replaceBakeDiffuseLighting)
|
||||
{
|
||||
UtsEvaluateBSDF_BakeDiffuse(posInput, preLightData, bsdfData, V, builtinData, lightInReflDir);
|
||||
}
|
||||
#elif _INDIRECT_DIFFUSE_MATCAP
|
||||
//builtinData.bakeDiffuseLighting = UtsEvaluateColor_MatCap(posInput.positionWS, bsdfData.normalWS, 0.0);
|
||||
UtsEvaluateBSDF_MatCapDiffuse(posInput.positionWS, bsdfData.normalWS, builtinData);
|
||||
#elif _INDIRECT_DIFFUSE_RAMP
|
||||
UtsEvaluateBSDF_Ramp(posInput, bsdfData, builtinData);
|
||||
#endif
|
||||
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_ENV)
|
||||
{
|
||||
#if _INDIRECT_SPECULAR_OFF
|
||||
|
||||
#elif _INDIRECT_SPECULAR_IBL
|
||||
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
|
||||
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
if (fastPath)
|
||||
{
|
||||
envLightStart = envStartFirstLane;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Scalarized loop, same rationale of the punctual light version
|
||||
uint v_envLightListOffset = 0;
|
||||
uint v_envLightIdx = envLightStart;
|
||||
#if NEED_TO_CHECK_HELPER_LANE
|
||||
// On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether.
|
||||
// IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be
|
||||
// sure it will not happen.
|
||||
bool isHelperLane = WaveIsHelperLane();
|
||||
while (!isHelperLane && v_envLightListOffset < envLightCount)
|
||||
#else
|
||||
while (v_envLightListOffset < envLightCount)
|
||||
#endif
|
||||
{
|
||||
v_envLightIdx = FetchIndex(envLightStart, v_envLightListOffset);
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint s_envLightIdx = ScalarizeElementIndex(v_envLightIdx, fastPath);
|
||||
#else
|
||||
uint s_envLightIdx = v_envLightIdx;
|
||||
#endif
|
||||
if (s_envLightIdx == -1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
EnvLightData s_envLightData = FetchEnvLight(s_envLightIdx);
|
||||
|
||||
// If current scalar and vector light index match, we process the light. The v_envLightListOffset for current thread is increased.
|
||||
// Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
||||
// end up with a unique v_envLightIdx value that is smaller than s_envLightIdx hence being stuck in a loop. All the active lanes will not have this problem.
|
||||
if (s_envLightIdx >= v_envLightIdx)
|
||||
{
|
||||
v_envLightListOffset++;
|
||||
if (reflectionHierarchyWeight < 1.0)
|
||||
{
|
||||
if (IsMatchingLightLayer(s_envLightData.lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
IndirectLighting lighting = UtsEvaluateBSDF_Env(context, posInput, preLightData, s_envLightData, bsdfData, s_envLightData.influenceShapeType, GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
|
||||
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
|
||||
|
||||
if (s_envLightData.normalizeWithAPV > 0 && all(lightInReflDir >= 0))
|
||||
{
|
||||
float factor = GetReflectionProbeNormalizationFactor(lightInReflDir, bsdfData.normalWS, s_envLightData.L0L1, s_envLightData.L2_1, s_envLightData.L2_2);
|
||||
lighting.specularReflected *= factor;
|
||||
}
|
||||
#endif
|
||||
|
||||
AccumulateIndirectLighting(lighting, aggregateLighting);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#elif _INDIRECT_SPECULAR_MATCAP
|
||||
IndirectLighting lighting = UtsEvaluateBSDF_MatCapSpecular(posInput.positionWS, bsdfData, preLightData);
|
||||
AccumulateIndirectLighting(lighting, aggregateLighting);
|
||||
#endif
|
||||
}
|
||||
|
||||
#if _INDIRECT_SPECULAR_IBL
|
||||
// Only apply the sky IBL if the sky texture is available
|
||||
if ((featureFlags & LIGHTFEATUREFLAGS_SKY) && _EnvLightSkyEnabled)
|
||||
{
|
||||
// The sky is a single cubemap texture separate from the reflection probe texture array (different resolution and compression)
|
||||
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY;
|
||||
|
||||
// The sky data are generated on the fly so the compiler can optimize the code
|
||||
EnvLightData envLightSky = InitSkyEnvLightData(0);
|
||||
|
||||
// Only apply the sky if we haven't yet accumulated enough IBL lighting.
|
||||
if (reflectionHierarchyWeight < 1.0)
|
||||
{
|
||||
IndirectLighting lighting = UtsEvaluateBSDF_Env(context, posInput, preLightData, envLightSky, bsdfData, envLightSky.influenceShapeType, GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
|
||||
AccumulateIndirectLighting(lighting, aggregateLighting);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
UtsPostEvaluateBSDF(posInput, preLightData, bsdfData, builtinData, aggregateLighting, lightLoopOutput);
|
||||
}
|
||||
|
||||
// UTSLightData GetUTSMainPunctualLightData(BuiltinData builtinData, PositionInputs posInput)
|
||||
// {
|
||||
// UTSLightData mainPunctualLight;
|
||||
|
||||
// uint lightCount, lightStart;
|
||||
|
||||
// #ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
// GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
|
||||
// #else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
// lightCount = _PunctualLightCount;
|
||||
// lightStart = 0;
|
||||
// #endif
|
||||
// bool fastPath = false;
|
||||
// #if SCALARIZE_LIGHT_LOOP
|
||||
// uint lightStartLane0;
|
||||
// fastPath = IsFastPath(lightStart, lightStartLane0);
|
||||
|
||||
// if (fastPath)
|
||||
// {
|
||||
// lightStart = lightStartLane0;
|
||||
// }
|
||||
// #endif
|
||||
|
||||
// uint v_lightListOffset = 0;
|
||||
// uint v_lightIdx = lightStart;
|
||||
// float channelAlpha = 0.0f;
|
||||
// [loop] // vulkan shader compiler can not unroll.
|
||||
// while (v_lightListOffset < lightCount)
|
||||
// {
|
||||
// v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
|
||||
// #if SCALARIZE_LIGHT_LOOP
|
||||
// uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
|
||||
// #else
|
||||
// uint s_lightIdx = v_lightIdx;
|
||||
// #endif
|
||||
// if (s_lightIdx == -1)
|
||||
// break;
|
||||
|
||||
// LightData s_lightData = FetchLight(s_lightIdx);
|
||||
|
||||
// // If current scalar and vector light index match, we process the light. The v_lightListOffset for current thread is increased.
|
||||
// // Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
||||
// // end up with a unique v_lightIdx value that is smaller than s_lightIdx hence being stuck in a loop. All the active lanes will not have this problem.
|
||||
// if (s_lightIdx >= v_lightIdx)
|
||||
// {
|
||||
// v_lightListOffset++;
|
||||
// if (IsMatchingLightLayer(s_lightData.lightLayers, builtinData.renderingLayers))
|
||||
// {
|
||||
// float3 lightDirection;
|
||||
// float4 distances; // {d, d^2, 1/d, d_proj}
|
||||
// GetPunctualLightVectors(posInput.positionWS, s_lightData, lightDirection, distances);
|
||||
// float4 lightColor = EvaluateLight_Punctual(context, posInput, s_lightData, lightDirection, distances);
|
||||
// float3 additionalLightColor = ApplyCurrentExposureMultiplier(lightColor.rgb) * lightColor.a;
|
||||
// const float notDirectional = 1.0f;
|
||||
|
||||
// UTSLightData utsLightData;
|
||||
// utsLightData.lightColor = additionalLightColor;
|
||||
// utsLightData.lightDirection = lightDirection;
|
||||
// utsLightData.diffuseDimmer = s_lightData.diffuseDimmer;
|
||||
// utsLightData.specularDimmer = s_lightData.specularDimmer;
|
||||
// utsLightData.shadowTint = s_lightData.shadowTint;
|
||||
// utsLightData.penumbraTint = s_lightData.penumbraTint;
|
||||
|
||||
// if(length(additionalLightColor) >= length(mainPunctualLight.lightColor))
|
||||
// {
|
||||
// mainPunctualLight = utsLightData;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// return mainPunctualLight;
|
||||
// }
|
||||
|
||||
// Todo: calculate the acutal main lighboth dorectional and punctual)t based on the light attenuation, rather than using the main directional light
|
||||
UTSLightData GetCustomMainLightData(BuiltinData builtinData, UTSLightData mainPunctualLight)
|
||||
{
|
||||
UTSLightData utsLightData;
|
||||
int mainLightIndex;
|
||||
|
||||
mainLightIndex = GetUtsMainLightIndex(builtinData);
|
||||
|
||||
if (mainLightIndex == -1 || length(_DirectionalLightDatas[mainLightIndex].color) < length(mainPunctualLight.lightColor))
|
||||
{
|
||||
utsLightData = mainPunctualLight;
|
||||
}
|
||||
else
|
||||
{
|
||||
utsLightData.lightColor = ApplyCurrentExposureMultiplier(_DirectionalLightDatas[mainLightIndex].color);
|
||||
utsLightData.lightDirection = -_DirectionalLightDatas[mainLightIndex].forward;
|
||||
utsLightData.diffuseDimmer = _DirectionalLightDatas[mainLightIndex].diffuseDimmer;
|
||||
utsLightData.specularDimmer = _DirectionalLightDatas[mainLightIndex].specularDimmer;
|
||||
utsLightData.shadowTint = _DirectionalLightDatas[mainLightIndex].shadowTint;
|
||||
utsLightData.penumbraTint = _DirectionalLightDatas[mainLightIndex].penumbraTint;
|
||||
}
|
||||
|
||||
return utsLightData;
|
||||
}
|
||||
9
Runtime/Shaders/Includes/Lighting/UtsLightLoop.hlsl.meta
Normal file
9
Runtime/Shaders/Includes/Lighting/UtsLightLoop.hlsl.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9ed2a3a7c9a17104c9792d8ec79bf631
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,83 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
|
||||
#ifndef DirectionalShadowType
|
||||
# if (SHADEROPTIONS_RAYTRACING && (defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL))
|
||||
# define DirectionalShadowType float3
|
||||
# else
|
||||
# define DirectionalShadowType float
|
||||
# endif
|
||||
#endif
|
||||
|
||||
float3 UTS_SelfShdowMainLight(LightLoopContext lightLoopContext, FragInputs input, int mainLightIndex)
|
||||
{
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
|
||||
// input.positionSS is SV_Position
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
|
||||
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
#else
|
||||
// Unused
|
||||
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
||||
#endif
|
||||
|
||||
SurfaceData surfaceData;
|
||||
BuiltinData builtinData;
|
||||
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
|
||||
|
||||
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
|
||||
|
||||
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
|
||||
/* todo. these should be put int a struct */
|
||||
float4 Set_UV0 = input.texCoord0;
|
||||
float3x3 tangentTransform = input.tangentToWorld;
|
||||
//UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords))
|
||||
float4 n = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, Set_UV0.xy);
|
||||
// float3 _NormalMap_var = UnpackNormalScale(tex2D(_NormalMap, TRANSFORM_TEX(Set_UV0, _NormalMap)), _BumpScale);
|
||||
float3 _NormalMap_var = UnpackNormalScale(n, _BumpScale);
|
||||
float3 normalLocal = _NormalMap_var.rgb;
|
||||
|
||||
|
||||
float3 i_normalDir = surfaceData.normalWS;
|
||||
|
||||
/* to here todo. these should be put int a struct */
|
||||
|
||||
|
||||
float shadowAttenuation = (float)lightLoopContext.shadowValue;
|
||||
|
||||
|
||||
float3 mainLihgtDirection = -_DirectionalLightDatas[mainLightIndex].forward;
|
||||
float3 mainLightColor = ApplyCurrentExposureMultiplier(_DirectionalLightDatas[mainLightIndex].color);
|
||||
// float4 tmpColor = EvaluateLight_Directional(context, posInput, _DirectionalLightDatas[mainLightIndex]);
|
||||
// float3 mainLightColor = tmpColor.xyz;
|
||||
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
|
||||
float3 defaultLightColor = saturate(max(float3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(float4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(float4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
|
||||
float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz);
|
||||
float3 lightDirection = normalize(lerp(defaultLightDirection, mainLihgtDirection.xyz, any(mainLihgtDirection.xyz)));
|
||||
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
|
||||
|
||||
////// Lighting:
|
||||
|
||||
|
||||
|
||||
float _HalfLambert_var = 0.5 * dot(i_normalDir, lightDirection) + 0.5;
|
||||
float lambert = dot(i_normalDir, lightDirection);
|
||||
_HalfLambert_var = lambert;
|
||||
|
||||
float baseColorStep = 0.00001;
|
||||
float Set_FinalShadowMask = saturate(1.0 + (-_HalfLambert_var) / (baseColorStep));
|
||||
|
||||
float3 Set_FinalBaseColor = 1 - Set_FinalShadowMask;
|
||||
|
||||
|
||||
|
||||
return Set_FinalBaseColor;
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d53a3bfa05741064d9b4d15154890a04
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Runtime/Shaders/Includes/Properties.meta
Normal file
8
Runtime/Shaders/Includes/Properties.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ca2f1317714a1f42aec9cf88eaef1c5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
366
Runtime/Shaders/Includes/Properties/UtsHdrpProperties.hlsl
Normal file
366
Runtime/Shaders/Includes/Properties/UtsHdrpProperties.hlsl
Normal file
@@ -0,0 +1,366 @@
|
||||
// ===========================================================================
|
||||
// WARNING:
|
||||
// On PS4, texture/sampler declarations need to be outside of CBuffers
|
||||
// Otherwise those parameters are not bound correctly at runtime.
|
||||
// ===========================================================================
|
||||
|
||||
#define fixed half
|
||||
|
||||
#define UNITY_TEXTURE_STREAMING_DEBUG_VARS
|
||||
float4 unity_MipmapStreaming_DebugTex_ST;
|
||||
float4 unity_MipmapStreaming_DebugTex_TexelSize;
|
||||
float4 unity_MipmapStreaming_DebugTex_MipInfo;
|
||||
float4 unity_MipmapStreaming_DebugTex_StreamInfo;
|
||||
|
||||
// Unity Toon Shader
|
||||
#include "UtsTextures.hlsl"
|
||||
|
||||
// Lit
|
||||
TEXTURE2D(_DistortionVectorMap);
|
||||
SAMPLER(sampler_DistortionVectorMap);
|
||||
|
||||
TEXTURE2D(_EmissiveColorMap);
|
||||
SAMPLER(sampler_EmissiveColorMap);
|
||||
|
||||
#ifndef LAYERED_LIT_SHADER
|
||||
|
||||
TEXTURE2D(_DiffuseLightingMap);
|
||||
SAMPLER(sampler_DiffuseLightingMap);
|
||||
|
||||
TEXTURE2D(_BaseColorMap);
|
||||
SAMPLER(sampler_BaseColorMap);
|
||||
|
||||
TEXTURE2D(_HairBlendingMap);
|
||||
SAMPLER(sampler_HairBlendingMap);
|
||||
|
||||
TEXTURE2D(_MaskMap);
|
||||
SAMPLER(sampler_MaskMap);
|
||||
TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map
|
||||
SAMPLER(sampler_BentNormalMap);
|
||||
|
||||
TEXTURE2D(_NormalMap);
|
||||
SAMPLER(sampler_NormalMap);
|
||||
TEXTURE2D(_NormalMapOS);
|
||||
SAMPLER(sampler_NormalMapOS);
|
||||
|
||||
TEXTURE2D(_DetailMap);
|
||||
SAMPLER(sampler_DetailMap);
|
||||
|
||||
TEXTURE2D(_HeightMap);
|
||||
SAMPLER(sampler_HeightMap);
|
||||
|
||||
TEXTURE2D(_TangentMap);
|
||||
SAMPLER(sampler_TangentMap);
|
||||
TEXTURE2D(_TangentMapOS);
|
||||
SAMPLER(sampler_TangentMapOS);
|
||||
|
||||
TEXTURE2D(_AnisotropyMap);
|
||||
SAMPLER(sampler_AnisotropyMap);
|
||||
|
||||
TEXTURE2D(_SubsurfaceMaskMap);
|
||||
SAMPLER(sampler_SubsurfaceMaskMap);
|
||||
TEXTURE2D(_ThicknessMap);
|
||||
SAMPLER(sampler_ThicknessMap);
|
||||
|
||||
TEXTURE2D(_IridescenceThicknessMap);
|
||||
SAMPLER(sampler_IridescenceThicknessMap);
|
||||
|
||||
TEXTURE2D(_IridescenceMaskMap);
|
||||
SAMPLER(sampler_IridescenceMaskMap);
|
||||
|
||||
TEXTURE2D(_SpecularColorMap);
|
||||
SAMPLER(sampler_SpecularColorMap);
|
||||
|
||||
TEXTURE2D(_TransmittanceColorMap);
|
||||
SAMPLER(sampler_TransmittanceColorMap);
|
||||
|
||||
TEXTURE2D(_CoatMaskMap);
|
||||
SAMPLER(sampler_CoatMaskMap);
|
||||
|
||||
TEXTURE2D(_SSSLutMap);
|
||||
//SAMPLER(sampler_SSSLutMap); //Use s_linear_clamp_sampler instead
|
||||
|
||||
TEXTURE2D(_SDFShadowTex);
|
||||
SAMPLER(sampler_SDFShadowTex);
|
||||
|
||||
TEXTURE2D(_HairShadowTex);
|
||||
TEXTURE2D(_HairBlendingTex);
|
||||
|
||||
#else
|
||||
|
||||
// Set of users variables
|
||||
#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3
|
||||
// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one
|
||||
// mean we must declare all sampler
|
||||
#define PROP_DECL_TEX2D(name)\
|
||||
TEXTURE2D(CALL_MERGE_NAME(name, 0)); \
|
||||
SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 0)); \
|
||||
TEXTURE2D(CALL_MERGE_NAME(name, 1)); \
|
||||
SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 1)); \
|
||||
TEXTURE2D(CALL_MERGE_NAME(name, 2)); \
|
||||
SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 2)); \
|
||||
TEXTURE2D(CALL_MERGE_NAME(name, 3)); \
|
||||
SAMPLER(CALL_MERGE_NAME(CALL_MERGE_NAME(sampler, name), 3))
|
||||
|
||||
|
||||
PROP_DECL_TEX2D(_BaseColorMap);
|
||||
PROP_DECL_TEX2D(_MaskMap);
|
||||
PROP_DECL_TEX2D(_BentNormalMap);
|
||||
PROP_DECL_TEX2D(_NormalMap);
|
||||
PROP_DECL_TEX2D(_NormalMapOS);
|
||||
PROP_DECL_TEX2D(_DetailMap);
|
||||
PROP_DECL_TEX2D(_HeightMap);
|
||||
|
||||
PROP_DECL_TEX2D(_SubsurfaceMaskMap);
|
||||
PROP_DECL_TEX2D(_ThicknessMap);
|
||||
|
||||
TEXTURE2D(_LayerMaskMap);
|
||||
SAMPLER(sampler_LayerMaskMap);
|
||||
TEXTURE2D(_LayerInfluenceMaskMap);
|
||||
SAMPLER(sampler_LayerInfluenceMaskMap);
|
||||
|
||||
#endif
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
|
||||
#include "UtsUnityPerMaterial.hlsl"
|
||||
|
||||
// shared constant between lit and layered lit
|
||||
float _AlphaCutoff;
|
||||
float _UseShadowThreshold;
|
||||
float _AlphaCutoffShadow;
|
||||
float _AlphaCutoffPrepass;
|
||||
float _AlphaCutoffPostpass;
|
||||
float4 _DoubleSidedConstants;
|
||||
float _DistortionScale;
|
||||
float _DistortionVectorScale;
|
||||
float _DistortionVectorBias;
|
||||
float _DistortionBlurScale;
|
||||
float _DistortionBlurRemapMin;
|
||||
float _DistortionBlurRemapMax;
|
||||
|
||||
float _PPDMaxSamples;
|
||||
float _PPDMinSamples;
|
||||
float _PPDLodThreshold;
|
||||
|
||||
float3 _EmissiveColor;
|
||||
float _AlbedoAffectEmissive;
|
||||
float _EmissiveExposureWeight;
|
||||
float _ObjectSpaceUVMappingEmissive;
|
||||
|
||||
int _SpecularOcclusionMode;
|
||||
|
||||
// Transparency
|
||||
float3 _TransmittanceColor;
|
||||
float _Ior;
|
||||
float _ATDistance;
|
||||
|
||||
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
|
||||
// value that exist to identify if the GI emission need to be enabled.
|
||||
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
|
||||
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
|
||||
float3 _EmissionColor;
|
||||
float4 _EmissiveColorMap_ST;
|
||||
float _TexWorldScaleEmissive;
|
||||
float4 _UVMappingMaskEmissive;
|
||||
|
||||
float _ID_Intensity;
|
||||
float _IR_Intensity;
|
||||
|
||||
float4 _InvPrimScale; // Only XY are used
|
||||
|
||||
// Wind
|
||||
float _InitialBend;
|
||||
float _Stiffness;
|
||||
float _Drag;
|
||||
float _ShiverDrag;
|
||||
float _ShiverDirectionality;
|
||||
|
||||
// Specular AA
|
||||
float _EnableGeometricSpecularAA;
|
||||
float _SpecularAAScreenSpaceVariance;
|
||||
float _SpecularAAThreshold;
|
||||
|
||||
#ifndef LAYERED_LIT_SHADER
|
||||
|
||||
// Set of users variables
|
||||
float4 _BaseColor;
|
||||
float4 _BaseColorMap_ST;
|
||||
float4 _BaseColorMap_TexelSize;
|
||||
float4 _BaseColorMap_MipInfo;
|
||||
|
||||
float _Metallic;
|
||||
float _MetallicRemapMin;
|
||||
float _MetallicRemapMax;
|
||||
float _Smoothness;
|
||||
float _SmoothnessRemapMin;
|
||||
float _SmoothnessRemapMax;
|
||||
float _Roughness;
|
||||
float _RoughnessRemapMin;
|
||||
float _RoughnessRemapMax;
|
||||
float _AlphaRemapMin;
|
||||
float _AlphaRemapMax;
|
||||
float _AORemapMin;
|
||||
float _AORemapMax;
|
||||
float _SSSIntensity;
|
||||
int _Use_SSSLut;
|
||||
|
||||
float4 _SpecularColor;
|
||||
float _ToonSpecularStep;
|
||||
float _ToonSpecularFeather;
|
||||
|
||||
float _ReceivesSSR;
|
||||
float _ReceivesSSAO;
|
||||
float _AO_Factor;
|
||||
float _ReceivesSSGI;
|
||||
float _GIMultiplier;
|
||||
|
||||
float _NormalScale;
|
||||
|
||||
float4 _DetailMap_ST;
|
||||
float _DetailAlbedoScale;
|
||||
float _DetailNormalScale;
|
||||
float _DetailSmoothnessScale;
|
||||
|
||||
float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader
|
||||
|
||||
float _HeightAmplitude;
|
||||
float _HeightCenter;
|
||||
|
||||
float _Anisotropy;
|
||||
float4 _AnisotropyMap_ST;
|
||||
int _Use_Anisotropy;
|
||||
float4 _KKColor;
|
||||
float _BSDFContribution;
|
||||
|
||||
float _DiffusionProfileHash;
|
||||
float _SubsurfaceMask;
|
||||
float _TransmissionMask;
|
||||
float _Thickness;
|
||||
float4 _ThicknessRemap;
|
||||
|
||||
|
||||
float _IridescenceThickness;
|
||||
float4 _IridescenceThicknessRemap;
|
||||
float _IridescenceMask;
|
||||
|
||||
float _CoatMask;
|
||||
|
||||
//float4 _SpecularColor;
|
||||
float _EnergyConservingSpecularColor;
|
||||
|
||||
float _TexWorldScale;
|
||||
float _InvTilingScale;
|
||||
float4 _UVMappingMask;
|
||||
float4 _UVDetailsMappingMask;
|
||||
float _LinkDetailsWithBase;
|
||||
float _ObjectSpaceUVMapping;
|
||||
#else // LAYERED_LIT_SHADER
|
||||
|
||||
// Set of users variables
|
||||
PROP_DECL(float4, _BaseColor);
|
||||
float4 _BaseColorMap0_ST;
|
||||
float4 _BaseColorMap1_ST;
|
||||
float4 _BaseColorMap2_ST;
|
||||
float4 _BaseColorMap3_ST;
|
||||
|
||||
float4 _BaseColorMap0_TexelSize;
|
||||
float4 _BaseColorMap0_MipInfo;
|
||||
|
||||
PROP_DECL(float, _Metallic);
|
||||
PROP_DECL(float, _MetallicRemapMin);
|
||||
PROP_DECL(float, _MetallicRemapMax);
|
||||
PROP_DECL(float, _Smoothness);
|
||||
PROP_DECL(float, _SmoothnessRemapMin);
|
||||
PROP_DECL(float, _SmoothnessRemapMax);
|
||||
PROP_DECL(float, _AORemapMin);
|
||||
PROP_DECL(float, _AORemapMax);
|
||||
|
||||
PROP_DECL(float, _NormalScale);
|
||||
float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader
|
||||
|
||||
float4 _HeightMap0_TexelSize;
|
||||
float4 _HeightMap1_TexelSize;
|
||||
float4 _HeightMap2_TexelSize;
|
||||
float4 _HeightMap3_TexelSize;
|
||||
|
||||
float4 _DetailMap0_ST;
|
||||
float4 _DetailMap1_ST;
|
||||
float4 _DetailMap2_ST;
|
||||
float4 _DetailMap3_ST;
|
||||
PROP_DECL(float, _UVDetail);
|
||||
PROP_DECL(float, _DetailAlbedoScale);
|
||||
PROP_DECL(float, _DetailNormalScale);
|
||||
PROP_DECL(float, _DetailSmoothnessScale);
|
||||
|
||||
PROP_DECL(float, _HeightAmplitude);
|
||||
PROP_DECL(float, _HeightCenter);
|
||||
|
||||
PROP_DECL(float, _DiffusionProfileHash);
|
||||
PROP_DECL(float, _SubsurfaceMask);
|
||||
PROP_DECL(float, _Thickness);
|
||||
PROP_DECL(float4, _ThicknessRemap);
|
||||
|
||||
PROP_DECL(float, _OpacityAsDensity);
|
||||
float _InheritBaseNormal1;
|
||||
float _InheritBaseNormal2;
|
||||
float _InheritBaseNormal3;
|
||||
float _InheritBaseHeight1;
|
||||
float _InheritBaseHeight2;
|
||||
float _InheritBaseHeight3;
|
||||
float _InheritBaseColor1;
|
||||
float _InheritBaseColor2;
|
||||
float _InheritBaseColor3;
|
||||
PROP_DECL(float, _HeightOffset);
|
||||
float _HeightTransition;
|
||||
|
||||
float4 _LayerMaskMap_ST;
|
||||
float _TexWorldScaleBlendMask;
|
||||
PROP_DECL(float, _TexWorldScale);
|
||||
PROP_DECL(float, _InvTilingScale);
|
||||
float4 _UVMappingMaskBlendMask;
|
||||
PROP_DECL(float4, _UVMappingMask);
|
||||
PROP_DECL(float4, _UVDetailsMappingMask);
|
||||
PROP_DECL(float, _LinkDetailsWithBase);
|
||||
|
||||
#endif // LAYERED_LIT_SHADER
|
||||
|
||||
|
||||
|
||||
// Tessellation specific
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
float _TessellationFactor;
|
||||
float _TessellationFactorMinDistance;
|
||||
float _TessellationFactorMaxDistance;
|
||||
float _TessellationFactorTriangleSize;
|
||||
float _TessellationShapeFactor;
|
||||
float _TessellationBackFaceCullEpsilon;
|
||||
float _TessellationObjectScale;
|
||||
float _TessellationTilingScale;
|
||||
#endif
|
||||
|
||||
// Following two variables are feeded by the C++ Editor for Scene selection
|
||||
int _ObjectId;
|
||||
int _PassValue;
|
||||
|
||||
CBUFFER_END
|
||||
|
||||
int _ToonLightHiCutFilter;
|
||||
int _ToonEvAdjustmentCurve;
|
||||
float _ToonEvAdjustmentValueArray[128];
|
||||
float _ToonEvAdjustmentValueMin;
|
||||
float _ToonEvAdjustmentValueMax;
|
||||
float _ToonEvAdjustmentCompensation;
|
||||
float _ToonIgnoreExposureMultiplier;
|
||||
|
||||
float _Outline_MaxWidth;
|
||||
|
||||
float4 _HairShadowRTHandleScale;
|
||||
float4 _HairBlendingRTHandleScale;
|
||||
|
||||
float _HairShadowDistance;
|
||||
float _HairShadowDistanceScaleFactor;
|
||||
float _HairShadowDepthBias;
|
||||
float _HairShadowFadeInDistance;
|
||||
float _HairShadowFadeOutDistance;
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f766a049b2bd4cd4bac4693fe41e62b2
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
20
Runtime/Shaders/Includes/Properties/UtsTextures.hlsl
Normal file
20
Runtime/Shaders/Includes/Properties/UtsTextures.hlsl
Normal file
@@ -0,0 +1,20 @@
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D(_1st_ShadeMap);
|
||||
TEXTURE2D(_2nd_ShadeMap);
|
||||
|
||||
TEXTURE2D(_MatCapMap);
|
||||
|
||||
sampler _Set_1st_ShadePosition;
|
||||
sampler _Set_2nd_ShadePosition;
|
||||
sampler _ShadingGradeMap;
|
||||
sampler _HighColor_Tex;
|
||||
sampler _Set_HighColorMask;
|
||||
sampler _Set_RimLightMask;
|
||||
sampler _NormalMapForMatCap;
|
||||
sampler _Set_MatcapMask;
|
||||
// sampler2D _ClippingMask;
|
||||
TEXTURE2D(_ClippingMask);
|
||||
sampler _AngelRing_Sampler;
|
||||
sampler _Outline_Sampler;
|
||||
sampler _OutlineTex;
|
||||
sampler _BakedNormal;
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5b757fd47d2cd7d4e8b2e32ece1f6f8d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
205
Runtime/Shaders/Includes/Properties/UtsUnityPerMaterial.hlsl
Normal file
205
Runtime/Shaders/Includes/Properties/UtsUnityPerMaterial.hlsl
Normal file
@@ -0,0 +1,205 @@
|
||||
|
||||
// cosntant in Unity Toon Shader
|
||||
float _utsTechnique;
|
||||
float4 _Color;
|
||||
fixed _Use_BaseAs1st;
|
||||
fixed _Use_1stAs2nd;
|
||||
fixed _Is_LightColor_Base;
|
||||
float4 _MainTex_ST;
|
||||
float4 _1st_ShadeMap_ST;
|
||||
float4 _1st_ShadeColor;
|
||||
fixed _Is_LightColor_1st_Shade;
|
||||
float4 _2nd_ShadeMap_ST;
|
||||
float4 _2nd_ShadeColor;
|
||||
fixed _Is_LightColor_2nd_Shade;
|
||||
fixed _Is_NormalMapToBase;
|
||||
fixed _Set_SystemShadowsToBase;
|
||||
|
||||
float _Tweak_SystemShadowsLevel;
|
||||
float _ShadowBias;
|
||||
float _SDFShadowLevel;
|
||||
float _SDFSmoothGamma;
|
||||
float _SDFNoseHighlightCoef;
|
||||
float _SDFNoseHighlightSmoothRange;
|
||||
|
||||
float _EyeParallaxAmount;
|
||||
float _HairBlendingFactor;
|
||||
|
||||
float _BaseColor_Step;
|
||||
float _BaseShade_Feather;
|
||||
float4 _Set_1st_ShadePosition_ST;
|
||||
|
||||
float _ShadeColor_Step;
|
||||
float _1st2nd_Shades_Feather;
|
||||
float4 _Set_2nd_ShadePosition_ST;
|
||||
float4 _ShadingGradeMap_ST;
|
||||
|
||||
float _Tweak_ShadingGradeMapLevel;
|
||||
fixed _BlurLevelSGM;
|
||||
//
|
||||
float _1st_ShadeColor_Step;
|
||||
float _1st_ShadeColor_Feather;
|
||||
float _2nd_ShadeColor_Step;
|
||||
float _2nd_ShadeColor_Feather;
|
||||
|
||||
float4 _HighColor;
|
||||
float4 _HighColor_Tex_ST;
|
||||
fixed _Is_LightColor_HighColor;
|
||||
|
||||
fixed _Is_NormalMapToHighColor;
|
||||
float _HighColor_Power;
|
||||
fixed _Is_SpecularToHighColor;
|
||||
fixed _Is_BlendAddToHiColor;
|
||||
fixed _Is_BlendAddToRimColor;
|
||||
fixed _Is_UseTweakHighColorOnShadow;
|
||||
float _TweakHighColorOnShadow;
|
||||
float4 _Set_HighColorMask_ST;
|
||||
float _Tweak_HighColorMaskLevel;
|
||||
fixed _RimLight;
|
||||
float4 _RimLightColor;
|
||||
float _RimLight_Strength;
|
||||
fixed _Is_LightColor_RimLight;
|
||||
fixed _Is_NormalMapToRimLight;
|
||||
float _RimLight_Power;
|
||||
float _RimLight_InsideMask;
|
||||
fixed _RimLight_FeatherOff;
|
||||
fixed _LightDirection_MaskOn;
|
||||
float _Tweak_LightDirection_MaskLevel;
|
||||
fixed _Add_Antipodean_RimLight;
|
||||
float4 _Ap_RimLightColor;
|
||||
fixed _Is_LightColor_Ap_RimLight;
|
||||
float _Ap_RimLight_Power;
|
||||
fixed _Ap_RimLight_FeatherOff;
|
||||
float4 _Set_RimLightMask_ST;
|
||||
float _Tweak_RimLightMaskLevel;
|
||||
fixed _MatCap;
|
||||
float4 _MatCap_Sampler_ST;
|
||||
float4 _MatCapColor;
|
||||
fixed _Is_LightColor_MatCap;
|
||||
fixed _Is_BlendAddToMatCap;
|
||||
float _Tweak_MatCapUV;
|
||||
float _Rotate_MatCapUV;
|
||||
fixed _Is_NormalMapForMatCap;
|
||||
float4 _NormalMapForMatCap_ST;
|
||||
float _Rotate_NormalMapForMatCapUV;
|
||||
fixed _Is_UseTweakMatCapOnShadow;
|
||||
float _TweakMatCapOnShadow;
|
||||
float4 _Set_MatcapMask_ST;
|
||||
float _Tweak_MatcapMaskLevel;
|
||||
fixed _Is_Ortho;
|
||||
float _CameraRolling_Stabilizer;
|
||||
fixed _BlurLevelMatcap;
|
||||
fixed _Inverse_MatcapMask;
|
||||
float _BumpScale;
|
||||
float _BumpScaleMatcap;
|
||||
float4 _Emissive_Tex_ST;
|
||||
float4 _Emissive_Color;
|
||||
|
||||
fixed _Is_ViewCoord_Scroll;
|
||||
float _Rotate_EmissiveUV;
|
||||
float _Base_Speed;
|
||||
float _Scroll_EmissiveU;
|
||||
float _Scroll_EmissiveV;
|
||||
fixed _Is_PingPong_Base;
|
||||
float4 _ColorShift;
|
||||
float4 _ViewShift;
|
||||
float _ColorShift_Speed;
|
||||
fixed _Is_ColorShift;
|
||||
fixed _Is_ViewShift;
|
||||
float3 emissive;
|
||||
//
|
||||
float _Unlit_Intensity;
|
||||
|
||||
fixed _Is_Filter_HiCutPointLightColor;
|
||||
fixed _Is_Filter_LightColor;
|
||||
|
||||
float _StepOffset;
|
||||
fixed _Is_BLD;
|
||||
float _Offset_X_Axis_BLD;
|
||||
float _Offset_Y_Axis_BLD;
|
||||
fixed _Inverse_Z_Axis_BLD;
|
||||
|
||||
float4 _ClippingMask_ST;
|
||||
|
||||
fixed _IsBaseMapAlphaAsClippingMask;
|
||||
float _Clipping_Level;
|
||||
fixed _Inverse_Clipping;
|
||||
float _Tweak_transparency;
|
||||
fixed _AngelRing;
|
||||
float4 _AngelRing_Sampler_ST;
|
||||
|
||||
float _BaseColorVisible;
|
||||
float _BaseColorOverridden;
|
||||
float4 _BaseColorMaskColor;
|
||||
|
||||
float _FirstShadeVisible;
|
||||
float _FirstShadeOverridden;
|
||||
float4 _FirstShadeMaskColor;
|
||||
|
||||
float _SecondShadeVisible;
|
||||
float _SecondShadeOverridden;
|
||||
float4 _SecondShadeMaskColor;
|
||||
|
||||
float _HighlightVisible;
|
||||
float _HighlightOverridden;
|
||||
float4 _HighlightMaskColor;
|
||||
|
||||
float _AngelRingVisible;
|
||||
float _AngelRingOverridden;
|
||||
float4 _AngelRingMaskColor;
|
||||
|
||||
float _RimLightVisible;
|
||||
float _RimLightOverridden;
|
||||
float4 _RimLightMaskColor;
|
||||
|
||||
float _OutlineVisible;
|
||||
float _OutlineOverridden;
|
||||
float4 _OutlineMaskColor;
|
||||
|
||||
float _ComposerMaskMode;
|
||||
int _ClippingMatteMode;
|
||||
|
||||
float _GI_Intensity;
|
||||
float _Light_Intensity_Multiplier;
|
||||
|
||||
|
||||
float4 _AngelRing_Color;
|
||||
fixed _Is_LightColor_AR;
|
||||
float _AR_Intensity;
|
||||
float _AR_ShadowIntensity;
|
||||
float _AR_OffsetU;
|
||||
float _AR_OffsetV;
|
||||
fixed _ARSampler_AlphaOn;
|
||||
|
||||
// Unity Toon Shader Outline
|
||||
|
||||
float _Outline_Width;
|
||||
float _Farthest_Distance;
|
||||
float _Nearest_Distance;
|
||||
float4 _Outline_Sampler_ST;
|
||||
float4 _Outline_Color;
|
||||
fixed _Is_BlendBaseColor;
|
||||
float _Offset_Z;
|
||||
float4 _OutlineTex_ST;
|
||||
fixed _Is_OutlineTex;
|
||||
float4 _BakedNormal_ST;
|
||||
fixed _Is_BakedNormal;
|
||||
fixed _UseSmoothedNormal;
|
||||
|
||||
float _ZOverDrawMode;
|
||||
//
|
||||
|
||||
#if defined(_UTS_TOON_EV_PER_MODEL)
|
||||
// not in materials
|
||||
int _ToonLightHiCutFilter;
|
||||
int _ToonEvAdjustmentCurve;
|
||||
float _ToonEvAdjustmentValueArray[128];
|
||||
float _ToonEvAdjustmentValueMin;
|
||||
float _ToonEvAdjustmentValueMax;
|
||||
float _ToonEvAdjustmentCompensation;
|
||||
#endif //#if !defined(_UTS_TOON_EV_PER_MODEL)
|
||||
|
||||
|
||||
float _BlendMode;
|
||||
|
||||
float3 _ObjectCenterPositionWS;
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7efa59ca140c8c1448f8198e85ed27ec
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Runtime/Shaders/Includes/ShaderPass.meta
Normal file
8
Runtime/Shaders/Includes/ShaderPass.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 020b85c83fd4ee540af1f62afb131d15
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
127
Runtime/Shaders/Includes/ShaderPass/HDRPToonHairBlending.hlsl
Normal file
127
Runtime/Shaders/Includes/ShaderPass/HDRPToonHairBlending.hlsl
Normal file
@@ -0,0 +1,127 @@
|
||||
#undef unity_ObjectToWorld
|
||||
#undef unity_WorldToObject
|
||||
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
|
||||
|
||||
// PackedVaryingsType
|
||||
// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L120
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
|
||||
{
|
||||
// VaryingsType
|
||||
// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L118
|
||||
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
|
||||
return MotionVectorVS(varyingsType, inputMesh, inputPass);
|
||||
}
|
||||
|
||||
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
|
||||
return PackVaryingsType(varyingsType);
|
||||
}
|
||||
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
|
||||
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
#define VT_BUFFER_TARGET SV_Target1
|
||||
#define EXTRA_BUFFER_TARGET SV_Target2
|
||||
#else
|
||||
#define EXTRA_BUFFER_TARGET SV_Target1
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
out float4 outColor : SV_Target0, // outSpecularLighting
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
out float4 outVTFeedback : VT_BUFFER_TARGET,
|
||||
#endif
|
||||
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
|
||||
OUTPUT_SSSBUFFER(outSSSBuffer)
|
||||
#else
|
||||
out float4 outColor : SV_Target0
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
, out float4 outVTFeedback : VT_BUFFER_TARGET
|
||||
#endif
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#endif // OUTPUT_SPLIT_LIGHTING
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
, out float outputDepth : SV_Depth
|
||||
#endif
|
||||
)
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
||||
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
|
||||
#ifdef _IS_CLIPPING_MASK
|
||||
if (_ClippingMaskMode != 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode != 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
|
||||
discard;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
//v.2.0.5
|
||||
if (_ZOverDrawMode > 0.99f)
|
||||
{
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
outputDepth = posInput.deviceDepth;
|
||||
#endif
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
outColor = float4(1.0f, 1.0f, 1.0f, 1.0f); // but nothing should be drawn except Z value as colormask is set to 0
|
||||
return;
|
||||
}
|
||||
_Color = _BaseColor;
|
||||
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
|
||||
float4 Set_UV0 = input.texCoord0;
|
||||
|
||||
// The following temporary definition of unity_AmbientEquator is for HDRP only.
|
||||
//float4 unity_AmbientEquator = float4(0.05, 0.05, 0.05, 1.0); //Todo.
|
||||
//v.2.0.9
|
||||
//float3 envLightSource_GradientEquator = unity_AmbientEquator.rgb > 0.05 ? unity_AmbientEquator.rgb : half3(0.05, 0.05, 0.05);
|
||||
float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0));
|
||||
float3 envLightSource_SkyboxIntensity = max(
|
||||
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, 0.0, 0.0), input.texCoord1.xy, input.texCoord2.xy),
|
||||
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, -1.0, 0.0), input.texCoord1.xy, input.texCoord2.xy)
|
||||
).rgb;
|
||||
float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
|
||||
ambientSkyColor *= GetCurrentExposureMultiplier();
|
||||
|
||||
float4 _BlendingTex_var = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _MainTex));
|
||||
outColor = float4(_BlendingTex_var.rgb * ambientSkyColor, _BlendingTex_var.a);
|
||||
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
outputDepth = posInput.deviceDepth;
|
||||
#endif
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
}
|
||||
// End of File
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a528382509a1bca4b9da190eb68e40d4
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
224
Runtime/Shaders/Includes/ShaderPass/HDRPToonOutline.hlsl
Normal file
224
Runtime/Shaders/Includes/ShaderPass/HDRPToonOutline.hlsl
Normal file
@@ -0,0 +1,224 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#undef unity_ObjectToWorld
|
||||
#undef unity_WorldToObject
|
||||
|
||||
float4 _LightColor0; // not referenced in c# code ??
|
||||
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
|
||||
|
||||
// PackedVaryingsType
|
||||
// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L120
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
|
||||
{
|
||||
// VaryingsType
|
||||
// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L118
|
||||
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
varyingsType.vmesh.
|
||||
#include "HDRPToonOutlineVertMain.hlsl"
|
||||
|
||||
return MotionVectorVS(varyingsType, inputMesh, inputPass);
|
||||
}
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
|
||||
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
|
||||
{
|
||||
VaryingsToPS output;
|
||||
output.vmesh = VertMeshTesselation(input.vmesh);
|
||||
MotionVectorPositionZBias(output);
|
||||
|
||||
output.vpass.positionCS = input.vpass.positionCS;
|
||||
output.vpass.previousPositionCS = input.vpass.previousPositionCS;
|
||||
|
||||
return PackVaryingsToPS(output);
|
||||
}
|
||||
|
||||
#endif // TESSELLATION_ON
|
||||
|
||||
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
#include "HDRPToonOutlineVertMain.hlsl"
|
||||
|
||||
return PackVaryingsType(varyingsType);
|
||||
}
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
|
||||
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
|
||||
{
|
||||
VaryingsToPS output;
|
||||
output.vmesh = VertMeshTesselation(input.vmesh);
|
||||
|
||||
return PackVaryingsToPS(output);
|
||||
}
|
||||
|
||||
|
||||
#endif // TESSELLATION_ON
|
||||
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
#define VT_BUFFER_TARGET SV_Target1
|
||||
#define EXTRA_BUFFER_TARGET SV_Target2
|
||||
#else
|
||||
#define EXTRA_BUFFER_TARGET SV_Target1
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
out float4 outColor : SV_Target0, // outSpecularLighting
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
out float4 outVTFeedback : VT_BUFFER_TARGET,
|
||||
#endif
|
||||
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
|
||||
OUTPUT_SSSBUFFER(outSSSBuffer)
|
||||
#else
|
||||
out float4 outColor : SV_Target0
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
, out float4 outVTFeedback : VT_BUFFER_TARGET
|
||||
#endif
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#endif // OUTPUT_SPLIT_LIGHTING
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
, out float outputDepth : SV_Depth
|
||||
#endif
|
||||
)
|
||||
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
||||
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
|
||||
#ifdef _IS_CLIPPING_MASK
|
||||
if (_ClippingMaskMode != 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
#ifdef _IS_CLIPPING_MATTE
|
||||
if (_ClippingMatteMode != 0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
#endif // _IS_CLIPPING_MATTE
|
||||
#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
|
||||
discard;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
//v.2.0.5
|
||||
if (_ZOverDrawMode > 0.99f)
|
||||
{
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
outputDepth = posInput.deviceDepth;
|
||||
#endif
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
outColor = float4(1.0f, 1.0f, 1.0f, 1.0f); // but nothing should be drawn except Z value as colormask is set to 0
|
||||
return;
|
||||
}
|
||||
_Color = _BaseColor;
|
||||
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
|
||||
float4 Set_UV0 = input.texCoord0;
|
||||
|
||||
// The following temporary definition of unity_AmbientEquator is for HDRP only.
|
||||
//float4 unity_AmbientEquator = float4(0.05, 0.05, 0.05, 1.0); //Todo.
|
||||
//v.2.0.9
|
||||
//float3 envLightSource_GradientEquator = unity_AmbientEquator.rgb > 0.05 ? unity_AmbientEquator.rgb : half3(0.05, 0.05, 0.05);
|
||||
float3 envLightSource_GradientEquator = ShadeSH9(float4(0, 1, 0, 0));
|
||||
float3 envLightSource_SkyboxIntensity = max(
|
||||
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, 0.0, 0.0), input.texCoord1.xy, input.texCoord2.xy),
|
||||
SampleBakedGI_UTS_OutLine(objPos.xyz, float3(0.0, -1.0, 0.0), input.texCoord1.xy, input.texCoord2.xy)
|
||||
).rgb;
|
||||
float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
|
||||
ambientSkyColor *= GetCurrentExposureMultiplier() * 5.0f;
|
||||
|
||||
float4 _MainTex_var = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _MainTex));
|
||||
float3 Set_BaseColor = _BaseColor.rgb*_MainTex_var.rgb;
|
||||
float3 _Is_BlendBaseColor_var = lerp(_Outline_Color.rgb * ambientSkyColor, (_Outline_Color.rgb * ambientSkyColor * Set_BaseColor * Set_BaseColor), _Is_BlendBaseColor);
|
||||
//
|
||||
float3 _OutlineTex_var = tex2D(_OutlineTex,TRANSFORM_TEX(Set_UV0, _OutlineTex)).xyz;
|
||||
|
||||
float4 overridingColor = lerp(_OutlineMaskColor, float4(_OutlineMaskColor.w, _OutlineMaskColor.w, _OutlineMaskColor.w, 1.0f), _ComposerMaskMode);
|
||||
float maskEnabled = max(_OutlineOverridden, _ComposerMaskMode);
|
||||
|
||||
//v.2.0.7.5
|
||||
#ifdef _IS_OUTLINE_CLIPPING_NO
|
||||
float3 Set_Outline_Color = lerp(_Is_BlendBaseColor_var, _OutlineTex_var.rgb*_Outline_Color.rgb * ambientSkyColor, _Is_OutlineTex );
|
||||
if (_OutlineVisible < 0.1)
|
||||
{
|
||||
// Todo.
|
||||
// without this, something is drawn even if _OutlineVisible = 0, in AngelRing(HDRP)
|
||||
discard;
|
||||
}
|
||||
Set_Outline_Color = lerp(Set_Outline_Color, overridingColor.xyz, maskEnabled);
|
||||
float3 volColor, volOpacity;
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
// input.positionSS is SV_Position
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
|
||||
EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha
|
||||
Set_Outline_Color.xyz = Set_Outline_Color.xyz * (1 - volOpacity) + volColor * _OutlineVisible;
|
||||
outColor =float4(Set_Outline_Color, _OutlineVisible );
|
||||
|
||||
|
||||
#elif _IS_OUTLINE_CLIPPING_YES
|
||||
float4 _ClippingMask_var = SAMPLE_TEXTURE2D(_ClippingMask, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _ClippingMask));
|
||||
float Set_MainTexAlpha = _MainTex_var.a;
|
||||
float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask );
|
||||
float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping );
|
||||
float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level));
|
||||
clip(Set_Clipping - 0.5);
|
||||
float4 Set_Outline_Color = lerp( float4(_Is_BlendBaseColor_var, Set_Clipping), float4((_OutlineTex_var.rgb * _Outline_Color.rgb * ambientSkyColor),Set_Clipping), _Is_OutlineTex );
|
||||
Set_Outline_Color = lerp(Set_Outline_Color, overridingColor, maskEnabled);
|
||||
Set_Outline_Color.w *= _OutlineVisible;
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
// input.positionSS is SV_Position
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
|
||||
float3 volColor, volOpacity;
|
||||
EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha
|
||||
Set_Outline_Color.xyz = Set_Outline_Color.xyz * (1 - volOpacity.x) + volColor * Set_Outline_Color.w;
|
||||
outColor = Set_Outline_Color;
|
||||
#endif
|
||||
//outColor.rgb = ambientSkyColor;
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
outputDepth = posInput.deviceDepth;
|
||||
#endif
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
}
|
||||
// End of File
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: da01533aa573e30428720fa587ddbe94
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,65 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
|
||||
#if 1
|
||||
float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
|
||||
float2 Set_UV0 = inputMesh.uv0;
|
||||
float4 _Outline_Sampler_var = tex2Dlod(_Outline_Sampler, float4(TRANSFORM_TEX(Set_UV0, _Outline_Sampler), 0.0, 0));
|
||||
//v.2.0.4.3 baked Normal Texture for Outline
|
||||
float3 normalDir = UnityObjectToWorldNormal(inputMesh.normalOS);
|
||||
float3 tangentDir = normalize(mul(unity_ObjectToWorld, float4(inputMesh.tangentOS.xyz, 0.0)).xyz);
|
||||
float3 bitangentDir = normalize(cross(normalDir, tangentDir) * inputMesh.tangentOS.w);
|
||||
float3x3 tangentTransform = float3x3(tangentDir, bitangentDir, normalDir);
|
||||
//UnpackNormal() can't be used, and so as follows. Do not specify a bump for the texture to be used.
|
||||
float4 _BakedNormal_var = (tex2Dlod(_BakedNormal, float4(TRANSFORM_TEX(Set_UV0, _BakedNormal), 0.0, 0)) * 2 - 1);
|
||||
float3 _BakedNormalDir = normalize(mul(_BakedNormal_var.rgb, tangentTransform));
|
||||
//end
|
||||
float Set_Outline_Width = (_Outline_Width * 0.01 * smoothstep(_Farthest_Distance, _Nearest_Distance, distance(objPos.rgb, _WorldSpaceCameraPos)) * _Outline_Sampler_var.rgb).r;
|
||||
Set_Outline_Width *= (1.0f - _ZOverDrawMode);
|
||||
//v.2.0.7.5
|
||||
float4 _ClipCameraPos = mul(UNITY_MATRIX_VP, float4(_WorldSpaceCameraPos.xyz, 1));
|
||||
//v.2.0.7
|
||||
#if defined(UNITY_REVERSED_Z)
|
||||
//v.2.0.4.2 (DX)
|
||||
_Offset_Z = _Offset_Z * -0.01;
|
||||
#else
|
||||
//OpenGL
|
||||
_Offset_Z = _Offset_Z * 0.01;
|
||||
#endif
|
||||
float3 FinalNormal;
|
||||
if(_UseSmoothedNormal == 1)
|
||||
{
|
||||
float3 normal = float3(inputMesh.uv1, 0);
|
||||
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
|
||||
FinalNormal = mul(normal, tangentTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
FinalNormal = lerp(inputMesh.normalOS, _BakedNormalDir, _Is_BakedNormal);
|
||||
}
|
||||
|
||||
//v2.0.4
|
||||
#ifdef _OUTLINE_NML
|
||||
//v.2.0.4.3 baked Normal Texture for Outline
|
||||
float3 normal = mul((float3x3)transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)), FinalNormal);
|
||||
#elif _OUTLINE_POS
|
||||
Set_Outline_Width = Set_Outline_Width * 2;
|
||||
float signVar = dot(normalize(inputMesh.positionOS), normalize(inputMesh.normalOS)) < 0 ? -1 : 1;
|
||||
float3 normal = mul((float3x3)transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)), signVar * normalize(inputMesh.positionOS));
|
||||
#endif
|
||||
// screen space width
|
||||
float2 extendDir = normalize(TransformWViewToHClip(normal).xy);
|
||||
float4 clipPos = UnityObjectToClipPos(inputMesh.positionOS);
|
||||
clipPos.xy += extendDir * min(_Outline_MaxWidth, (clipPos.w * Set_Outline_Width));
|
||||
clipPos.z = clipPos.z + _Offset_Z * _ClipCameraPos.z;
|
||||
|
||||
float4 rws = mul(UNITY_MATRIX_I_P, clipPos); // use UNITY_MATRIX_I_P instead of unity_CameraInvProjection.
|
||||
rws = mul(UNITY_MATRIX_I_V, rws); // use UNITY_MATRIX_I_V instead of unity_cameraToWorld.
|
||||
#ifndef TESSELLATION_ON
|
||||
varyingsType.vmesh.positionCS = clipPos;
|
||||
#endif // TESSELLATION_ON
|
||||
varyingsType.vmesh.positionRWS = rws.xyz;
|
||||
|
||||
#endif // #if 1
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 317af98a1c897dd46b2d3839bc92aaa5
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
269
Runtime/Shaders/Includes/ShaderPass/ShaderPassForward.hlsl
Normal file
269
Runtime/Shaders/Includes/ShaderPass/ShaderPassForward.hlsl
Normal file
@@ -0,0 +1,269 @@
|
||||
#if SHADERPASS != SHADERPASS_FORWARD
|
||||
#error SHADERPASS_is_not_correctly_define
|
||||
#endif
|
||||
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
return MotionVectorVS(varyingsType, inputMesh, inputPass);
|
||||
}
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
|
||||
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
|
||||
{
|
||||
VaryingsToPS output;
|
||||
output.vmesh = VertMeshTesselation(input.vmesh);
|
||||
MotionVectorPositionZBias(output);
|
||||
|
||||
output.vpass.positionCS = input.vpass.positionCS;
|
||||
output.vpass.previousPositionCS = input.vpass.previousPositionCS;
|
||||
|
||||
return PackVaryingsToPS(output);
|
||||
}
|
||||
|
||||
#endif // TESSELLATION_ON
|
||||
|
||||
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
|
||||
#if defined(HAVE_RECURSIVE_RENDERING)
|
||||
// If we have a recursive raytrace object, we will not render it.
|
||||
// As we don't want to rely on renderqueue to exclude the object from the list,
|
||||
// we cull it by settings position to NaN value.
|
||||
// TODO: provide a solution to filter dyanmically recursive raytrace object in the DrawRenderer
|
||||
if (_EnableRecursiveRayTracing && _RayTracing > 0.0)
|
||||
{
|
||||
ZERO_INITIALIZE(VaryingsType, varyingsType); // Divide by 0 should produce a NaN and thus cull the primitive.
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
}
|
||||
|
||||
return PackVaryingsType(varyingsType);
|
||||
}
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
|
||||
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
|
||||
{
|
||||
VaryingsToPS output;
|
||||
output.vmesh = VertMeshTesselation(input.vmesh);
|
||||
|
||||
return PackVaryingsToPS(output);
|
||||
}
|
||||
|
||||
|
||||
#endif // TESSELLATION_ON
|
||||
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
|
||||
#ifdef TESSELLATION_ON
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
#define VT_BUFFER_TARGET SV_Target1
|
||||
#define EXTRA_BUFFER_TARGET SV_Target2
|
||||
#else
|
||||
#define EXTRA_BUFFER_TARGET SV_Target1
|
||||
#endif
|
||||
|
||||
void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
out float4 outColor : SV_Target0, // outSpecularLighting
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
out float4 outVTFeedback : VT_BUFFER_TARGET,
|
||||
#endif
|
||||
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
|
||||
OUTPUT_SSSBUFFER(outSSSBuffer)
|
||||
#else
|
||||
out float4 outColor : SV_Target0
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
,out float4 outVTFeedback : VT_BUFFER_TARGET
|
||||
#endif
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#endif // OUTPUT_SPLIT_LIGHTING
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
, out float outputDepth : SV_Depth
|
||||
#endif
|
||||
)
|
||||
{
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
|
||||
// It is init to the value of forceNoMotion (with 2.0)
|
||||
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
|
||||
#endif
|
||||
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
||||
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
|
||||
|
||||
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
|
||||
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
|
||||
// input.positionSS is SV_Position
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
#else
|
||||
// Unused
|
||||
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
||||
#endif
|
||||
|
||||
SurfaceData surfaceData;
|
||||
BuiltinData builtinData;
|
||||
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
|
||||
|
||||
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
|
||||
|
||||
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
|
||||
|
||||
outColor = float4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
|
||||
|
||||
#ifdef DEBUG_DISPLAY
|
||||
// Init in debug display mode to quiet warning
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
outDiffuseLighting = 0;
|
||||
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
|
||||
#endif
|
||||
float4 Set_UV0 = input.texCoord0;
|
||||
float4 _MainTex_var = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, TRANSFORM_TEX(Set_UV0, _MainTex));
|
||||
|
||||
surfaceData.baseColor = _MainTex_var.xyz;
|
||||
|
||||
// Same code in ShaderPassForwardUnlit.shader
|
||||
// Reminder: _DebugViewMaterialArray[i]
|
||||
// i==0 -> the size used in the buffer
|
||||
// i>0 -> the index used (0 value means nothing)
|
||||
// The index stored in this buffer could either be
|
||||
// - a gBufferIndex (always stored in _DebugViewMaterialArray[1] as only one supported)
|
||||
// - a property index which is different for each kind of material even if reflecting the same thing (see MaterialSharedProperty)
|
||||
bool viewMaterial = false;
|
||||
int bufferSize = _DebugViewMaterialArray[0].x;
|
||||
if (bufferSize != 0)
|
||||
{
|
||||
bool needLinearToSRGB = false;
|
||||
float3 result = float3(1.0, 0.0, 1.0);
|
||||
|
||||
// Loop through the whole buffer
|
||||
// Works because GetSurfaceDataDebug will do nothing if the index is not a known one
|
||||
for (int index = 1; index <= bufferSize; index++)
|
||||
{
|
||||
int indexMaterialProperty = _DebugViewMaterialArray[index].x;
|
||||
|
||||
// skip if not really in use
|
||||
if (indexMaterialProperty != 0)
|
||||
{
|
||||
viewMaterial = true;
|
||||
|
||||
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
|
||||
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
|
||||
GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB);
|
||||
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
|
||||
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
|
||||
}
|
||||
}
|
||||
|
||||
// TEMP!
|
||||
// For now, the final blit in the backbuffer performs an sRGB write
|
||||
// So in the meantime we apply the inverse transform to linear data to compensate, unless we output to AOVs.
|
||||
if (!needLinearToSRGB && _DebugAOVOutput == 0)
|
||||
result = SRGBToLinear(max(0, result));
|
||||
|
||||
outColor = float4(result, 1.0);
|
||||
}
|
||||
|
||||
if (!viewMaterial)
|
||||
{
|
||||
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
|
||||
{
|
||||
float3 result = float3(0.0, 0.0, 0.0);
|
||||
|
||||
GetPBRValidatorDebug(surfaceData, result);
|
||||
|
||||
outColor = float4(result, 1.0f);
|
||||
}
|
||||
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
|
||||
{
|
||||
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
|
||||
outColor = result;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
#ifdef _SURFACE_TYPE_TRANSPARENT
|
||||
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
|
||||
#else
|
||||
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
|
||||
#endif
|
||||
LightLoopOutput lightLoopOutput;
|
||||
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
|
||||
|
||||
// Alias
|
||||
float3 diffuseLighting = lightLoopOutput.diffuseLighting;
|
||||
float3 specularLighting = lightLoopOutput.specularLighting;
|
||||
|
||||
diffuseLighting *= GetCurrentExposureMultiplier();
|
||||
specularLighting *= GetCurrentExposureMultiplier();
|
||||
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
|
||||
{
|
||||
outColor = float4(specularLighting, 1.0);
|
||||
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
outColor = float4(diffuseLighting + specularLighting, 1.0);
|
||||
outDiffuseLighting = 0;
|
||||
}
|
||||
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
|
||||
#else
|
||||
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
|
||||
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
|
||||
#endif
|
||||
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass);
|
||||
bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
|
||||
// outMotionVec is already initialize at the value of forceNoMotion (see above)
|
||||
if (!forceNoMotion)
|
||||
{
|
||||
float2 motionVec = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS);
|
||||
EncodeMotionVector(motionVec * 0.5, outMotionVec);
|
||||
outMotionVec.zw = 1.0;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef DEBUG_DISPLAY
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
outputDepth = posInput.deviceDepth;
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7e90380c2b26b694b99ad3d90989105b
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
785
Runtime/Shaders/Includes/ShaderPass/ShaderPassForwardUTS.hlsl
Normal file
785
Runtime/Shaders/Includes/ShaderPass/ShaderPassForwardUTS.hlsl
Normal file
@@ -0,0 +1,785 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#define APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
|
||||
|
||||
#if SHADERPASS != SHADERPASS_FORWARD
|
||||
#error SHADERPASS_is_not_correctly_define
|
||||
#endif
|
||||
|
||||
#ifndef SCALARIZE_LIGHT_LOOP
|
||||
// We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile.
|
||||
// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ .
|
||||
// Note that it is currently disabled on gamecore platforms for issues with wave intrinsics and the new compiler, it will be soon investigated, but we disable it in the meantime.
|
||||
#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && !defined(SHADER_API_GAMECORE) && SHADERPASS == SHADERPASS_FORWARD)
|
||||
#endif
|
||||
|
||||
//#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
||||
#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsCommon.hlsl"
|
||||
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
return MotionVectorVS(varyingsType, inputMesh, inputPass);
|
||||
}
|
||||
|
||||
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
|
||||
return PackVaryingsType(varyingsType);
|
||||
}
|
||||
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Attenuation Functions /
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Grafted from URP
|
||||
// Matches Unity Vanila attenuation
|
||||
// Attenuation smoothly decreases to light range.
|
||||
float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation)
|
||||
{
|
||||
// We use a shared distance attenuation for additional directional and puctual lights
|
||||
// for directional lights attenuation will be 1
|
||||
float lightAtten = rcp(distanceSqr);
|
||||
|
||||
#if SHADER_HINT_NICE_QUALITY
|
||||
// Use the smoothing factor also used in the Unity lightmapper.
|
||||
half factor = distanceSqr * distanceAttenuation.x;
|
||||
half smoothFactor = saturate(1.0h - factor * factor);
|
||||
smoothFactor = smoothFactor * smoothFactor;
|
||||
#else
|
||||
// We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range
|
||||
// Therefore:
|
||||
// fadeDistance = (0.8 * 0.8 * lightRangeSq)
|
||||
// smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance)
|
||||
// We can rewrite that to fit a MAD by doing
|
||||
// distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
|
||||
// distanceSqr * distanceAttenuation.y + distanceAttenuation.z
|
||||
half smoothFactor = saturate(distanceSqr * distanceAttenuation.x + distanceAttenuation.y);
|
||||
#endif
|
||||
|
||||
return lightAtten * smoothFactor;
|
||||
}
|
||||
|
||||
float ApplyChannelAlpha( float alpha)
|
||||
{
|
||||
return lerp(1.0, alpha, _ComposerMaskMode);
|
||||
}
|
||||
|
||||
|
||||
bool UtsUseScreenSpaceShadow(DirectionalLightData light, float3 normalWS)
|
||||
{
|
||||
#if defined(RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG)
|
||||
// Two different options are possible here
|
||||
// - We have a ray trace shadow in which case we have no valid signal for a transmission and we need to fallback on the rasterized shadow
|
||||
// - We have a screen space shadow and it already contains the transmission shadow and we can use it straight away
|
||||
bool visibleLight = 0.5 * dot(normalWS, -light.forward) + 0.5 > 0.0;
|
||||
bool validScreenSpaceShadow = (light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW;
|
||||
bool rayTracedShadow = (light.screenSpaceShadowIndex & RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG) != 0.0;
|
||||
return (validScreenSpaceShadow && ((rayTracedShadow && visibleLight) || !rayTracedShadow));
|
||||
#else
|
||||
return ( (light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW);
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
#define VT_BUFFER_TARGET SV_Target1
|
||||
#define EXTRA_BUFFER_TARGET SV_Target2
|
||||
#else
|
||||
#define EXTRA_BUFFER_TARGET SV_Target1
|
||||
#endif
|
||||
|
||||
uniform sampler2D _RaytracedHardShadow;
|
||||
float4 _RaytracedHardShadow_TexelSize;
|
||||
|
||||
|
||||
|
||||
void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
out float4 outColor : SV_Target0, // outSpecularLighting
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
out float4 outVTFeedback : VT_BUFFER_TARGET,
|
||||
#endif
|
||||
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
|
||||
OUTPUT_SSSBUFFER(outSSSBuffer)
|
||||
#else
|
||||
out float4 outColor : SV_Target0
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
,out float4 outVTFeedback : VT_BUFFER_TARGET
|
||||
#endif
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#endif // OUTPUT_SPLIT_LIGHTING
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
, out float outputDepth : SV_Depth
|
||||
#endif
|
||||
)
|
||||
{
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
|
||||
// It is init to the value of forceNoMotion (with 2.0)
|
||||
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
|
||||
#endif
|
||||
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
||||
|
||||
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
|
||||
#if defined(PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER) && SHADER_STAGE_FRAGMENT
|
||||
#if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG))
|
||||
input.primitiveID = packedInput.primitiveID;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
|
||||
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
||||
#endif
|
||||
|
||||
float4 Set_UV0 = input.texCoord0;
|
||||
UTSData utsData;
|
||||
|
||||
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
|
||||
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
|
||||
// input.positionSS is SV_Position
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
|
||||
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
|
||||
#ifdef _MATERIAL_TYPE_EYE
|
||||
// Must have view Dir to work
|
||||
float2 viewT = TransformObjectToTangent(V, input.tangentToWorld);
|
||||
float2 parallaxOffset = viewT;
|
||||
parallaxOffset.y = -parallaxOffset.y;
|
||||
Set_UV0.xy = clamp(Set_UV0.xy -_EyeParallaxAmount * parallaxOffset, 0, 1);
|
||||
#endif
|
||||
|
||||
#else
|
||||
// Unused
|
||||
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
||||
#endif
|
||||
#ifdef _SURFACE_TYPE_TRANSPARENT
|
||||
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
|
||||
#else
|
||||
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
|
||||
#endif
|
||||
SurfaceData surfaceData; // used to get normalWS;
|
||||
BuiltinData builtinData; // used to get lightlayersAndSoOn
|
||||
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
|
||||
|
||||
outColor = float4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
float3x3 tangentTransform = input.tangentToWorld;
|
||||
float4 _MainTex_var = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
|
||||
float4 normalLocal = 0;
|
||||
if (_Use_SSSLut)
|
||||
{
|
||||
normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap), _SSSIntensity);
|
||||
}
|
||||
else
|
||||
{
|
||||
normalLocal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
|
||||
}
|
||||
normalLocal.rgb = UnpackNormalScale(normalLocal, _NormalScale);
|
||||
float3 _NormalMap_var = normalize(mul(normalLocal.rgb, tangentTransform));
|
||||
|
||||
float smoothness = _Smoothness;
|
||||
float coatRoughness = 1;
|
||||
float metallic = _Metallic;
|
||||
float ao = 1.0;
|
||||
float3 specularColor = 0;
|
||||
|
||||
#ifdef _MASKMAP
|
||||
float4 _MaskMap_var = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
|
||||
metallic = _MaskMap_var.x;
|
||||
metallic = lerp(_MetallicRemapMin, _MetallicRemapMax, metallic);
|
||||
ao = _MaskMap_var.y;
|
||||
ao = lerp(_AORemapMin, _AORemapMax, ao);
|
||||
smoothness = _MaskMap_var.w;
|
||||
smoothness = lerp(_SmoothnessRemapMin, _SmoothnessRemapMax, smoothness);
|
||||
#endif
|
||||
|
||||
#ifdef _ANISOTROPYMAP
|
||||
surfaceData.anisotropy = SAMPLE_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, TRANSFORM_TEX(Set_UV0, _AnisotropyMap)).r;
|
||||
#if _PBR_Mode_KK
|
||||
surfaceData.anisotropy += ADD_IDX(_Anisotropy) - 0.5;
|
||||
#else
|
||||
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
|
||||
#endif
|
||||
#else
|
||||
surfaceData.anisotropy = 1.0;
|
||||
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
|
||||
#endif
|
||||
|
||||
#ifdef _PBR_Mode_KK
|
||||
metallic = 0.0;
|
||||
coatRoughness = 1 - smoothness;
|
||||
smoothness *=_BSDFContribution;
|
||||
#endif
|
||||
|
||||
#ifdef _PBR_Mode_TOON
|
||||
float3 _SpecTex_var = 1;
|
||||
#ifdef _SPECULARCOLORMAP
|
||||
_SpecTex_var = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap)).rgb;
|
||||
#endif
|
||||
specularColor = _SpecTex_var * _SpecularColor;
|
||||
#else
|
||||
specularColor = GetSpecularColor(_MainTex_var.rgb * _BaseColor.rgb, metallic);
|
||||
#endif
|
||||
|
||||
surfaceData.baseColor = _MainTex_var.rgb;
|
||||
surfaceData.coatMask = _MainTex_var.a;
|
||||
surfaceData.metallic = metallic;
|
||||
surfaceData.ambientOcclusion = ao;
|
||||
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(dot(_NormalMap_var, V), ao, PerceptualRoughnessToRoughness(1 - smoothness));
|
||||
surfaceData.perceptualSmoothness = smoothness;
|
||||
surfaceData.normalWS = _NormalMap_var;
|
||||
surfaceData.specularColor = specularColor;
|
||||
|
||||
float perceptualRoughness = 1 - surfaceData.perceptualSmoothness;
|
||||
float3 tangentDir = Orthonormalize(tangentTransform[0].rgb, surfaceData.normalWS);
|
||||
float3 bitangentDir = normalize(cross(surfaceData.normalWS, tangentDir));
|
||||
|
||||
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); // used to calc shadow
|
||||
bsdfData.coatRoughness = coatRoughness;
|
||||
bsdfData.normalWS = surfaceData.normalWS;
|
||||
bsdfData.ambientOcclusion = surfaceData.ambientOcclusion;
|
||||
bsdfData.specularOcclusion = surfaceData.specularOcclusion;
|
||||
bsdfData.perceptualRoughness = perceptualRoughness;
|
||||
bsdfData.anisotropy = surfaceData.anisotropy;
|
||||
bsdfData.tangentWS = tangentDir;
|
||||
bsdfData.bitangentWS = bitangentDir;
|
||||
|
||||
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); // used to calc shadow
|
||||
|
||||
UTSAggregateLighting utsAggregateLighting;
|
||||
ZERO_INITIALIZE(UTSAggregateLighting, utsAggregateLighting);
|
||||
|
||||
UTSLightData customMainLight;
|
||||
customMainLight.shadowValue = 1.0f;
|
||||
//UTSLightData mainPunctualLight;
|
||||
//mainPunctualLight.lightColor = float3(0, 0, 0);
|
||||
|
||||
#define UNITY_PROJ_COORD(a) a
|
||||
#define UNITY_SAMPLE_SCREEN_SHADOW(tex, uv) tex2Dproj( tex, UNITY_PROJ_COORD(uv) ).r
|
||||
float inverseClipping = 0.0;
|
||||
LightLoopContext context;
|
||||
context.shadowContext = InitShadowContext();
|
||||
context.shadowValue = 1;
|
||||
context.sampleReflection = 0.0;
|
||||
#if UNITY_VERSION >= 202120 && UNITY_VERSION < 202320
|
||||
context.splineVisibility = -1;
|
||||
#endif
|
||||
#ifdef APPLY_FOG_ON_SKY_REFLECTIONS
|
||||
context.positionWS = posInput.positionWS;
|
||||
#endif
|
||||
|
||||
// With XR single-pass and camera-relative: offset position to do lighting computations from the combined center view (original camera matrix).
|
||||
// This is required because there is only one list of lights generated on the CPU. Shadows are also generated once and shared between the instanced views.
|
||||
ApplyCameraRelativeXR(posInput.positionWS);
|
||||
|
||||
// Initialize the contactShadow and contactShadowFade fields
|
||||
InitContactShadow(posInput, context);
|
||||
|
||||
float3 i_normalDir = surfaceData.normalWS;
|
||||
|
||||
int mainLightIndex = -1;
|
||||
float channelAlpha = 0.0f;
|
||||
float3 finalColor = float3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
|
||||
{
|
||||
// because of light culling or light layer, we can not adopt this
|
||||
// https://unity.slack.com/archives/C06V7HDDW/p1580959470180800
|
||||
// int mainLightIndex = _DirectionalShadowIndex;
|
||||
mainLightIndex = GetUtsMainLightIndex(builtinData);
|
||||
DirectionalLightData lightData;
|
||||
ZERO_INITIALIZE(DirectionalLightData, lightData);
|
||||
if (mainLightIndex >= 0)
|
||||
{
|
||||
lightData = _DirectionalLightDatas[mainLightIndex];
|
||||
}
|
||||
|
||||
float3 lightColor = ApplyCurrentExposureMultiplier(lightData.color);
|
||||
float3 lightDirection = -lightData.forward;
|
||||
|
||||
#ifndef LIGHT_EVALUATION_NO_COOKIE
|
||||
if (lightData.cookieMode != COOKIEMODE_NONE)
|
||||
{
|
||||
float3 lightToSample = input.positionRWS - lightData.positionRWS;
|
||||
lightColor *= EvaluateCookie_Directional(context, lightData, lightToSample);
|
||||
}
|
||||
#endif
|
||||
|
||||
UTSLightData utsLightData;
|
||||
utsLightData.lightDirection = lightDirection;
|
||||
utsLightData.lightColor = lightColor;
|
||||
utsLightData.diffuseDimmer = lightData.diffuseDimmer;
|
||||
utsLightData.specularDimmer = lightData.specularDimmer;
|
||||
utsLightData.shadowTint = lightData.shadowTint;
|
||||
utsLightData.penumbraTint = lightData.penumbraTint;
|
||||
|
||||
customMainLight = utsLightData;
|
||||
|
||||
// Evaluate sun shadows.
|
||||
if (_DirectionalShadowIndex >= 0)
|
||||
{
|
||||
DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
|
||||
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(UTS_USE_RAYTRACING_SHADOW)
|
||||
if (UtsUseScreenSpaceShadow(light, bsdfData.normalWS))
|
||||
{
|
||||
// HDRP Contact Shadow
|
||||
context.shadowValue = GetScreenSpaceColorShadow(posInput, light.screenSpaceShadowIndex).SHADOW_TYPE_SWIZZLE;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
// TODO: this will cause us to load from the normal buffer first. Does this cause a performance problem?
|
||||
float3 L = -light.forward;
|
||||
|
||||
// Is it worth sampling the shadow map?
|
||||
if ((light.lightDimmer > 0) && (light.shadowDimmer > 0) && // Note: Volumetric can have different dimmer, thus why we test it here
|
||||
IsNonZeroBSDF(V, L, preLightData, bsdfData) &&
|
||||
!ShouldEvaluateThickObjectTransmission(V, L, preLightData, bsdfData, light.shadowIndex))
|
||||
{
|
||||
|
||||
#if defined(UTS_USE_RAYTRACING_SHADOW)
|
||||
{
|
||||
/*
|
||||
struct PositionInputs
|
||||
{
|
||||
float3 positionWS; // World space position (could be camera-relative)
|
||||
float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset)
|
||||
uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels)
|
||||
uint2 tileCoord; // Screen tile coordinates : [0, NumTiles)
|
||||
float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed)
|
||||
float linearDepth; // View space Z coordinate : [Near, Far]
|
||||
};
|
||||
float4 size = _RaytracedHardShadow_TexelSize;
|
||||
*/
|
||||
|
||||
float r = UNITY_SAMPLE_SCREEN_SHADOW(_RaytracedHardShadow, float4(posInput.positionNDC.xy, lightDirection * _ShadowBias, 1));
|
||||
context.shadowValue = r;
|
||||
}
|
||||
#else
|
||||
{
|
||||
context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
|
||||
posInput.positionSS, posInput.positionWS + lightDirection * _ShadowBias, GetNormalForShadowBias(bsdfData),
|
||||
light.shadowIndex, L);
|
||||
|
||||
}
|
||||
#endif // UTS_USE_RAYTRACING_SHADOW
|
||||
|
||||
|
||||
}
|
||||
#if defined (UTS_USE_RAYTRACING_SHADOW)
|
||||
else
|
||||
{
|
||||
float r = UNITY_SAMPLE_SCREEN_SHADOW(_RaytracedHardShadow, float4(posInput.positionNDC.xy, lightDirection * _ShadowBias, 1));
|
||||
context.shadowValue = r;
|
||||
}
|
||||
#endif // UTS_USE_RAYTRACING_SHADOW
|
||||
}
|
||||
|
||||
context.shadowValue = lerp(1, context.shadowValue, lightData.shadowDimmer);
|
||||
customMainLight.shadowValue = context.shadowValue;
|
||||
}
|
||||
|
||||
#if defined(UTS_DEBUG_SELFSHADOW)
|
||||
if (_DirectionalShadowIndex >= 0)
|
||||
finalColor = UTS_SelfShdowMainLight(context, input, _DirectionalShadowIndex);
|
||||
#else
|
||||
UTS_MainLight(context, input, utsLightData, surfaceData, bsdfData, inverseClipping, channelAlpha, utsData, utsAggregateLighting);
|
||||
#endif
|
||||
|
||||
|
||||
int i = 0; // Declare once to avoid the D3D11 compiler warning.
|
||||
for (i = 0; i < (int) _DirectionalLightCount; ++i)
|
||||
{
|
||||
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
if (mainLightIndex != i)
|
||||
{
|
||||
float notDirectional = 0.0f;
|
||||
UTSLightData utsLightData;
|
||||
utsLightData.lightColor = ApplyCurrentExposureMultiplier(_DirectionalLightDatas[i].color);
|
||||
utsLightData.lightDirection = -_DirectionalLightDatas[i].forward;
|
||||
utsLightData.diffuseDimmer = _DirectionalLightDatas[i].diffuseDimmer;
|
||||
utsLightData.specularDimmer = _DirectionalLightDatas[i].specularDimmer;
|
||||
utsLightData.shadowTint = _DirectionalLightDatas[i].shadowTint;
|
||||
utsLightData.penumbraTint = _DirectionalLightDatas[i].penumbraTint;
|
||||
|
||||
#if defined(UTS_DEBUG_SELFSHADOW)
|
||||
|
||||
#else
|
||||
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, 0, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
//#undef EVALUATE_BSDF_ENV
|
||||
//#undef EVALUATE_BSDF_ENV_SKY
|
||||
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_PUNCTUAL)
|
||||
{
|
||||
uint lightCount, lightStart;
|
||||
|
||||
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
|
||||
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
lightCount = _PunctualLightCount;
|
||||
lightStart = 0;
|
||||
#endif
|
||||
bool fastPath = false;
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint lightStartLane0;
|
||||
fastPath = IsFastPath(lightStart, lightStartLane0);
|
||||
|
||||
if (fastPath)
|
||||
{
|
||||
lightStart = lightStartLane0;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
// Scalarized loop. All lights that are in a tile/cluster touched by any pixel in the wave are loaded (scalar load), only the one relevant to current thread/pixel are processed.
|
||||
// For clarity, the following code will follow the convention: variables starting with s_ are meant to be wave uniform (meant for scalar register),
|
||||
// v_ are variables that might have different value for each thread in the wave (meant for vector registers).
|
||||
// This will perform more loads than it is supposed to, however, the benefits should offset the downside, especially given that light data accessed should be largely coherent.
|
||||
// Note that the above is valid only if wave intriniscs are supported.
|
||||
|
||||
uint v_lightListOffset = 0;
|
||||
uint v_lightIdx = lightStart;
|
||||
[loop] // vulkan shader compiler can not unroll.
|
||||
while (v_lightListOffset < lightCount)
|
||||
{
|
||||
v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
|
||||
#if SCALARIZE_LIGHT_LOOP
|
||||
uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
|
||||
#else
|
||||
uint s_lightIdx = v_lightIdx;
|
||||
#endif
|
||||
if (s_lightIdx == -1)
|
||||
break;
|
||||
|
||||
LightData s_lightData = FetchLight(s_lightIdx);
|
||||
|
||||
// If current scalar and vector light index match, we process the light. The v_lightListOffset for current thread is increased.
|
||||
// Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
||||
// end up with a unique v_lightIdx value that is smaller than s_lightIdx hence being stuck in a loop. All the active lanes will not have this problem.
|
||||
if (s_lightIdx >= v_lightIdx)
|
||||
{
|
||||
v_lightListOffset++;
|
||||
if (IsMatchingLightLayer(s_lightData.lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
float3 lightDirection;
|
||||
float4 distances; // {d, d^2, 1/d, d_proj}
|
||||
GetPunctualLightVectors(posInput.positionWS, s_lightData, lightDirection, distances);
|
||||
float4 lightColor = EvaluateLight_Punctual(context, posInput, s_lightData, lightDirection, distances);
|
||||
float3 additionalLightColor = ApplyCurrentExposureMultiplier(lightColor.rgb);
|
||||
const float notDirectional = 1.0f;
|
||||
|
||||
UTSLightData utsLightData;
|
||||
utsLightData.lightColor = additionalLightColor;
|
||||
utsLightData.lightDirection = lightDirection;
|
||||
utsLightData.diffuseDimmer = s_lightData.diffuseDimmer * lightColor.a;
|
||||
utsLightData.specularDimmer = s_lightData.specularDimmer * lightColor.a;
|
||||
utsLightData.shadowTint = s_lightData.shadowTint;
|
||||
utsLightData.penumbraTint = s_lightData.penumbraTint;
|
||||
|
||||
#if defined(UTS_DEBUG_SELFSHADOW)
|
||||
|
||||
#else
|
||||
posInput.positionWS = posInput.positionWS + lightDirection * _ShadowBias;
|
||||
context.shadowValue = EvaluateShadow_Punctual(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), lightDirection, distances);
|
||||
posInput.positionWS = posInput.positionWS - lightDirection * _ShadowBias;
|
||||
|
||||
if (length(utsLightData.lightColor) >= length(customMainLight.lightColor))
|
||||
{
|
||||
float3 lightDirectionToObject;
|
||||
float4 distancesToObject; // {d, d^2, 1/d, d_proj}
|
||||
float3 objectCenter = (TransformObjectToWorld(float3(0, 0, 0)));
|
||||
GetPunctualLightVectors(objectCenter, s_lightData, lightDirectionToObject, distancesToObject);
|
||||
float4 lightColorToObject = EvaluateLight_Punctual(context, posInput, s_lightData, lightDirectionToObject, distancesToObject);
|
||||
float3 additionalLightColorToObject = ApplyCurrentExposureMultiplier(lightColorToObject.rgb) * lightColorToObject.a;
|
||||
|
||||
customMainLight = utsLightData;
|
||||
customMainLight.lightColor = additionalLightColorToObject;
|
||||
customMainLight.lightDirection = lightDirectionToObject;
|
||||
customMainLight.shadowValue = context.shadowValue;
|
||||
}
|
||||
|
||||
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
//v.2.0.7
|
||||
|
||||
#if SHADEROPTIONS_AREA_LIGHTS
|
||||
if (featureFlags & LIGHTFEATUREFLAGS_AREA)
|
||||
{
|
||||
uint lightCount, lightStart;
|
||||
|
||||
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
||||
GetCountAndStart(posInput, LIGHTCATEGORY_AREA, lightStart, lightCount);
|
||||
#else
|
||||
lightCount = _AreaLightCount;
|
||||
lightStart = _PunctualLightCount;
|
||||
#endif
|
||||
|
||||
if (lightCount > 0)
|
||||
{
|
||||
uint i = 0;
|
||||
uint last = lightCount - 1;
|
||||
LightData s_lightData = FetchLight(lightStart, i);
|
||||
|
||||
[loop] // vulkan shader compiler can not unroll.
|
||||
while (i <= last)
|
||||
{
|
||||
if (IsMatchingLightLayer(s_lightData.lightLayers, builtinData.renderingLayers))
|
||||
{
|
||||
float3 lightDirection = -s_lightData.forward;
|
||||
float3 areaLightColor = ApplyCurrentExposureMultiplier(s_lightData.color.rgb);
|
||||
const float notDirectional = 1.0f;
|
||||
|
||||
UTSLightData utsLightData;
|
||||
utsLightData.lightColor = areaLightColor;
|
||||
utsLightData.lightDirection = lightDirection;
|
||||
utsLightData.diffuseDimmer = s_lightData.diffuseDimmer;
|
||||
utsLightData.specularDimmer = s_lightData.specularDimmer;
|
||||
utsLightData.shadowTint = s_lightData.shadowTint;
|
||||
utsLightData.penumbraTint = s_lightData.penumbraTint;
|
||||
|
||||
bool isRectLight = s_lightData.lightType == GPULIGHTTYPE_RECTANGLE;
|
||||
|
||||
float3 unL = s_lightData.positionRWS - posInput.positionWS;
|
||||
utsLightData.lightDirection = normalize(unL);
|
||||
float3 center = mul(preLightData.orthoBasisViewNormal, unL);
|
||||
float3 right = mul(preLightData.orthoBasisViewNormal, s_lightData.right);
|
||||
float3 up = mul(preLightData.orthoBasisViewNormal, s_lightData.up);
|
||||
|
||||
float halfWidth = s_lightData.size.x * 0.5;
|
||||
float halfHeight = s_lightData.size.y * 0.5;
|
||||
|
||||
float intensity = PillowWindowing(unL, s_lightData.right, s_lightData.up, halfWidth, halfHeight, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias);
|
||||
|
||||
// Make sure the light is front-facing (and has a non-zero effective area).
|
||||
intensity *= (isRectLight && dot(unL, s_lightData.forward) >= 0) ? 0 : 1;
|
||||
|
||||
float4 ltcValue;
|
||||
|
||||
// Diffuse
|
||||
ltcValue = UTS_EvaluateLTC_Area(isRectLight, center, right, up, halfWidth, halfHeight, transpose(preLightData.ltcTransformDiffuse), /*bsdfData.perceptualRoughness*/ 1.0f,
|
||||
true, s_lightData.cookieMode, s_lightData.cookieScaleOffset);
|
||||
utsLightData.diffuseDimmer *= ltcValue.a * intensity;
|
||||
utsLightData.lightColor *= ltcValue.rgb;
|
||||
|
||||
// Specular
|
||||
ltcValue = UTS_EvaluateLTC_Area(isRectLight, center, right, up, halfWidth, halfHeight, transpose(preLightData.ltcTransformSpecular[0]), bsdfData.perceptualRoughness,
|
||||
false, s_lightData.cookieMode, s_lightData.cookieScaleOffset);
|
||||
utsLightData.specularDimmer *= ltcValue.a * intensity;
|
||||
|
||||
if (isRectLight)
|
||||
{
|
||||
//Evaluate the shadow part
|
||||
float shadow;
|
||||
posInput.positionWS = posInput.positionWS + utsLightData.lightDirection * _ShadowBias;
|
||||
context.shadowValue = EvaluateShadow_RectArea(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), normalize(s_lightData.positionRWS), length(s_lightData.positionRWS));
|
||||
posInput.positionWS = posInput.positionWS - lightDirection * _ShadowBias;
|
||||
}
|
||||
|
||||
#if defined(UTS_DEBUG_SELFSHADOW)
|
||||
|
||||
#else
|
||||
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
s_lightData = FetchLight(lightStart, min(++i, last));
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // SHADEROPTIONS_AREA_LIGHTS
|
||||
|
||||
#ifdef _EMISSIVE_SIMPLE
|
||||
float4 _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(Set_UV0, _Emissive_Tex));
|
||||
float emissiveMask = _Emissive_Tex_var.a;
|
||||
emissive = _Emissive_Tex_var.rgb * _Emissive_Color.rgb * emissiveMask;
|
||||
#elif _EMISSIVE_ANIMATION
|
||||
//v.2.0.7 Calculation View Coord UV for Scroll
|
||||
float3 viewNormal_Emissive = (mul(UNITY_MATRIX_V, float4(i_normalDir, 0))).xyz;
|
||||
float3 NormalBlend_Emissive_Detail = viewNormal_Emissive * float3(-1, -1, 1);
|
||||
float3 NormalBlend_Emissive_Base = (mul(UNITY_MATRIX_V, float4(utsData.viewDirection, 0)).xyz * float3(-1, -1, 1)) + float3(0, 0, 1);
|
||||
float3 noSknewViewNormal_Emissive = NormalBlend_Emissive_Base * dot(NormalBlend_Emissive_Base, NormalBlend_Emissive_Detail) / NormalBlend_Emissive_Base.z - NormalBlend_Emissive_Detail;
|
||||
float2 _ViewNormalAsEmissiveUV = noSknewViewNormal_Emissive.xy * 0.5 + 0.5;
|
||||
float2 _ViewCoord_UV = RotateUV(_ViewNormalAsEmissiveUV, -(utsData.cameraDir * utsData.cameraRoll), float2(0.5, 0.5), 1.0);
|
||||
//Invert if it's "inside the mirror".
|
||||
if (utsData.signMirror < 0) {
|
||||
_ViewCoord_UV.x = 1 - _ViewCoord_UV.x;
|
||||
}
|
||||
else {
|
||||
_ViewCoord_UV = _ViewCoord_UV;
|
||||
}
|
||||
float2 emissive_uv = lerp(Set_UV0, _ViewCoord_UV, _Is_ViewCoord_Scroll);
|
||||
//
|
||||
float4 _time_var = _Time;
|
||||
float _base_Speed_var = (_time_var.g * _Base_Speed);
|
||||
float _Is_PingPong_Base_var = lerp(_base_Speed_var, sin(_base_Speed_var), _Is_PingPong_Base);
|
||||
float2 scrolledUV = emissive_uv + float2(_Scroll_EmissiveU, _Scroll_EmissiveV) * _Is_PingPong_Base_var;
|
||||
float rotateVelocity = _Rotate_EmissiveUV * 3.141592654;
|
||||
float2 _rotate_EmissiveUV_var = RotateUV(scrolledUV, rotateVelocity, float2(0.5, 0.5), _Is_PingPong_Base_var);
|
||||
float4 _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(Set_UV0, _Emissive_Tex));
|
||||
float emissiveMask = _Emissive_Tex_var.a;
|
||||
_Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(_rotate_EmissiveUV_var, _Emissive_Tex));
|
||||
float _colorShift_Speed_var = 1.0 - cos(_time_var.g * _ColorShift_Speed);
|
||||
float viewShift_var = smoothstep(0.0, 1.0, max(0, dot(utsData.normalDirection, utsData.viewDirection)));
|
||||
float4 colorShift_Color = lerp(_Emissive_Color, lerp(_Emissive_Color, _ColorShift, _colorShift_Speed_var), _Is_ColorShift);
|
||||
float4 viewShift_Color = lerp(_ViewShift, colorShift_Color, viewShift_var);
|
||||
float4 emissive_Color = lerp(colorShift_Color, viewShift_Color, _Is_ViewShift);
|
||||
emissive = emissive_Color.rgb * _Emissive_Tex_var.rgb * emissiveMask;
|
||||
|
||||
//
|
||||
//v.2.0.6: GI_Intensity with Intensity Multiplier Filter
|
||||
#endif
|
||||
|
||||
// We directly calculate custome main light during the light loop in upper code to avoid extra calculation
|
||||
//customMainLight = GetCustomMainLightData(builtinData, mainPunctualLight);
|
||||
|
||||
#if _SDFShadow || (_RECEIVE_HAIR_SHADOW && ENABLE_UTS_HAIR_SHAOW)
|
||||
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
|
||||
float3 defaultLightColor = saturate(max(float3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(float4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(float4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
|
||||
|
||||
float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz);
|
||||
float3 lightDirection = normalize(lerp(defaultLightDirection, customMainLight.lightDirection.xyz, any(customMainLight.lightDirection.xyz)));
|
||||
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
|
||||
float3 originalLightColor = customMainLight.lightColor.rgb;
|
||||
|
||||
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _Light_Intensity_Multiplier;
|
||||
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
|
||||
|
||||
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
|
||||
float3 _1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * lightColor), _Is_LightColor_1st_Shade);
|
||||
|
||||
float systemShadowValue = lerp(1.0f, saturate(customMainLight.shadowValue * 2.0f), _Set_SystemShadowsToBase);
|
||||
#endif
|
||||
|
||||
#ifdef _SDFShadow
|
||||
// modified by Suomi @ 20230902 - SDFResult is used to sample SDF texture on the correct side
|
||||
|
||||
float angle;
|
||||
bool rightside;
|
||||
float2 SDF_UV = TRANSFORM_TEX(Set_UV0, _BaseColorMap);
|
||||
float4 sdfRes = SDFResult(rightside, angle, customMainLight.lightDirection, SDF_UV);
|
||||
float sdfShadowValue = 1.0f - SDFMask(angle, sdfRes.r);
|
||||
|
||||
utsAggregateLighting.directDiffuse = lerp(_1st_Shade_var, bsdfData.diffuseColor * _BaseColor.rgb * lightColor, sdfShadowValue * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular = lerp(0, utsAggregateLighting.directSpecular, sdfShadowValue * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV) * lightColor;
|
||||
#endif
|
||||
|
||||
#if _RECEIVE_HAIR_SHADOW && ENABLE_UTS_HAIR_SHAOW
|
||||
// Push the face fragment view space position towards the light for a little bit
|
||||
float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1)));
|
||||
|
||||
float3 viewLightDir = TransformWorldToViewDir(customMainLight.lightDirection); // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face.
|
||||
float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||
float shadowLengthY = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
|
||||
float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
|
||||
|
||||
float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||
float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y);
|
||||
shadowLength.y *= camDirFactor;
|
||||
|
||||
float2 samplingPoint = (input.positionSS.xy + shadowLength * viewLightDir.xy * (_ScreenSize.xy / float2 (1920.0f, 1080.0f))) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions.
|
||||
|
||||
// Then sample the hair buffer, to see if the fragment lands in shadow.
|
||||
float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
|
||||
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, scaledUVs).r;
|
||||
float depthCorrect = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
|
||||
// Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
|
||||
float hairShadow = lerp(0,hairShadowOpacity,depthCorrect);
|
||||
|
||||
utsAggregateLighting.directDiffuse = lerp(utsAggregateLighting.directDiffuse, _1st_Shade_var, hairShadow * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular = lerp(utsAggregateLighting.directSpecular, 0, hairShadow * systemShadowValue);
|
||||
#endif
|
||||
|
||||
// Ambient
|
||||
utsAggregateLighting.indirectDiffuse = EvaluateIndirectDiffuse(posInput, bsdfData, V) * _ID_Intensity;
|
||||
utsAggregateLighting.indirectSpecular = EvaluateIndirectSpecular(context, posInput, preLightData, bsdfData, surfaceData, builtinData, V) * _IR_Intensity;
|
||||
|
||||
float3 finalColorWoEmissive = AccumulateUTSAggregateLighting(utsAggregateLighting);
|
||||
|
||||
finalColorWoEmissive = GetExposureAdjustedColor(finalColorWoEmissive);
|
||||
finalColorWoEmissive = ApplyCompensation(finalColorWoEmissive);
|
||||
|
||||
finalColor = finalColorWoEmissive + emissive;
|
||||
|
||||
#ifdef _IS_TRANSCLIPPING_OFF
|
||||
|
||||
outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha));
|
||||
|
||||
#elif _IS_TRANSCLIPPING_ON
|
||||
|
||||
float Set_Opacity = saturate((inverseClipping + _Tweak_transparency));
|
||||
|
||||
outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
|
||||
outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
|
||||
#endif
|
||||
|
||||
#if _MATERIAL_TYPE_FRONT_HAIR && ENABLE_UTS_HAIR_BLENDING
|
||||
float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
|
||||
float4 hairBlendingMap = SAMPLE_TEXTURE2D(_HairBlendingTex, s_trilinear_clamp_sampler, screenUV);
|
||||
outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
|
||||
#endif
|
||||
|
||||
#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
|
||||
outColor.rgb = 1;
|
||||
#ifdef UTS_DEBUG_SELFSHADOW
|
||||
outColor.rgb = min(finalColor, outColor.rgb);
|
||||
#endif
|
||||
|
||||
#ifdef UTS_DEBUG_SHADOWMAP
|
||||
#ifdef UTS_DEBUG_SHADOWMAP_BINALIZATION
|
||||
outColor.rgb = min(context.shadowValue < 0.9f ? clamp(context.shadowValue - 0.2, 0.0, 0.9) : 1.0f, outColor.rgb);
|
||||
#else
|
||||
outColor.rgb = min(context.shadowValue, outColor.rgb);
|
||||
#endif
|
||||
#endif // ifdef UTS_DEBUG_SHADOWMAP
|
||||
#endif // defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
|
||||
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
outputDepth = posInput.deviceDepth;
|
||||
#endif
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
|
||||
//outColor.rgb = customMainLight.shadowValue;
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d797988f43f630944b3b0de4c7cfab37
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
314
Runtime/Shaders/Includes/ShaderPass/UtsShaderPassForward.hlsl
Normal file
314
Runtime/Shaders/Includes/ShaderPass/UtsShaderPassForward.hlsl
Normal file
@@ -0,0 +1,314 @@
|
||||
//Unity Toon Shader/HDRP
|
||||
//nobuyuki@unity3d.com
|
||||
//toshiyuki@unity3d.com (Universal RP/HDRP)
|
||||
|
||||
#define APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
|
||||
|
||||
#if SHADERPASS != SHADERPASS_FORWARD
|
||||
#error SHADERPASS_is_not_correctly_define
|
||||
#endif
|
||||
|
||||
#ifndef SCALARIZE_LIGHT_LOOP
|
||||
// We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile.
|
||||
// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ .
|
||||
// Note that it is currently disabled on gamecore platforms for issues with wave intrinsics and the new compiler, it will be soon investigated, but we disable it in the meantime.
|
||||
#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && !defined(SHADER_API_GAMECORE) && SHADERPASS == SHADERPASS_FORWARD)
|
||||
#endif
|
||||
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
return MotionVectorVS(varyingsType, inputMesh, inputPass);
|
||||
}
|
||||
|
||||
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
|
||||
|
||||
PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||||
{
|
||||
VaryingsType varyingsType;
|
||||
varyingsType.vmesh = VertMesh(inputMesh);
|
||||
|
||||
return PackVaryingsType(varyingsType);
|
||||
}
|
||||
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
|
||||
float ApplyChannelAlpha( float alpha)
|
||||
{
|
||||
return lerp(1.0, alpha, _ComposerMaskMode);
|
||||
}
|
||||
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
#define VT_BUFFER_TARGET SV_Target1
|
||||
#define EXTRA_BUFFER_TARGET SV_Target2
|
||||
#else
|
||||
#define EXTRA_BUFFER_TARGET SV_Target1
|
||||
#endif
|
||||
|
||||
void Frag(PackedVaryingsToPS packedInput,
|
||||
#ifdef OUTPUT_SPLIT_LIGHTING
|
||||
out float4 outColor : SV_Target0, // outSpecularLighting
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
out float4 outVTFeedback : VT_BUFFER_TARGET,
|
||||
#endif
|
||||
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
|
||||
OUTPUT_SSSBUFFER(outSSSBuffer)
|
||||
#else
|
||||
out float4 outColor : SV_Target0
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
,out float4 outVTFeedback : VT_BUFFER_TARGET
|
||||
#endif
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
|
||||
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
#endif // OUTPUT_SPLIT_LIGHTING
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
, out float outputDepth : SV_Depth
|
||||
#endif
|
||||
)
|
||||
{
|
||||
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||||
// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
|
||||
// It is init to the value of forceNoMotion (with 2.0)
|
||||
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
|
||||
#endif
|
||||
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
||||
|
||||
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
|
||||
#if defined(PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER) && SHADER_STAGE_FRAGMENT
|
||||
#if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG))
|
||||
input.primitiveID = packedInput.primitiveID;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
|
||||
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
||||
#endif
|
||||
|
||||
float4 UV0 = input.texCoord0;
|
||||
UTSData utsData;
|
||||
|
||||
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
|
||||
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
|
||||
|
||||
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
|
||||
|
||||
// input.positionSS is SV_Position
|
||||
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
|
||||
|
||||
|
||||
#ifdef VARYINGS_NEED_POSITION_WS
|
||||
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||||
|
||||
#ifdef MATERIAL_TYPE_EYE
|
||||
// Must have view Dir to work
|
||||
float2 viewT = TransformObjectToTangent(V, input.tangentToWorld);
|
||||
float2 parallaxOffset = viewT;
|
||||
parallaxOffset.y = -parallaxOffset.y;
|
||||
UV0.xy = clamp(UV0.xy -_EyeParallaxAmount * parallaxOffset, 0, 1);
|
||||
#endif
|
||||
|
||||
#else
|
||||
// Unused
|
||||
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
|
||||
#endif
|
||||
#ifdef _SURFACE_TYPE_TRANSPARENT
|
||||
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
|
||||
#else
|
||||
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
|
||||
#endif
|
||||
|
||||
SurfaceData tempSurfaceData;
|
||||
BuiltinData builtinData;
|
||||
GetSurfaceAndBuiltinData(input, V, posInput, tempSurfaceData, builtinData);
|
||||
UTSSurfaceData surfaceData = GetUTSSurfaceData(input, V);
|
||||
UtsBSDFData bsdfData = ConvertUTSSurfaceDataToUTSBSDFData(surfaceData);
|
||||
|
||||
#define UNITY_PROJ_COORD(a) a
|
||||
#define UNITY_SAMPLE_SCREEN_SHADOW(tex, uv) tex2Dproj( tex, UNITY_PROJ_COORD(uv) ).r
|
||||
float inverseClipping = 0.0;
|
||||
LightLoopContext context;
|
||||
context.shadowContext = InitShadowContext();
|
||||
context.shadowValue = 1;
|
||||
context.sampleReflection = 0.0;
|
||||
#if UNITY_VERSION >= 202120 && UNITY_VERSION < 202320
|
||||
context.splineVisibility = -1;
|
||||
#endif
|
||||
#ifdef APPLY_FOG_ON_SKY_REFLECTIONS
|
||||
context.positionWS = posInput.positionWS;
|
||||
#endif
|
||||
|
||||
// With XR single-pass and camera-relative: offset position to do lighting computations from the combined center view (original camera matrix).
|
||||
// This is required because there is only one list of lights generated on the CPU. Shadows are also generated once and shared between the instanced views.
|
||||
ApplyCameraRelativeXR(posInput.positionWS);
|
||||
|
||||
// Initialize the contactShadow and contactShadowFade fields
|
||||
InitContactShadow(posInput, context);
|
||||
|
||||
float channelAlpha = 0.0f;
|
||||
|
||||
LightLoopOutput lightLoopOutput;
|
||||
ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput);
|
||||
|
||||
UtsLightLoop(input, posInput, bsdfData, builtinData, V, featureFlags, lightLoopOutput);
|
||||
|
||||
/*
|
||||
#ifdef _EMISSIVE_SIMPLE
|
||||
float4 _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(UV0, _Emissive_Tex));
|
||||
float emissiveMask = _Emissive_Tex_var.a;
|
||||
emissive = _Emissive_Tex_var.rgb * _Emissive_Color.rgb * emissiveMask;
|
||||
#elif _EMISSIVE_ANIMATION
|
||||
//v.2.0.7 Calculation View Coord UV for Scroll
|
||||
float3 viewNormal_Emissive = (mul(UNITY_MATRIX_V, float4(i_normalDir, 0))).xyz;
|
||||
float3 NormalBlend_Emissive_Detail = viewNormal_Emissive * float3(-1, -1, 1);
|
||||
float3 NormalBlend_Emissive_Base = (mul(UNITY_MATRIX_V, float4(utsData.viewDirection, 0)).xyz * float3(-1, -1, 1)) + float3(0, 0, 1);
|
||||
float3 noSknewViewNormal_Emissive = NormalBlend_Emissive_Base * dot(NormalBlend_Emissive_Base, NormalBlend_Emissive_Detail) / NormalBlend_Emissive_Base.z - NormalBlend_Emissive_Detail;
|
||||
float2 _ViewNormalAsEmissiveUV = noSknewViewNormal_Emissive.xy * 0.5 + 0.5;
|
||||
float2 _ViewCoord_UV = RotateUV(_ViewNormalAsEmissiveUV, -(utsData.cameraDir * utsData.cameraRoll), float2(0.5, 0.5), 1.0);
|
||||
//Invert if it's "inside the mirror".
|
||||
if (utsData.signMirror < 0) {
|
||||
_ViewCoord_UV.x = 1 - _ViewCoord_UV.x;
|
||||
}
|
||||
else {
|
||||
_ViewCoord_UV = _ViewCoord_UV;
|
||||
}
|
||||
float2 emissive_uv = lerp(UV0, _ViewCoord_UV, _Is_ViewCoord_Scroll);
|
||||
//
|
||||
float4 _time_var = _Time;
|
||||
float _base_Speed_var = (_time_var.g * _Base_Speed);
|
||||
float _Is_PingPong_Base_var = lerp(_base_Speed_var, sin(_base_Speed_var), _Is_PingPong_Base);
|
||||
float2 scrolledUV = emissive_uv + float2(_Scroll_EmissiveU, _Scroll_EmissiveV) * _Is_PingPong_Base_var;
|
||||
float rotateVelocity = _Rotate_EmissiveUV * 3.141592654;
|
||||
float2 _rotate_EmissiveUV_var = RotateUV(scrolledUV, rotateVelocity, float2(0.5, 0.5), _Is_PingPong_Base_var);
|
||||
float4 _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(UV0, _Emissive_Tex));
|
||||
float emissiveMask = _Emissive_Tex_var.a;
|
||||
_Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(_rotate_EmissiveUV_var, _Emissive_Tex));
|
||||
float _colorShift_Speed_var = 1.0 - cos(_time_var.g * _ColorShift_Speed);
|
||||
float viewShift_var = smoothstep(0.0, 1.0, max(0, dot(utsData.normalDirection, utsData.viewDirection)));
|
||||
float4 colorShift_Color = lerp(_Emissive_Color, lerp(_Emissive_Color, _ColorShift, _colorShift_Speed_var), _Is_ColorShift);
|
||||
float4 viewShift_Color = lerp(_ViewShift, colorShift_Color, viewShift_var);
|
||||
float4 emissive_Color = lerp(colorShift_Color, viewShift_Color, _Is_ViewShift);
|
||||
emissive = emissive_Color.rgb * _Emissive_Tex_var.rgb * emissiveMask;
|
||||
|
||||
//
|
||||
//v.2.0.6: GI_Intensity with Intensity Multiplier Filter
|
||||
#endif
|
||||
*/
|
||||
|
||||
// We directly calculate custome main light during the light loop in upper code to avoid extra calculation
|
||||
//customMainLight = GetCustomMainLightData(builtinData, mainPunctualLight);
|
||||
|
||||
/*
|
||||
#if _SHADOW_MODE_SDF || (_RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW)
|
||||
float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
|
||||
float3 defaultLightColor = saturate(max(float3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(float4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(float4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
|
||||
|
||||
float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz);
|
||||
float3 lightDirection = normalize(lerp(defaultLightDirection, customMainLight.lightDirection.xyz, any(customMainLight.lightDirection.xyz)));
|
||||
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
|
||||
float3 originalLightColor = customMainLight.lightColor.rgb;
|
||||
|
||||
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _Light_Intensity_Multiplier;
|
||||
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
|
||||
|
||||
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
|
||||
float3 _1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * lightColor), _Is_LightColor_1st_Shade);
|
||||
|
||||
float systemShadowValue = lerp(1.0f, saturate(customMainLight.shadowValue * 2.0f), _Set_SystemShadowsToBase);
|
||||
#endif
|
||||
|
||||
#if _SHADOW_MODE_SDF
|
||||
// modified by Suomi @ 20230902 - SDFResult is used to sample SDF texture on the correct side
|
||||
|
||||
float angle;
|
||||
bool rightside;
|
||||
float2 SDF_UV = TRANSFORM_TEX(UV0, _BaseColorMap);
|
||||
float4 sdfRes = SDFResult(rightside, angle, customMainLight.lightDirection, SDF_UV);
|
||||
float sdfShadowValue = 1.0f - SDFMask(angle, sdfRes.r);
|
||||
|
||||
utsAggregateLighting.directDiffuse = lerp(_1st_Shade_var, bsdfData.diffuseColor * _BaseColor.rgb * lightColor, sdfShadowValue * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular = lerp(0, utsAggregateLighting.directSpecular, sdfShadowValue * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV) * lightColor;
|
||||
#endif
|
||||
|
||||
#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
|
||||
// Push the face fragment view space position towards the light for a little bit
|
||||
float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1)));
|
||||
|
||||
float3 viewLightDir = TransformWorldToViewDir(customMainLight.lightDirection); // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face.
|
||||
float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||
float shadowLengthY = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth;
|
||||
float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY);
|
||||
|
||||
float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS()));
|
||||
float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y);
|
||||
shadowLength.y *= camDirFactor;
|
||||
|
||||
float2 samplingPoint = (input.positionSS.xy + shadowLength * viewLightDir.xy * (_ScreenSize.xy / float2 (1920.0f, 1080.0f))) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions.
|
||||
|
||||
// Then sample the hair buffer, to see if the fragment lands in shadow.
|
||||
float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed.
|
||||
float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_trilinear_clamp_sampler, scaledUVs).r;
|
||||
float depthCorrect = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera
|
||||
// Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face.
|
||||
float hairShadow = lerp(0,hairShadowOpacity,depthCorrect);
|
||||
|
||||
utsAggregateLighting.directDiffuse = lerp(utsAggregateLighting.directDiffuse, _1st_Shade_var, hairShadow * systemShadowValue);
|
||||
utsAggregateLighting.directSpecular = lerp(utsAggregateLighting.directSpecular, 0, hairShadow * systemShadowValue);
|
||||
#endif
|
||||
*/
|
||||
//outColor.rgb = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting;
|
||||
//outColor.a = 1.0;
|
||||
//return;
|
||||
|
||||
float3 finalColor = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting;
|
||||
|
||||
#ifdef _IS_TRANSCLIPPING_OFF
|
||||
|
||||
outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha));
|
||||
|
||||
#elif _IS_TRANSCLIPPING_ON
|
||||
|
||||
float Set_Opacity = saturate((inverseClipping + _Tweak_transparency));
|
||||
|
||||
outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
|
||||
outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
|
||||
#endif
|
||||
|
||||
#if MATERIAL_TYPE_FRONT_HAIR && ENABLE_UTS_HAIR_BLENDING
|
||||
float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
|
||||
float4 hairBlendingMap = SAMPLE_TEXTURE2D(_HairBlendingTex, s_trilinear_clamp_sampler, screenUV);
|
||||
outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
|
||||
#endif
|
||||
|
||||
#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
|
||||
outColor.rgb = 1;
|
||||
#ifdef UTS_DEBUG_SELFSHADOW
|
||||
outColor.rgb = min(finalColor, outColor.rgb);
|
||||
#endif
|
||||
|
||||
#ifdef UTS_DEBUG_SHADOWMAP
|
||||
#ifdef UTS_DEBUG_SHADOWMAP_BINALIZATION
|
||||
outColor.rgb = min(context.shadowValue < 0.9f ? clamp(context.shadowValue - 0.2, 0.0, 0.9) : 1.0f, outColor.rgb);
|
||||
#else
|
||||
outColor.rgb = min(context.shadowValue, outColor.rgb);
|
||||
#endif
|
||||
#endif // ifdef UTS_DEBUG_SHADOWMAP
|
||||
#endif // defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
|
||||
|
||||
#ifdef _DEPTHOFFSET_ON
|
||||
outputDepth = posInput.deviceDepth;
|
||||
#endif
|
||||
#ifdef UNITY_VIRTUAL_TEXTURING
|
||||
|
||||
outVTFeedback = builtinData.vtPackedFeedback;
|
||||
#endif
|
||||
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 16998e89414639d48a07506456d69e1d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user