Folder clean up;
Added Emissive;
This commit is contained in:
231
Runtime/Shaders/Includes/Lighting/UtsEnvLight.hlsl
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231
Runtime/Shaders/Includes/Lighting/UtsEnvLight.hlsl
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#ifndef UTS_ENV
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#define UTS_ENV
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsCommon.hlsl"
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// _preIntegratedFGD and _CubemapLD are unique for each BRDF
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float3 EvaluateBSDF_ReflectionProbe(LightLoopContext lightLoopContext,
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float3 V, PositionInputs posInput,
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PreLightData preLightData, EnvLightData lightData, UtsBSDFData bsdfData,
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int influenceShapeType,
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inout float hierarchyWeight)
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{
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float weight = 1.0;
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float3 R = reflect(-V, bsdfData.normalWS);
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EvaluateLight_EnvIntersection(posInput.positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight);
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// No distance based roughness for simple lit
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float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC);
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weight *= preLD.a; // Used by planar reflection to discard pixel
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//envLighting = F_Schlick(bsdfData.fresnel0, dot(bsdfData.normalWS, V)) * preLD.rgb;
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float3 envLighting = preLD.rgb;
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UpdateLightingHierarchyWeights(hierarchyWeight, weight);
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envLighting *= weight * lightData.multiplier;
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return envLighting;
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}
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float4 ComputeReflection(LightLoopContext context, PositionInputs posInput, PreLightData preLightData, BuiltinData builtinData, UtsBSDFData bsdfData, float3 V)
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{
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float3 refcolor = 0;
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float reflectionHierarchyWeight = 0.0; // Max: 1.0
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uint envLightStart, envLightCount;
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// Fetch first env light to provide the scene proxy for screen space computation
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#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
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#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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envLightCount = _EnvLightCount;
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envLightStart = 0;
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#endif
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bool fastPath = false;
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#if SCALARIZE_LIGHT_LOOP
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uint envStartFirstLane;
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fastPath = IsFastPath(envLightStart, envStartFirstLane);
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#endif
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context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
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#if SCALARIZE_LIGHT_LOOP
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if (fastPath)
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{
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envLightStart = envStartFirstLane;
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}
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#endif
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// Scalarized loop, same rationale of the punctual light version
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uint v_envLightListOffset = 0;
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uint v_envLightIdx = envLightStart;
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#if NEED_TO_CHECK_HELPER_LANE
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// On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether.
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// IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be
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// sure it will not happen.
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bool isHelperLane = WaveIsHelperLane();
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while (!isHelperLane && v_envLightListOffset < envLightCount)
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#else
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while (v_envLightListOffset < envLightCount)
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#endif
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{
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v_envLightIdx = FetchIndex(envLightStart, v_envLightListOffset);
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#if SCALARIZE_LIGHT_LOOP
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uint s_envLightIdx = ScalarizeElementIndex(v_envLightIdx, fastPath);
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#else
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uint s_envLightIdx = v_envLightIdx;
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#endif
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if (s_envLightIdx == -1)
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break;
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EnvLightData s_envLightData = FetchEnvLight(s_envLightIdx); // Scalar load.
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// If current scalar and vector light index match, we process the light. The v_envLightListOffset for current thread is increased.
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// Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
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// 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.
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if (s_envLightIdx >= v_envLightIdx)
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{
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v_envLightListOffset++;
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if (reflectionHierarchyWeight < 1.0)
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{
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if (IsMatchingLightLayer(s_envLightData.lightLayers, builtinData.renderingLayers))
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{
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float RefProbeLighting = EvaluateBSDF_ReflectionProbe(context, V, posInput, preLightData, s_envLightData, bsdfData, s_envLightData.influenceShapeType, reflectionHierarchyWeight);
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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float3 lightInReflDir = float3(-1, -1, -1);
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if (s_envLightData.normalizeWithAPV > 0 && all(lightInReflDir >= 0))
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{
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float factor = GetReflectionProbeNormalizationFactor(lightInReflDir, bsdfData.normalWS, s_envLightData.L0L1, s_envLightData.L2_1, s_envLightData.L2_2);
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RefProbeLighting *= factor;
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}
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#endif
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refcolor += RefProbeLighting;
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}
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}
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}
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}
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return float4(refcolor.r, refcolor.g, refcolor.b, reflectionHierarchyWeight);
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}
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float3 ComputeFresnelLerp(float3 c0, float3 c1, float cosA)
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{
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float t = pow(1 - cosA, 5);
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return lerp(c0, c1, t);
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}
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float3 EvaluateIndirectDiffusePBR(PositionInputs posInput, UtsBSDFData bsdfData, float3 V)
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{
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float3 indirectDiffuse = 0.0;
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#ifdef _PBR_Mode_ANISO
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GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS , bsdfData.normalWS, V, bsdfData.anisotropy, bsdfData.perceptualRoughness, bsdfData.normalWS, bsdfData.perceptualRoughness);
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#endif
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float NdotV = saturate(dot(bsdfData.normalWS, V));
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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BuiltinData apvBuiltinData;
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ZERO_INITIALIZE(BuiltinData, apvBuiltinData);
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#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
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EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), 0.0, 0.0, V, posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, apvBuiltinData.backBakeDiffuseLighting);
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#else
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EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), bsdfData.normalWS, -bsdfData.normalWS, V, posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, apvBuiltinData.backBakeDiffuseLighting);
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#endif
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float3 probeDiffuse = apvBuiltinData.bakeDiffuseLighting * GetCurrentExposureMultiplier();
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indirectDiffuse = probeDiffuse;
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#else
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#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
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indirectDiffuse = EvaluateAmbientProbe(0.0) * GetCurrentExposureMultiplier();
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#else
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indirectDiffuse = EvaluateAmbientProbe(bsdfData.normalWS) * GetCurrentExposureMultiplier();
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#endif
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#endif
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//SSGI
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if(_ReceivesSSGI == 1)
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{
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float4 ssgiLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS);
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ssgiLighting *= _GIMultiplier;
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indirectDiffuse = lerp(indirectDiffuse, ssgiLighting.rgb, ssgiLighting.a);
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}
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//Complete the indirect lighting
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indirectDiffuse *= bsdfData.diffuseColor.rgb * _BaseColor.rgb;
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//SSAO
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if(_ReceivesSSAO == 1)
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{
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AmbientOcclusionFactor aoFactor;
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GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
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indirectDiffuse *= lerp(_AO_Factor, 1, aoFactor.indirectAmbientOcclusion);
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}
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indirectDiffuse *= bsdfData.ambientOcclusion;
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return indirectDiffuse;
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}
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float3 EvaluateIndirectDiffuse(PositionInputs posInput, UtsBSDFData bsdfData, float3 V)
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{
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float3 indirectDiffuse = 0.0;
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indirectDiffuse = EvaluateIndirectDiffusePBR(posInput, bsdfData,V);
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return indirectDiffuse * _ID_Intensity;
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}
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float3 EvaluateIndirectSpecular(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, UtsBSDFData bsdfData, BuiltinData builtinData, float3 V)
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{
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#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
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return 0;
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#else
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float3 indirectSpecular = 0;
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#ifdef _PBR_Mode_ANISO
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GetGGXAnisotropicModifiedNormalAndRoughness(bsdfData.bitangentWS, bsdfData.tangentWS , bsdfData.normalWS, V, bsdfData.anisotropy, bsdfData.perceptualRoughness, bsdfData.normalWS, bsdfData.perceptualRoughness);
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#endif
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float mip = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
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float NdotV = saturate(dot(bsdfData.normalWS, V));
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indirectSpecular = SampleSkyTexture(reflect(-V, bsdfData.normalWS), mip, 0).rgb;\
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//Reflection Probe
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float4 refProbe = ComputeReflection(lightLoopContext, posInput, preLightData, builtinData, bsdfData, V);
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indirectSpecular = lerp(indirectSpecular, refProbe.rgb, refProbe.a);
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//SSR
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if(_ReceivesSSR == 1)
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{
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float4 ssrLighting = LOAD_TEXTURE2D_X(_SsrLightingTexture, posInput.positionSS);
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InversePreExposeSsrLighting(ssrLighting);
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ApplyScreenSpaceReflectionWeight(ssrLighting);
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indirectSpecular = lerp(indirectSpecular, ssrLighting.rgb * preLightData.specularFGD, ssrLighting.a);
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}
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//Complete the indirect lighting
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float grazingTerm = saturate((1 - bsdfData.perceptualRoughness) + (1 - bsdfData.reflectivity));
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indirectSpecular *= ComputeFresnelLerp(bsdfData.fresnel0, grazingTerm, NdotV) * GetCurrentExposureMultiplier();
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// Occlusion
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if(_ReceivesSSAO == 1)
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{
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AmbientOcclusionFactor aoFactor;
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GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
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indirectSpecular *= lerp(_AO_Factor, 1, aoFactor.indirectSpecularOcclusion);
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}
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indirectSpecular *= bsdfData.specularOcclusion;
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return indirectSpecular * _IR_Intensity;
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#endif
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}
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#endif
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