Shader code cleanup;

Added punctual light evaluation in light loop;
This commit is contained in:
Misaki
2025-01-27 17:54:19 +09:00
parent fac66d8694
commit 1a82022a6f
9 changed files with 278 additions and 83 deletions

View File

@@ -9,7 +9,9 @@
#define SATURATE_BASE_COLOR_IF_SDR(x) saturate(x)
#endif
#define APPLY_WEIGHT(x, y, t) lerp(x, x * y, t)
const float rateR = 0.299;
const float rateG = 0.587;
const float rateB = 0.114;
struct UTSLightData
{
@@ -22,7 +24,7 @@ struct UTSLightData
SHADOW_TYPE shadowValue;
};
float GetLightAttenuation(float3 lightColor)
float GetColorAttenuation(float3 lightColor)
{
float lightAttenuation = rateR * lightColor.r + rateG * lightColor.g + rateB * lightColor.b;
return lightAttenuation;
@@ -36,41 +38,58 @@ float3 GetLimitedLightColor(float3 lightColor)
return result;
}
DirectLighting UtsEvaluateShading_Directional(LightLoopContext lightLoopContext, PositionInputs posInput, BuiltinData builtinData, DirectionalLightData lightData, UtsBSDFData bsdfData, PreLightData preLightData, float3 V)
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;
float NdotL = dot(bsdfData.normalWS, L);
float halfLambert = 0.5 * NdotL + 0.5;
SHADOW_TYPE shadow = EvaluateShadow_Directional(lightLoopContext, posInput, lightData, builtinData, bsdfData.normalWS);
float systemShadows = saturate(shadow + 0.5f + _Tweak_SystemShadowsLevel > 0.0 ? shadow + 0.5f + _Tweak_SystemShadowsLevel : 0.0);
float shadingGrade = lerp(halfLambert, halfLambert * systemShadows, _Set_SystemShadowsToBase);
float firstColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0f, max(_ComposerMaskMode, _FirstShadeOverridden));
SHADOW_TYPE shadow = EvaluateShadow_Directional(lightLoopContext, posInput, lightData, builtinData, bsdfData.geomNormalWS);
float finalShadow = saturate((shadingGrade - (_1st_ShadeColor_Step - firstColorFeatherForMask)) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - firstColorFeatherForMask))); // Base and 1st Shade Mask
if (lightData.diffuseDimmer > 0.0 && finalShadow > 0.0)
if (lightData.lightDimmer > 0.0)
{
float secondColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
float shadeShadow = saturate((halfLambert - (_ShadeColor_Step - secondColorFeatherForMask)) / (_ShadeColor_Step - (_ShadeColor_Step - secondColorFeatherForMask))); // 1st and 2nd Shades Mask
float3 diffuseTerm = lerp(lerp(bsdfData.secondShadingDiffuseColor, bsdfData.firstShadingDiffuseColor, shadeShadow), bsdfData.diffuseColor, finalShadow);
float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L) * finalShadow;
// 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 *= ComputeShadowColor(systemShadows, lightData.shadowTint, lightData.penumbraTint) * lightColor.a * _Light_Intensity_Multiplier;
lightColor.rgb = GetLimitedLightColor(lightColor.rgb);
lightColor.rgb = GetLimitedLightColor(lightColor.rgb * lightColor.a * _Light_Intensity_Multiplier);
lighting.diffuse = diffuseTerm * lightColor.rgb * lightData.diffuseDimmer;
lighting.specular += specularTerm * lightColor.rgb * lightData.specularDimmer;
UtsClampRoughness(preLightData, bsdfData, lightData.minRoughness);
lighting = UtsShadeSurface(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(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;