Added ShadowScope;

Renamed PBRScope to SurfaceInputsScope;
This commit is contained in:
2025-02-01 20:51:22 +09:00
parent 458afd880f
commit 3273812902
26 changed files with 346 additions and 172 deletions

View File

@@ -9,6 +9,9 @@
#define SATURATE_BASE_COLOR_IF_SDR(x) saturate(x)
#endif
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsMaterialEvaluation.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsShadowEvaluation.hlsl"
const float rateR = 0.299;
const float rateG = 0.587;
const float rateB = 0.114;
@@ -44,7 +47,11 @@ DirectLighting UtsEvaluateBSDF_Directional(LightLoopContext lightLoopContext, Po
ZERO_INITIALIZE(DirectLighting, lighting);
float3 L = -lightData.forward;
SHADOW_TYPE shadow = EvaluateShadow_Directional(lightLoopContext, posInput, lightData, builtinData, bsdfData.geomNormalWS);
SHADOW_TYPE shadow = 1.0;
#if _RECEIVE_LIGHT_SHADOW_ON
shadow = EvaluateShadow_Directional(lightLoopContext, posInput, lightData, builtinData, bsdfData.geomNormalWS);
#endif
if (lightData.lightDimmer > 0.0)
{
@@ -70,10 +77,10 @@ DirectLighting UtsEvaluateBSDF_Punctual(LightLoopContext lightLoopContext, Posit
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);
SHADOW_TYPE shadow = 1.0;
#if _RECEIVE_LIGHT_SHADOW_ON
shadow = UtsEvaluateShadow_Punctual(lightLoopContext, posInput, lightData, builtinData, UtsGetShadowNormal(bsdfData), L, distances);
#endif
if (lightData.lightDimmer > 0.0)
{
@@ -123,19 +130,19 @@ void UtsEvaluateBSDF_BakeDiffuse(PositionInputs posInput, PreLightData preLightD
else
#endif
{
#if defined(_PBR_MODE_OFF) || defined(_PBR_MODE_TOON)
float3 normalWS = float3(0.0, 0.0, 1.0);
#else
float3 normalWS = bsdfData.normalWS;
#endif
float3 backNormalWS = -normalWS;
#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,
@@ -144,8 +151,8 @@ void UtsEvaluateBSDF_BakeDiffuse(PositionInputs posInput, PreLightData preLightD
}
else // If probe volume is disabled we fallback on the ambient probes
{
builtinData.bakeDiffuseLighting = EvaluateAmbientProbe(bsdfData.normalWS);
builtinData.backBakeDiffuseLighting = EvaluateAmbientProbe(-bsdfData.normalWS);
builtinData.bakeDiffuseLighting = EvaluateAmbientProbe(normalWS);
builtinData.backBakeDiffuseLighting = EvaluateAmbientProbe(backNormalWS);
}
#endif
}
@@ -193,11 +200,6 @@ IndirectLighting UtsEvaluateBSDF_Env(LightLoopContext lightLoopContext, Position
IndirectLighting lighting;
ZERO_INITIALIZE(IndirectLighting, lighting);
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION)
{
return lighting;
}
float3 envLighting;
float3 positionWS = posInput.positionWS;
float weight = 1.0;

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@@ -3,7 +3,6 @@
#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"
#include "Packages/com.misaki.hdrp-toon/Runtime/Models/SurfaceFeatureFlags.cs.hlsl"
@@ -74,7 +73,7 @@ bool UtsUseScreenSpaceShadow(DirectionalLightData light, float3 normalWS)
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);
return ((light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW);
#endif
}
@@ -91,7 +90,8 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
// Initialize the contactShadow and contactShadowFade fields
InitContactShadow(posInput, context);
#if _RECEIVE_LIGHT_SHADOW_ON
// First of all we compute the shadow value of the directional light to reduce the VGPR pressure
if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
{
@@ -100,8 +100,8 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
{
DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
if (UseScreenSpaceShadow(light, bsdfData.normalWS))
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_RECEIVE_SCREEN_SPACE_SHADOW_ON)
if (UtsUseScreenSpaceShadow(light, bsdfData.normalWS))
{
context.shadowValue = GetScreenSpaceColorShadow(posInput, light.screenSpaceShadowIndex).SHADOW_TYPE_SWIZZLE;
}
@@ -115,12 +115,13 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
dot(bsdfData.normalWS, L) > 0.0)
{
context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
posInput.positionSS, posInput.positionWS + L * _ShadowBias, bsdfData.normalWS,
posInput.positionSS, posInput.positionWS + L * _ShadowDistanceBias, UtsGetShadowNormal(bsdfData),
light.shadowIndex, L);
}
}
}
}
#endif
PreLightData preLightData = GetPreLightData_UTS(V, posInput, bsdfData);

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@@ -0,0 +1,77 @@
#ifndef UTS_SHADOW_EVALUATION
#define UTS_SHADOW_EVALUATION
float3 UtsGetShadowNormal(UtsBSDFData bsdfData)
{
#if _MATERIAL_TYPE_FACE
return normalize(mul(UNITY_MATRIX_M, float4(0.0, 0.0, 1.0, 0.0))).xyz;
#else
return bsdfData.geomNormalWS * (1.0 + _ShadowNormalBias);
#endif
}
// distances = {d, d^2, 1/d, d_proj}, where d_proj = dot(lightToSample, light.forward).
SHADOW_TYPE UtsEvaluateShadow_Punctual(LightLoopContext lightLoopContext, PositionInputs posInput, LightData light, BuiltinData builtinData, float3 N, float3 L, float4 distances)
{
#ifndef LIGHT_EVALUATION_NO_SHADOWS
float shadow = 1.0;
float shadowMask = 1.0;
float NdotL = dot(N, L); // Disable contact shadow and shadow mask when facing away from light (i.e transmission)
#ifdef SHADOWS_SHADOWMASK
// shadowMaskSelector.x is -1 if there is no shadow mask
// Note that we override shadow value (in case we don't have any dynamic shadow)
shadow = shadowMask = (light.shadowMaskSelector.x >= 0.0 && NdotL > 0.0) ? dot(BUILTIN_DATA_SHADOW_MASK, light.shadowMaskSelector) : 1.0;
#endif
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_RECEIVE_SCREEN_SPACE_SHADOW_ON)
if ((light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW)
{
shadow = GetScreenSpaceShadow(posInput, light.screenSpaceShadowIndex);
shadow = lerp(shadowMask, shadow, light.shadowDimmer);
}
else
#endif
if ((light.shadowIndex >= 0) && (light.shadowDimmer > 0))
{
shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, posInput.positionSS, posInput.positionWS + L * _ShadowDistanceBias, N, light.shadowIndex, L, distances.x, light.lightType == GPULIGHTTYPE_POINT, light.lightType != GPULIGHTTYPE_PROJECTOR_BOX);
#ifdef SHADOWS_SHADOWMASK
// Note: Legacy Unity have two shadow mask mode. ShadowMask (ShadowMask contain static objects shadow and ShadowMap contain only dynamic objects shadow, final result is the minimun of both value)
// and ShadowMask_Distance (ShadowMask contain static objects shadow and ShadowMap contain everything and is blend with ShadowMask based on distance (Global distance setup in QualitySettigns)).
// HDRenderPipeline change this behavior. Only ShadowMask mode is supported but we support both blend with distance AND minimun of both value. Distance is control by light.
// The following code do this.
// The min handle the case of having only dynamic objects in the ShadowMap
// The second case for blend with distance is handled with ShadowDimmer. ShadowDimmer is define manually and by shadowDistance by light.
// With distance, ShadowDimmer become one and only the ShadowMask appear, we get the blend with distance behavior.
shadow = light.nonLightMappedOnly ? min(shadowMask, shadow) : shadow;
#endif
shadow = lerp(shadowMask, shadow, light.shadowDimmer);
}
// Transparents have no contact shadow information
#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(LIGHT_EVALUATION_NO_CONTACT_SHADOWS)
{
// In certain cases (like hair) we allow to force the contact shadow sample.
#ifdef LIGHT_EVALUATION_CONTACT_SHADOW_DISABLE_NDOTL
const bool allowContactShadow = true;
#else
const bool allowContactShadow = NdotL > 0.0;
#endif
shadow = min(shadow, allowContactShadow ? GetContactShadow(lightLoopContext, light.contactShadowMask, light.isRayTracedContactShadow) : 1.0);
}
#endif
#ifdef DEBUG_DISPLAY
if (_DebugShadowMapMode == SHADOWMAPDEBUGMODE_SINGLE_SHADOW && light.shadowIndex == _DebugSingleShadowIndex)
g_DebugShadowAttenuation = shadow;
#endif
return shadow;
#else // LIGHT_EVALUATION_NO_SHADOWS
return 1.0;
#endif
}
#endif

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@@ -0,0 +1,7 @@
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