Added new fabirc pbr mode;

Added new stocking surface feature;

Fixed the issue that diffuse bsdf is not energy conserving.
Fixed the bug that shader can not render alpha clip properly;
This commit is contained in:
2025-05-15 16:07:54 +09:00
parent d19322b768
commit 35dc7b15a6
21 changed files with 234 additions and 103 deletions

View File

@@ -1,6 +1,22 @@
#ifndef UTS_SURFACE_FEATURE_EVALUATION
#define UTS_SURFACE_FEATURE_EVALUATION
void UtsEvaluateLighting_Stocking(FragInputs input, PositionInputs posInput, float3 normalWS, float3 V, inout AggregateLighting aggregateLighting)
{
float NdotV = saturate(dot(normalize(V), normalWS));
NdotV = pow(NdotV, 2.0);
// TODO: Move sparkle to bsdf evaluation?
// float sparkle = Random(posInput.positionNDC.xy);
// sparkle = step(0.995, sparkle);
// float noise = SimpleNoise(posInput.positionNDC.xy, 500.0);
// sparkle = noise < sparkle ? 1.0 : 0.0;
aggregateLighting.direct.diffuse *= NdotV;
// aggregateLighting.direct.specular = saturate(aggregateLighting.direct.specular + sparkle * (1.0 - NdotV) * 0.5);
}
DirectLighting UtsEvaluateLighting_RimLight(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData
#if _LIGHT_BASE_RIM_LIGHT_ON
, float3 L, float3 lightColor
@@ -9,9 +25,10 @@ DirectLighting UtsEvaluateLighting_RimLight(PositionInputs posInput, UtsBSDFData
{
DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
float3 rimLightColor = _RimLightColor.rgb * _RimLightIntensity;
rimLightColor = lerp(rimLightColor, rimLightColor * bsdfData.diffuseColor.rgb, _AlbedoAffectRimLight * _RimLightColor.a);
#if _SCREEN_SPACE_RIM_LIGHT_ON
float3 normalVS = normalize(mul((float3x3)UNITY_MATRIX_V, bsdfData.geomNormalWS));
float2 depthUV = posInput.positionNDC.xy + normalVS.xy * (_RimLightLevel * 0.05 / posInput.linearDepth);
@@ -24,17 +41,17 @@ DirectLighting UtsEvaluateLighting_RimLight(PositionInputs posInput, UtsBSDFData
float rimLightMask = pow(1.0 - clampNdotV, exp2(lerp(3.0, 0.0, _RimLightLevel)));
rimLightMask = lerp(rimLightMask, step(_RimLightClippingLevel, rimLightMask), _RimLightClipping);
#endif
#if _LIGHT_BASE_RIM_LIGHT_ON
float halfLambert = 0.5 * dot(bsdfData.normalWS, L) + 0.5;
float lightBaseMask = saturate(smoothstep(_LightDirectionRimLightLevel, 1.0, halfLambert));
rimLightMask *= lightBaseMask;
rimLightColor *= lightColor;
#endif
lighting.diffuse = rimLightMask * rimLightColor;
return lighting;
}
@@ -42,7 +59,7 @@ DirectLighting UtsEvaluateLighting_AngelRing(FragInputs input, float3 normalWS,
{
DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
// Should we scroll the angel ring texture on x?
float3 cameraRight = UNITY_MATRIX_V[0].xyz;
float3 cameraFront = UNITY_MATRIX_V[2].xyz;
@@ -53,18 +70,18 @@ DirectLighting UtsEvaluateLighting_AngelRing(FragInputs input, float3 normalWS,
float cameraRollCos = dot(rightAxis, cameraRight) / (rightAxisMagnitude * cameraRightMagnitude);
float3 cameraRoll = acos(clamp(cameraRollCos, -1.0, 1.0));
float cameraDir = cameraRight.y < 0 ? -1.0 : 1.0;
float2 arOffsetU = lerp(mul(UNITY_MATRIX_V, float4(normalWS, 0)).xyz, float3(0, 0, 1), _AngelRingOffsetU).xy;
arOffsetU = arOffsetU * 0.5 + 0.5;
float2 arvnRotate = RotateUV(arOffsetU, -(cameraDir * cameraRoll).x, 0.5, 1.0);
float2 arOffsetUV = float2(arvnRotate.x, lerp(input.texCoord0.y, arvnRotate.y, _AngelRingOffsetV));
float4 angelRingColor = SAMPLE_TEXTURE2D(_AngelRingColorMap, sampler_AngelRingColorMap, TRANSFORM_TEX(arOffsetUV, _AngelRingColorMap)) * _AngelRingColor * _AngelRingIntensity;
float weight = saturate(dot(normalize(V), normalWS));
lighting.specular = angelRingColor.r * angelRingColor.a * weight;
return lighting;
}
#endif
#endif