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Runtime/HDRP/Shaders/UtsLightLoop.hlsl
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276
Runtime/HDRP/Shaders/UtsLightLoop.hlsl
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//Unity Toon Shader/HDRP
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//nobuyuki@unity3d.com
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//toshiyuki@unity3d.com (Universal RP/HDRP)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl"
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#include "HDRPToonHead.hlsl"
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// Channel mask enum.
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// this must be same to UI cs code
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// HDRPToonGUI._ChannelEnum
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int eBaseColor = 0;
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int eFirstShade = 1;
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int eSecondShade = 2;
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int eHighlight = 3;
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int eAngelRing = 4;
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int eRimLight = 5;
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int eOutline = 6;
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// not in materials
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int _ToonLightHiCutFilter;
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int _ToonEvAdjustmentCurve;
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float _ToonEvAdjustmentValueArray[128];
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float _ToonEvAdjustmentValueMin;
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float _ToonEvAdjustmentValueMax;
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float _ToonEvAdjustmentCompensation;
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float _ToonIgnoreExposureMultiplier;
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// function to rotate the UV: RotateUV()
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//float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g);
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float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
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{
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float RotateUV_ang = _radian;
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float RotateUV_cos = cos(_time*RotateUV_ang);
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float RotateUV_sin = sin(_time*RotateUV_ang);
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return (mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
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}
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float3 ConvertFromEV100(float3 EV100)
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{
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#if 1
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float3 value = pow(2, EV100) * 2.5f;
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return value;
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#else
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float3 maxLuminance = 1.2f * pow(2.0f, EV100);
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return 1.0f / maxLuminance;
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#endif
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}
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float3 ConvertToEV100(float3 value)
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{
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#if 1
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return log2(value*0.4f);
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#else
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return log2(1.0f / (1.2f * value));
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#endif
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}
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float WeightSample(PositionInputs positionInput)
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{
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// Center-weighted
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const float2 kCenter = _ScreenParams.xy * 0.5;
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const float weight = pow(length((kCenter.xy - positionInput.positionSS.xy) / _ScreenParams.xy),1.0) ;
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return 1.0 - saturate(weight);
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}
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float3 ApplyCompensation(float3 originalColor)
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{
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float3 ev100_Color = ConvertToEV100(originalColor) +_ToonEvAdjustmentCompensation * 0.5f;
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float3 resultColor = max(0, ConvertFromEV100(ev100_Color));
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return resultColor;
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}
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float3 ApplyCurrentExposureMultiplier(float3 color)
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{
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return color * lerp(GetCurrentExposureMultiplier(), 1, _ToonIgnoreExposureMultiplier);
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}
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float3 GetExposureAdjustedColor(float3 originalColor)
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{
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if (_ToonEvAdjustmentCurve != 0)
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{
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float3 ev100_Color = ConvertToEV100(originalColor);
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ev100_Color = clamp(ev100_Color, _ToonEvAdjustmentValueMin, _ToonEvAdjustmentValueMax);
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float3 ev100_remap = (ev100_Color - _ToonEvAdjustmentValueMin) * (128-1) / (_ToonEvAdjustmentValueMax - _ToonEvAdjustmentValueMin);
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ev100_remap = clamp(ev100_remap, 0.0, 127.0);
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int3 ev100_idx = (int3)ev100_remap;
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float3 ev100_lerp = ev100_remap - ev100_idx;
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float3 ev100_remapped;
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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;
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ev100_remapped.b = _ToonEvAdjustmentValueArray[ev100_idx.b] +(_ToonEvAdjustmentValueArray[ev100_idx.b + 1] - _ToonEvAdjustmentValueArray[ev100_idx.b]) * ev100_lerp.b;
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float3 resultColor = ConvertFromEV100(ev100_remapped);
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return resultColor;
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}
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else // else is neccessary to avoid warrnings.
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{
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return originalColor;
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}
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}
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float GetLightAttenuation(float3 lightColor)
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{
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float lightAttenuation = rateR *lightColor.r + rateG *lightColor.g + rateB *lightColor.b;
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return lightAttenuation;
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}
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int GetNextDirectionalLightIndex(BuiltinData builtinData, int currentIndex, int mainLightIndex)
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{
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int i = 0; // Declare once to avoid the D3D11 compiler warning.
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for (i = 0; i < (int)_DirectionalLightCount; ++i)
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{
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if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
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{
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if (mainLightIndex != i)
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{
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if (currentIndex < i)
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{
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return i;
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}
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}
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}
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}
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return -1; // not found
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}
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int GetUtsMainLightIndex(BuiltinData builtinData)
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{
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int mainLightIndex = -1;
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float3 lightColor = float3(0.0f, 0.0f, 0.0f);
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float lightAttenuation = 0.0f;
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uint i = 0; // Declare once to avoid the D3D11 compiler warning.
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for (i = 0; i < _DirectionalLightCount; ++i)
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{
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if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
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{
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float3 currentLightColor = _DirectionalLightDatas[i].color;
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float currentLightAttenuation = GetLightAttenuation(currentLightColor);
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if (mainLightIndex == -1 || (currentLightAttenuation > lightAttenuation))
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{
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mainLightIndex = i;
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lightAttenuation = currentLightAttenuation;
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lightColor = currentLightColor;
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}
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}
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}
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return mainLightIndex;
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}
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// UTSLightData GetUTSMainPunctualLightData(BuiltinData builtinData, PositionInputs posInput)
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// {
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// UTSLightData mainPunctualLight;
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// uint lightCount, lightStart;
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// #ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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// GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
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// #else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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// lightCount = _PunctualLightCount;
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// lightStart = 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 lightStartLane0;
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// fastPath = IsFastPath(lightStart, lightStartLane0);
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// if (fastPath)
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// {
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// lightStart = lightStartLane0;
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// }
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// #endif
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// uint v_lightListOffset = 0;
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// uint v_lightIdx = lightStart;
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// float channelAlpha = 0.0f;
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// [loop] // vulkan shader compiler can not unroll.
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// while (v_lightListOffset < lightCount)
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// {
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// v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
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// #if SCALARIZE_LIGHT_LOOP
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// uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
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// #else
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// uint s_lightIdx = v_lightIdx;
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// #endif
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// if (s_lightIdx == -1)
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// break;
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// LightData s_lightData = FetchLight(s_lightIdx);
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// // If current scalar and vector light index match, we process the light. The v_lightListOffset 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_lightIdx value that is smaller than s_lightIdx hence being stuck in a loop. All the active lanes will not have this problem.
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// if (s_lightIdx >= v_lightIdx)
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// {
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// v_lightListOffset++;
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// if (IsMatchingLightLayer(s_lightData.lightLayers, builtinData.renderingLayers))
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// {
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// float3 lightDirection;
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// float4 distances; // {d, d^2, 1/d, d_proj}
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// GetPunctualLightVectors(posInput.positionWS, s_lightData, lightDirection, distances);
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// float4 lightColor = EvaluateLight_Punctual(context, posInput, s_lightData, lightDirection, distances);
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// float3 additionalLightColor = ApplyCurrentExposureMultiplier(lightColor.rgb) * lightColor.a;
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// const float notDirectional = 1.0f;
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// UTSLightData utsLightData;
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// utsLightData.lightColor = additionalLightColor;
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// utsLightData.lightDirection = lightDirection;
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// utsLightData.diffuseDimmer = s_lightData.diffuseDimmer;
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// utsLightData.specularDimmer = s_lightData.specularDimmer;
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// utsLightData.shadowTint = s_lightData.shadowTint;
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// utsLightData.penumbraTint = s_lightData.penumbraTint;
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// if(length(additionalLightColor) >= length(mainPunctualLight.lightColor))
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// {
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// mainPunctualLight = utsLightData;
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// }
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// }
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// }
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// }
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// return mainPunctualLight;
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// }
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// Todo: calculate the acutal main lighboth dorectional and punctual)t based on the light attenuation, rather than using the main directional light
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UTSLightData GetCustomMainLightData(BuiltinData builtinData, UTSLightData mainPunctualLight)
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{
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UTSLightData utsLightData;
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int mainLightIndex;
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mainLightIndex = GetUtsMainLightIndex(builtinData);
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if (mainLightIndex == -1 || length(_DirectionalLightDatas[mainLightIndex].color) < length(mainPunctualLight.lightColor))
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{
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utsLightData = mainPunctualLight;
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}
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else
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{
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utsLightData.lightColor = ApplyCurrentExposureMultiplier(_DirectionalLightDatas[mainLightIndex].color);
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utsLightData.lightDirection = -_DirectionalLightDatas[mainLightIndex].forward;
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utsLightData.diffuseDimmer = _DirectionalLightDatas[mainLightIndex].diffuseDimmer;
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utsLightData.specularDimmer = _DirectionalLightDatas[mainLightIndex].specularDimmer;
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utsLightData.shadowTint = _DirectionalLightDatas[mainLightIndex].shadowTint;
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utsLightData.penumbraTint = _DirectionalLightDatas[mainLightIndex].penumbraTint;
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}
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return utsLightData;
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}
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# include "ShadingOtherLight.hlsl"
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# include "UtsSelfShadowMainLight.hlsl"
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# include "ShadingMainLight.hlsl"
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