Added UtsEvaluateBSDF_MatCapDiffuse;
Added UtsEvaluateBSDF_MatCapSpecular;
This commit is contained in:
@@ -11,15 +11,6 @@
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#define APPLY_WEIGHT(x, y, t) lerp(x, x * y, t)
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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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struct UTSLightData
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{
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float3 lightDirection;
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@@ -31,75 +22,6 @@ struct UTSLightData
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SHADOW_TYPE shadowValue;
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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 AccumulateUTSAggregateLighting(AggregateLighting aggregateLighting, UtsBSDFData bsdfData)
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{
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float3 directLighting = aggregateLighting.direct.diffuse + aggregateLighting.direct.specular;
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float3 indirectLighting = ApplyCurrentExposureMultiplier(aggregateLighting.indirect.specularReflected * bsdfData.fresnel0 * _IR_Intensity + aggregateLighting.indirect.specularTransmitted * bsdfData.diffuseColor * _ID_Intensity);
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return SATURATE_IF_SDR(directLighting + indirectLighting);
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}
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float3 ConvertFromEV100(float3 EV100)
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{
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float3 value = pow(2, EV100) * 2.5f;
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return value;
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}
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float3 ConvertToEV100(float3 value)
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{
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return log2(value * 0.4f);
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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 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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@@ -114,6 +36,41 @@ float3 GetLimitedLightColor(float3 lightColor)
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return result;
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}
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DirectLighting UtsEvaluateShading_Directional(LightLoopContext lightLoopContext, PositionInputs posInput, BuiltinData builtinData, DirectionalLightData lightData, UtsBSDFData bsdfData, PreLightData preLightData, float3 V)
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{
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DirectLighting lighting;
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ZERO_INITIALIZE(DirectLighting, lighting);
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float3 L = -lightData.forward;
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float NdotL = dot(bsdfData.normalWS, L);
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float halfLambert = 0.5 * NdotL + 0.5;
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SHADOW_TYPE shadow = EvaluateShadow_Directional(lightLoopContext, posInput, lightData, builtinData, bsdfData.normalWS);
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float systemShadows = saturate(shadow + 0.5f + _Tweak_SystemShadowsLevel > 0.0 ? shadow + 0.5f + _Tweak_SystemShadowsLevel : 0.0);
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float shadingGrade = lerp(halfLambert, halfLambert * systemShadows, _Set_SystemShadowsToBase);
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float firstColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0f, max(_ComposerMaskMode, _FirstShadeOverridden));
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float finalShadow = saturate((shadingGrade - (_1st_ShadeColor_Step - firstColorFeatherForMask)) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - firstColorFeatherForMask))); // Base and 1st Shade Mask
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if (lightData.diffuseDimmer > 0.0 && finalShadow > 0.0)
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{
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float secondColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
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float shadeShadow = saturate((halfLambert - (_ShadeColor_Step - secondColorFeatherForMask)) / (_ShadeColor_Step - (_ShadeColor_Step - secondColorFeatherForMask))); // 1st and 2nd Shades Mask
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float3 diffuseTerm = lerp(lerp(bsdfData.secondShadingDiffuseColor, bsdfData.firstShadingDiffuseColor, shadeShadow), bsdfData.diffuseColor, finalShadow);
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float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L) * finalShadow;
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float4 lightColor = EvaluateLight_Directional(lightLoopContext, posInput, lightData);
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lightColor.rgb *= ComputeShadowColor(systemShadows, lightData.shadowTint, lightData.penumbraTint) * lightColor.a * _Light_Intensity_Multiplier;
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lightColor.rgb = GetLimitedLightColor(lightColor.rgb);
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lighting.diffuse = diffuseTerm * lightColor.rgb * lightData.diffuseDimmer;
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lighting.specular += specularTerm * lightColor.rgb * lightData.specularDimmer;
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}
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return lighting;
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}
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IndirectLighting UtsEvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, PreLightData preLightData, inout float reflectionHierarchyWeight)
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{
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IndirectLighting lighting;
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@@ -135,31 +92,31 @@ IndirectLighting UtsEvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput,
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void UtsEvaluateBSDF_BakeDiffuse(PositionInputs posInput, PreLightData preLightData, UtsBSDFData bsdfData, float3 V, inout BuiltinData builtinData, out float3 lightInReflDir)
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{
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lightInReflDir = 0.0;
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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lightInReflDir = float3(-1, -1, -1); // This variable is used with APV for reflection probe normalization - see code for LIGHTFEATUREFLAGS_ENV
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#endif
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#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(SCREEN_SPACE_INDIRECT_DIFFUSE_DISABLED)
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#endif
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#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(SCREEN_SPACE_INDIRECT_DIFFUSE_DISABLED)
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if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF)
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{
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builtinData.bakeDiffuseLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).xyz * GetInverseCurrentExposureMultiplier();
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}
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else
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#endif
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#endif
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{
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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if (_EnableProbeVolumes)
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{
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// Reflect normal to get lighting for reflection probe tinting
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float3 R = reflect(-V, bsdfData.normalWS);
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#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
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#if defined(_PBR_Mode_OFF) || defined(_PBR_Mode_TOON)
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float3 normalWS = 0.0;
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float3 backNormalWS = 0.0;
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#else
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#else
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float3 normalWS = bsdfData.normalWS;
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float3 backNormalWS = -bsdfData.normalWS;
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#endif
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#endif
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EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS),
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bsdfData.normalWS, -bsdfData.normalWS,
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R, V,
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@@ -171,13 +128,29 @@ void UtsEvaluateBSDF_BakeDiffuse(PositionInputs posInput, PreLightData preLightD
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builtinData.bakeDiffuseLighting = EvaluateAmbientProbe(bsdfData.normalWS);
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builtinData.backBakeDiffuseLighting = EvaluateAmbientProbe(-bsdfData.normalWS);
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}
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#endif
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#endif
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}
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}
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void UtsEvaluateMatCap(PositionInputs posInput, UtsBSDFData bsdfData, float perceptualRoughness, inout BuiltinData builtinData)
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void UtsEvaluateBSDF_MatCapDiffuse(float3 positionWS, float3 normalWS, inout BuiltinData builtinData)
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{
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float3 positionVS = mul(UNITY_MATRIX_V, float4(posInput.positionWS, 1.0)).xyz;
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float3 positionVS = mul(UNITY_MATRIX_V, float4(positionWS, 1.0)).xyz;
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float3 normalVS = mul(UNITY_MATRIX_V, float4(normalWS, 1.0)).xyz;
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float3 PcrossN = cross(normalize(positionVS), normalVS);
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float2 uv = PcrossN.yx;
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uv.x *= -1;
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uv = uv * 0.5 + 0.5;
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builtinData.bakeDiffuseLighting = SAMPLE_TEXTURE2D_LOD(_MatCapMap, s_linear_clamp_sampler, uv, UNITY_SPECCUBE_LOD_STEPS).rgb * GetInverseCurrentExposureMultiplier();
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}
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IndirectLighting UtsEvaluateBSDF_MatCapSpecular(float3 positionWS, UtsBSDFData bsdfData, PreLightData preLightData)
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{
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IndirectLighting lighting;
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ZERO_INITIALIZE(IndirectLighting, lighting);
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float3 positionVS = mul(UNITY_MATRIX_V, float4(positionWS, 1.0)).xyz;
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float3 normalVS = mul(UNITY_MATRIX_V, float4(bsdfData.normalWS, 1.0)).xyz;
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float3 PcrossN = cross(normalize(positionVS), normalVS);
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@@ -185,12 +158,15 @@ void UtsEvaluateMatCap(PositionInputs posInput, UtsBSDFData bsdfData, float perc
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uv.x *= -1;
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uv = uv * 0.5 + 0.5;
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builtinData.bakeDiffuseLighting = SAMPLE_TEXTURE2D_LOD(_MatCapMap, s_linear_clamp_sampler, uv, PerceptualRoughnessToMipmapLevel(perceptualRoughness)).rgb * GetInverseCurrentExposureMultiplier();
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lighting.specularReflected = SAMPLE_TEXTURE2D_LOD(_MatCapMap, s_linear_clamp_sampler, uv, PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness)).rgb;
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lighting.specularReflected *= preLightData.specularFGD * GetInverseCurrentExposureMultiplier();
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return lighting;
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}
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void UtsEvaluateRamp(PositionInputs posInput, UtsBSDFData bsdfData, inout BuiltinData builtinData)
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void UtsEvaluateBSDF_Ramp(PositionInputs posInput, UtsBSDFData bsdfData, float3 L, inout BuiltinData builtinData)
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{
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// TODO
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}
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IndirectLighting UtsEvaluateBSDF_Env(LightLoopContext lightLoopContext, PositionInputs posInput, PreLightData preLightData, EnvLightData lightData, UtsBSDFData bsdfData, int influenceShapeType, int GPUImageBasedLightingType, inout float hierarchyWeight)
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@@ -220,15 +196,6 @@ IndirectLighting UtsEvaluateBSDF_Env(LightLoopContext lightLoopContext, Position
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// Note: using influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky)
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float intersectionDistance = EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight);
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// Don't do clear coating for refraction
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float3 coatR = preLightData.coatIblR;
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if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION && HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT))
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{
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float unusedWeight = 0.0;
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EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, coatR, unusedWeight);
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}
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float3 F = preLightData.specularFGD;
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float4 preLD = SampleEnvWithDistanceBaseRoughness(lightLoopContext, posInput, lightData, R, preLightData.iblPerceptualRoughness, intersectionDistance);
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@@ -252,41 +219,6 @@ IndirectLighting UtsEvaluateBSDF_Env(LightLoopContext lightLoopContext, Position
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return lighting;
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}
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DirectLighting UtsEvaluateShading_Directional(LightLoopContext lightLoopContext, PositionInputs posInput, BuiltinData builtinData, DirectionalLightData lightData, UtsBSDFData bsdfData, float3 V)
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{
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DirectLighting lighting;
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ZERO_INITIALIZE(DirectLighting, lighting);
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float3 L = - lightData.forward;
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float NdotL = dot(bsdfData.normalWS, L);
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float halfLambert = 0.5 * NdotL + 0.5;
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SHADOW_TYPE shadow = EvaluateShadow_Directional(lightLoopContext, posInput, lightData, builtinData, bsdfData.normalWS);
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float systemShadows = saturate(shadow + 0.5f + _Tweak_SystemShadowsLevel > 0.0 ? shadow + 0.5f + _Tweak_SystemShadowsLevel : 0.0);
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float shadingGrade = lerp(halfLambert, halfLambert * systemShadows, _Set_SystemShadowsToBase );
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float firstColorFeatherForMask = lerp(_1st_ShadeColor_Feather, 0.0f, max(_ComposerMaskMode, _FirstShadeOverridden));
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float finalShadow = saturate((shadingGrade - (_1st_ShadeColor_Step - firstColorFeatherForMask)) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step - firstColorFeatherForMask))); // Base and 1st Shade Mask
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if (lightData.diffuseDimmer > 0.0 && finalShadow > 0.0)
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{
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float secondColorFeatherForMask = lerp(_2nd_ShadeColor_Feather, 0.0f, max(_SecondShadeOverridden, _ComposerMaskMode));
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float shadeShadow = saturate((halfLambert - (_ShadeColor_Step - secondColorFeatherForMask)) / (_ShadeColor_Step - (_ShadeColor_Step - secondColorFeatherForMask))); // 1st and 2nd Shades Mask
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float3 diffuseTerm = lerp(lerp(bsdfData.secondShadingDiffuseColor, bsdfData.firstShadingDiffuseColor, shadeShadow), bsdfData.diffuseColor, finalShadow);
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float3 specularTerm = ComputeSpecularTerm(V, L, bsdfData) * finalShadow;
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float4 lightColor = EvaluateLight_Directional(lightLoopContext, posInput, lightData);
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lightColor.rgb *= ComputeShadowColor(systemShadows, lightData.shadowTint, lightData.penumbraTint) * lightColor.a * _Light_Intensity_Multiplier;
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lightColor.rgb = GetLimitedLightColor(lightColor.rgb);
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lighting.diffuse = diffuseTerm * lightColor.rgb * lightData.diffuseDimmer;
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lighting.specular += specularTerm * lightColor.rgb * lightData.specularDimmer;
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}
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return lighting;
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}
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void UtsPostEvaluateBSDF(PositionInputs posInput, PreLightData preLightData, UtsBSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting, out LightLoopOutput lightLoopOutput)
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{
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AmbientOcclusionFactor aoFactor;
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@@ -296,7 +228,7 @@ void UtsPostEvaluateBSDF(PositionInputs posInput, PreLightData preLightData, Uts
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lighting.direct.diffuse = APPLY_WEIGHT(lighting.direct.diffuse, aoFactor.directAmbientOcclusion, _AO_Factor);
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lighting.direct.specular = APPLY_WEIGHT(lighting.direct.specular, aoFactor.directSpecularOcclusion, _AO_Factor);
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builtinData.bakeDiffuseLighting = ApplyCurrentExposureMultiplier(builtinData.bakeDiffuseLighting * bsdfData.diffuseColor * _ID_Intensity);
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builtinData.bakeDiffuseLighting = ApplyCurrentExposureMultiplier(builtinData.bakeDiffuseLighting * bsdfData.diffuseColor * preLightData.diffuseFGD * _ID_Intensity);
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lighting.indirect.specularReflected = ApplyCurrentExposureMultiplier(lighting.indirect.specularReflected * bsdfData.fresnel0 * _IR_Intensity);
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lightLoopOutput.diffuseLighting = lighting.direct.diffuse + builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
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