#ifndef UTS_MATERIAL_EVALUATION #define UTS_MATERIAL_EVALUATION #define ColorSpaceDielectricSpec half4(0.22, 0.22, 0.22, 0.779) struct UtsShadeMask { float baseShadeMask; float firstShadeMask; }; float RoughnessToBlinnPhongSpecularExponent(float roughness) { return clamp(2 * rcp(roughness * roughness) - 2, FLT_EPS, rcp(FLT_EPS)); } float StepFeatherToon(float value,float step,float feather) { return saturate((value - step + feather) / feather); } float3 ComputeSpecularTerm(UtsBSDFData bsdfData, PreLightData preLightData, float3 V, float3 L) { #ifdef _PBR_MODE_OFF return 0; #else float3 specTerm; float3 N = bsdfData.normalWS; float3 H = normalize(L + V); float NdotL = dot(N, L); float NdotH = saturate(dot(N, H)); float clampedNdotV = ClampNdotV(preLightData.NdotV); float clampedNdotL = saturate(NdotL); float partLambdaV; float3 DV = 0; #ifdef _PBR_MODE_STANDARD partLambdaV = GetSmithJointGGXPartLambdaV(clampedNdotV, bsdfData.roughnessT); // We use abs(NdotL) to handle the none case of double sided DV = DV_SmithJointGGX(NdotH, abs(NdotL), clampedNdotV, bsdfData.roughnessT, partLambdaV); #elif _PBR_MODE_ANISOTROPY float TdotV = dot(bsdfData.tangentWS, V); float BdotV = dot(bsdfData.bitangentWS, V); ConvertAnisotropyToRoughness(bsdfData.perceptualRoughness, bsdfData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB); partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, clampedNdotV, bsdfData.roughnessT, bsdfData.roughnessB); // For anisotropy we must not saturate these values float TdotH = dot(bsdfData.tangentWS, H); float TdotL = dot(bsdfData.tangentWS, L); float BdotH = dot(bsdfData.bitangentWS, H); float BdotL = dot(bsdfData.bitangentWS, L); // We use abs(NdotL) to handle the none case of double sided DV = DV_SmithJointGGXAniso(TdotH, BdotH, NdotH, clampedNdotV, TdotL, BdotL, abs(NdotL), bsdfData.roughnessT, bsdfData.roughnessB, partLambdaV); #elif _PBR_MODE_HAIR float3 t = ShiftTangent(bsdfData.bitangentWS, N, bsdfData.anisotropy); float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.coatRoughness)); DV = D_KajiyaKay(t, H, specularExponent); float normalizeSpec = DV * rcp(specularExponent + 2) * 2 * PI; //DV *= StepFeatherToon(normalizeSpec,specularStep,specularFeather); DV = DV * normalizeSpec * _KKColor.rgb; #elif _PBR_MODE_TOON float specularExponent = RoughnessToBlinnPhongSpecularExponent(PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness)); DV = pow(NdotH, 5.0 * specularExponent); DV = StepFeatherToon(DV, _ToonSpecularStep, _ToonSpecularFeather); //specTerm = pow(NdotH, 5.0 * specularExponent); //specTerm = StepFeatherToon(specTerm, _ToonSpecularStep, _ToonSpecularFeather); //return specTerm * ColorSpaceDielectricSpec.rgb * clampedNdotL; #endif specTerm = DV * preLightData.specularFGD; specTerm = specTerm * clampedNdotL; return specTerm; #endif } half3 FitWithCurveApprox(half NdotL, half Curvature) { half curva = (1.0 / mad(Curvature, 0.5 - 0.0625, 0.0625) - 2.0) / (16.0 - 2.0); half oneMinusCurva = 1.0 - curva; half3 curve0; { half3 rangeMin = half3(0.0, 0.3, 0.3); half3 rangeMax = half3(1.0, 0.7, 0.7); half3 offset = half3(0.0, 0.06, 0.06); half3 t = saturate(mad(NdotL, 1.0 / (rangeMax - rangeMin), (offset + rangeMin) / (rangeMin - rangeMax))); half3 lowerLine = (t * t) * half3(0.65, 0.5, 0.9); lowerLine.r += 0.045; lowerLine.b *= t.b; half3 m = half3(1.75, 2.0, 1.97); half3 upperLine = mad(NdotL, m, half3(0.99, 0.99, 0.99) - m); upperLine = saturate(upperLine); half3 lerpMin = half3(0.0, 0.35, 0.35); half3 lerpMax = half3(1.0, 0.7, 0.6); half3 lerpT = saturate(mad(NdotL, 1.0 / (lerpMax - lerpMin), lerpMin / (lerpMin - lerpMax))); curve0 = lerp(lowerLine, upperLine, lerpT * lerpT); } half3 curve1; { half3 m = half3(1.95, 2.0, 2.0); half3 upperLine = mad(NdotL, m, half3(0.99, 0.99, 1.0) - m); curve1 = saturate(upperLine); } float oneMinusCurva2 = oneMinusCurva * oneMinusCurva; return lerp(curve0, curve1, mad(oneMinusCurva2, -1.0 * oneMinusCurva2, 1.0)); } float3 SampleSDFTexture(float3 L, float2 uv, out float angle) { float2 right_uv = float2(1 - uv.x, uv.y); float3 left_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, uv).rgb; float3 right_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, right_uv).rgb; float2 leftVector = normalize(mul(UNITY_MATRIX_M, float4(1.0, 0.0, 0.0, 0.0)).xz); float2 forwardVector = normalize(mul(UNITY_MATRIX_M, float4(0.0, 0.0, 1.0, 0.0)).xz); float2 lightDirection = normalize(L.xz); angle = saturate(dot(forwardVector, lightDirection) * -1.0 + _SDFShadowLevel); bool isRightSide = dot(lightDirection, leftVector) > 0; return isRightSide ? right_SDFTex : left_SDFTex; } float GetHairShadow(PositionInputs posInput, float3 L) { float shadow = 1.0; // Push the face fragment view space position towards the light for a little bit float hairShadowOpacity = saturate(Remap(length(posInput.positionWS), float2(_HairShadowFadeOutDistance, _HairShadowFadeInDistance), float2(0, 1))); if (hairShadowOpacity > 0.0) { float3 viewLightDir = TransformWorldToViewDir(L); // / posInput.deviceDepth; when linearDepth grows large, the movement amount should be lower since we are getting further from the face. float3 cameraDirOS = normalize(TransformWorldToObject(GetCameraPositionWS())); float shadowLengthY = _HairShadowDistance * 5.0 * max(0.5, posInput.linearDepth * _HairShadowDistanceScaleFactor) / posInput.linearDepth; float2 shadowLength = float2(shadowLengthY * 2.0f, shadowLengthY); float3 camDirOS = normalize(TransformWorldToObject(GetCameraPositionWS())); float camDirFactor = 1 - smoothstep(0.1, 0.9, camDirOS.y); shadowLength.y *= camDirFactor; float2 samplingPoint = (posInput.positionSS + shadowLength * viewLightDir.xy * (_ScreenSize.xy / float2(1920.0f, 1080.0f))) * _ScreenSize.zw; // Use 1080p as the reference resolution to achieve consistent shadow lengths across various screen resolutions. // Then sample the hair buffer, to see if the fragment lands in shadow. float2 scaledUVs = samplingPoint * _HairShadowRTHandleScale.xy; // We have to including the scaling factor for our shadow map since we are not going to allocate new texture if the rendering resolution changed. float hairDepth = SAMPLE_TEXTURE2D(_HairShadowTex, s_linear_clamp_sampler, scaledUVs).r; float shadowMask = posInput.deviceDepth <= hairDepth + _HairShadowDepthBias ? 1 : 0; // Hair < Face means Hair are closer to camera // Note that we have LinearEyeDepth in the buffer. A comparison of depth is needed so that we don't project the shadow of hair behind the face. shadow = lerp(1, 1.0 - hairShadowOpacity, shadowMask); } return shadow; } DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData, SHADOW_TYPE shadow, float3 lightColor, float3 V, float3 L, float2 uv, float diffuseDimmer, float specularDimmer) { DirectLighting lighting; ZERO_INITIALIZE(DirectLighting, lighting); if (Max3(lightColor.r, lightColor.g, lightColor.b) > 0.0) { shadow = smoothstep(0.4, 0.6, shadow); #if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW shadow *= GetHairShadow(posInput, L); #endif #if _SHADING_MODE_SDF float angle; float3 sdfTexture = SampleSDFTexture(L, uv, angle); // r: sdf shadow, g: sdf highlight, b: fixed shadow float shadowSmoothLevel = _SDFShadowSmoothLevel / 10.0; float sdfShadowMask = smoothstep(angle - shadowSmoothLevel, angle + shadowSmoothLevel, sdfTexture.r); float sdfHighlight = sdfTexture.g * _SDFHighlightStrength; #endif float3 diffuseTerm = 0.0; float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L); #if _USE_SHADING_RAMP_MAP_ON #if _SHADING_MODE_STANDARD float NdotL = dot(bsdfData.normalWS, L); float halfLambert = 0.5 * NdotL + 0.5; float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, 0.0), _ShadingIndex, 0.0).rgb; diffuseTerm = bsdfData.diffuseColor * rampColor; specularTerm *= saturate(NdotL) * shadow; #elif _SHADING_MODE_SDF float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * shadow.x, 0.0), _ShadingIndex, 0.0).rgb; diffuseTerm = bsdfData.diffuseColor * rampColor; specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * shadow; #endif #else #if _SHADING_MODE_STANDARD float NdotL = dot(bsdfData.normalWS, L); float halfLambert = 0.5 * NdotL + 0.5; float firstColorFeatherForMask = lerp(_1stShadeColorFeather, 0.0, max(_ComposerMaskMode, _FirstShadeOverridden)); float baseShadeMask = saturate((halfLambert - (_1stShadeColorStep - firstColorFeatherForMask)) / (_1stShadeColorStep - (_1stShadeColorStep - firstColorFeatherForMask))); baseShadeMask *= shadow; float secondColorFeatherForMask = lerp(_2ndShadeColorFeather, 0.0, max(_SecondShadeOverridden, _ComposerMaskMode)); float firstShadeMask = saturate((halfLambert - (_2ndShadeColorStep - secondColorFeatherForMask)) / (_2ndShadeColorStep - (_2ndShadeColorStep - secondColorFeatherForMask))); diffuseTerm = lerp(lerp(bsdfData.secondShadingDiffuseColor, bsdfData.firstShadingDiffuseColor, firstShadeMask), bsdfData.diffuseColor, baseShadeMask); specularTerm *= baseShadeMask; #elif _SHADING_MODE_SDF float shadeMask = sdfShadowMask * sdfTexture.b * shadow; diffuseTerm = lerp(bsdfData.firstShadingDiffuseColor, bsdfData.diffuseColor, shadeMask); specularTerm = (specularTerm + sdfHighlight) * shadeMask; #endif #endif lighting.diffuse += diffuseTerm * lightColor * diffuseDimmer; lighting.specular += specularTerm * lightColor * specularDimmer; } return lighting; } float3 UtsEvaluateRimLight(UtsBSDFData bsdfData, PreLightData preLightData, float3 L, float3 lightColor) { float clampNdotV = ClampNdotV(preLightData.NdotV); float rimLightWeight = 1.0 - clampNdotV; rimLightWeight = pow(rimLightWeight, exp2(lerp(3.0, 0.0, _RimLightLevel))); float3 rimlightColor = rimLightWeight * _RimLightColor * _RimLightStrength; float3 outColor = rimlightColor; return outColor; } DirectLighting UtsEvaluateAngelRing(FragInputs input, float3 normalWS, float3 V) { 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; float3 upVector = float3(0, 1, 0); float3 rightAxis = cross(cameraFront, upVector); float cameraRightMagnitude = sqrt(cameraRight.x * cameraRight.x + cameraRight.y * cameraRight.y + cameraRight.z * cameraRight.z); float rightAxisMagnitude = sqrt(rightAxis.x * rightAxis.x + rightAxis.y * rightAxis.y + rightAxis.z * rightAxis.z); 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), 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