60 lines
1.9 KiB
HLSL
60 lines
1.9 KiB
HLSL
#ifndef UTS_SINGLE_LIGHT_LOOP
|
|
#define UTS_SINGLE_LIGHT_LOOP
|
|
|
|
#include "Packages/com.misaki.hdrp-toon/Runtime/Models/SurfaceFeature.cs.hlsl"
|
|
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsSurfaceFeatureEvaluation.hlsl"
|
|
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl"
|
|
|
|
struct UtsSingleMainLight
|
|
{
|
|
GPULightType lightType;
|
|
uint lightIndex;
|
|
};
|
|
|
|
int GetMainLightIndex(BuiltinData builtinData)
|
|
{
|
|
int mainLightIndex = -1;
|
|
|
|
if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
|
|
{
|
|
DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
|
|
|
|
if ((light.lightDimmer > 0) && (light.shadowDimmer > 0) && IsMatchingLightLayer(light.lightLayers, builtinData.renderingLayers))
|
|
{
|
|
SHADOW_TYPE shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
|
|
posInput.positionSS, _ObjectCenterPositionWS + L * _ShadowDistanceBias, UtsGetShadowNormal(bsdfData),
|
|
light.shadowIndex, L);
|
|
|
|
if (length(shadowValue) > 0.0)
|
|
{
|
|
mainLightIndex = _DirectionalShadowIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
return mainLightIndex;
|
|
}
|
|
|
|
// TODO: The process of finding main light index should be move to vertex stage
|
|
void UtsSingleLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bsdfData, BuiltinData builtinData,
|
|
float3 V, uint featureFlags, out LightLoopOutput lightLoopOutput)
|
|
{
|
|
PreLightData preLightData = GetPreLightData_UTS(V, posInput, bsdfData);
|
|
|
|
AggregateLighting aggregateLighting;
|
|
ZERO_INITIALIZE(AggregateLighting, aggregateLighting);
|
|
|
|
#if _USER_LIGHT_SOURCE_LOOP_ON
|
|
|
|
#else
|
|
int mainLightIndex = GetMainLightIndex(builtinData);
|
|
|
|
if (mainLightIndex != -1 && featureFlags & LIGHTFEATUREFLAGS_PUNCTUAL)
|
|
{
|
|
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#endif
|