Added HairBlendingSetting in UTSRenderPassSetting; Added MaterialType to UTS; Added MaterialFeature scope to UTS material editor; Merged HairBlendingPass and HairShadowPass into UTSPass; Fixed the bug that character box light can not update rotation correctly according to bound light source;
996 lines
48 KiB
HLSL
996 lines
48 KiB
HLSL
//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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#if SHADERPASS != SHADERPASS_FORWARD
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#error SHADERPASS_is_not_correctly_define
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#endif
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#ifndef SCALARIZE_LIGHT_LOOP
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// We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile.
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// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ .
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// Note that it is currently disabled on gamecore platforms for issues with wave intrinsics and the new compiler, it will be soon investigated, but we disable it in the meantime.
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#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && !defined(SHADER_API_GAMECORE) && SHADERPASS == SHADERPASS_FORWARD)
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
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#include "EnvLighting.hlsl"
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#include "HDRPToonFunction.hlsl"
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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return MotionVectorVS(varyingsType, inputMesh, inputPass);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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MotionVectorPositionZBias(output);
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output.vpass.positionCS = input.vpass.positionCS;
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output.vpass.previousPositionCS = input.vpass.previousPositionCS;
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return PackVaryingsToPS(output);
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}
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#endif // TESSELLATION_ON
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#else // _WRITE_TRANSPARENT_MOTION_VECTOR
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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return PackVaryingsType(varyingsType);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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return PackVaryingsToPS(output);
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}
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#endif // TESSELLATION_ON
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#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
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#ifdef TESSELLATION_ON
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// Attenuation Functions /
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///////////////////////////////////////////////////////////////////////////////
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// Grafted from URP
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// Matches Unity Vanila attenuation
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// Attenuation smoothly decreases to light range.
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float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation)
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{
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// We use a shared distance attenuation for additional directional and puctual lights
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// for directional lights attenuation will be 1
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float lightAtten = rcp(distanceSqr);
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#if SHADER_HINT_NICE_QUALITY
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// Use the smoothing factor also used in the Unity lightmapper.
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half factor = distanceSqr * distanceAttenuation.x;
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half smoothFactor = saturate(1.0h - factor * factor);
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smoothFactor = smoothFactor * smoothFactor;
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#else
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// We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range
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// Therefore:
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// fadeDistance = (0.8 * 0.8 * lightRangeSq)
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// smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance)
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// We can rewrite that to fit a MAD by doing
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// distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
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// distanceSqr * distanceAttenuation.y + distanceAttenuation.z
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half smoothFactor = saturate(distanceSqr * distanceAttenuation.x + distanceAttenuation.y);
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#endif
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return lightAtten * smoothFactor;
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}
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float ApplyChannelAlpha( float alpha)
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{
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return lerp(1.0, alpha, _ComposerMaskMode);
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}
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bool UtsUseScreenSpaceShadow(DirectionalLightData light, float3 normalWS)
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{
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#if defined(RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG)
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// Two different options are possible here
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// - We have a ray trace shadow in which case we have no valid signal for a transmission and we need to fallback on the rasterized shadow
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// - We have a screen space shadow and it already contains the transmission shadow and we can use it straight away
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bool visibleLight = 0.5 * dot(normalWS, -light.forward) + 0.5 > 0.0;
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bool validScreenSpaceShadow = (light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW;
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bool rayTracedShadow = (light.screenSpaceShadowIndex & RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG) != 0.0;
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return (validScreenSpaceShadow && ((rayTracedShadow && visibleLight) || !rayTracedShadow));
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#else
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return ( (light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW);
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#endif
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}
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#ifdef UNITY_VIRTUAL_TEXTURING
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#define VT_BUFFER_TARGET SV_Target1
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#define EXTRA_BUFFER_TARGET SV_Target2
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#else
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#define EXTRA_BUFFER_TARGET SV_Target1
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#endif
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uniform sampler2D _RaytracedHardShadow;
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float4 _RaytracedHardShadow_TexelSize;
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void Frag(PackedVaryingsToPS packedInput,
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#ifdef OUTPUT_SPLIT_LIGHTING
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out float4 outColor : SV_Target0, // outSpecularLighting
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#ifdef UNITY_VIRTUAL_TEXTURING
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out float4 outVTFeedback : VT_BUFFER_TARGET,
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#endif
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out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
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OUTPUT_SSSBUFFER(outSSSBuffer)
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#else
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out float4 outColor : SV_Target0
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#ifdef UNITY_VIRTUAL_TEXTURING
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,out float4 outVTFeedback : VT_BUFFER_TARGET
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#endif
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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, out float4 outMotionVec : EXTRA_BUFFER_TARGET
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#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
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#endif // OUTPUT_SPLIT_LIGHTING
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#ifdef _DEPTHOFFSET_ON
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, out float outputDepth : SV_Depth
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#endif
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)
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{
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
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// It is init to the value of forceNoMotion (with 2.0)
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outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
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#endif
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
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#if defined(PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER) && SHADER_STAGE_FRAGMENT
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#if (defined(VARYINGS_NEED_PRIMITIVEID) || (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG))
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input.primitiveID = packedInput.primitiveID;
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#endif
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#endif
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#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
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input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
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#endif
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float4 Set_UV0 = input.texCoord0;
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UTSData utsData;
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// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
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input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
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uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
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// input.positionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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#ifdef MATERIAL_TYPE_EYE
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// Must have view Dir to work
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float2 viewT = TransformObjectToTangent(V, input.tangentToWorld);
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float2 parallaxOffset = viewT;
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parallaxOffset.y = -parallaxOffset.y;
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Set_UV0.xy = clamp(Set_UV0.xy -_EyeParallaxAmount * parallaxOffset, 0, 1);
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#endif
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#else
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// Unused
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float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
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#endif
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#ifdef _SURFACE_TYPE_TRANSPARENT
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uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
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#else
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uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
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#endif
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SurfaceData surfaceData; // used to get normalWS;
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BuiltinData builtinData; // used to get lightlayersAndSoOn
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GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
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outColor = float4(0.0, 0.0, 0.0, 0.0);
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float3x3 tangentTransform = input.tangentToWorld;
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float4 _MainTex_var = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
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float4 normalLocal = 0;
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if (_Use_SSSLut)
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{
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normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap), _SSSIntensity);
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}
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else
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{
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normalLocal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
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}
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normalLocal.rgb = UnpackNormalScale(normalLocal, _NormalScale);
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float3 _NormalMap_var = normalize(mul(normalLocal.rgb, tangentTransform));
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float smoothness = _Smoothness;
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float coatRoughness = 1;
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float metallic = _Metallic;
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float ao = 1.0;
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float3 specularColor = 0;
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#ifdef _MASKMAP
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float4 _MaskMap_var = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
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metallic = _MaskMap_var.x;
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metallic = lerp(_MetallicRemapMin, _MetallicRemapMax, metallic);
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ao = _MaskMap_var.y;
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ao = lerp(_AORemapMin, _AORemapMax, ao);
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smoothness = _MaskMap_var.w;
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smoothness = lerp(_SmoothnessRemapMin, _SmoothnessRemapMax, smoothness);
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#endif
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#ifdef _ANISOTROPYMAP
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surfaceData.anisotropy = SAMPLE_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, TRANSFORM_TEX(Set_UV0, _AnisotropyMap)).r;
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#if _PBR_Mode_KK
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surfaceData.anisotropy += ADD_IDX(_Anisotropy) - 0.5;
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#else
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surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
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#endif
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#else
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surfaceData.anisotropy = 1.0;
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surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
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#endif
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#ifdef _PBR_Mode_KK
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metallic = 0.0;
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coatRoughness = 1 - smoothness;
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smoothness *=_BSDFContribution;
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#endif
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#ifdef _PBR_Mode_TOON
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float3 _SpecTex_var = 1;
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#ifdef _SPECULARCOLORMAP
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_SpecTex_var = SAMPLE_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap)).rgb;
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#endif
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specularColor = _SpecTex_var * _SpecularColor;
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#else
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specularColor = SpecularColor(_MainTex_var.rgb * _BaseColor.rgb, metallic);
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#endif
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surfaceData.baseColor = _MainTex_var.rgb;
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surfaceData.coatMask = _MainTex_var.a;
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surfaceData.metallic = metallic;
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surfaceData.ambientOcclusion = ao;
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surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(dot(_NormalMap_var, V), ao, PerceptualRoughnessToRoughness(1 - smoothness));
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surfaceData.perceptualSmoothness = smoothness;
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surfaceData.normalWS = _NormalMap_var;
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surfaceData.specularColor = specularColor;
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float perceptualRoughness = 1 - surfaceData.perceptualSmoothness;
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float3 tangentDir = Orthonormalize(tangentTransform[0].rgb, surfaceData.normalWS);
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float3 bitangentDir = normalize(cross(surfaceData.normalWS, tangentDir));
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); // used to calc shadow
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bsdfData.coatRoughness = coatRoughness;
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bsdfData.normalWS = surfaceData.normalWS;
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bsdfData.ambientOcclusion = surfaceData.ambientOcclusion;
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bsdfData.specularOcclusion = surfaceData.specularOcclusion;
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bsdfData.perceptualRoughness = perceptualRoughness;
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bsdfData.anisotropy = surfaceData.anisotropy;
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bsdfData.tangentWS = tangentDir;
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bsdfData.bitangentWS = bitangentDir;
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PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); // used to calc shadow
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UTSAggregateLighting utsAggregateLighting;
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ZERO_INITIALIZE(UTSAggregateLighting, utsAggregateLighting);
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UTSLightData customMainLight;
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customMainLight.shadowValue = 1.0f;
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//UTSLightData mainPunctualLight;
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//mainPunctualLight.lightColor = float3(0, 0, 0);
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#define UNITY_PROJ_COORD(a) a
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#define UNITY_SAMPLE_SCREEN_SHADOW(tex, uv) tex2Dproj( tex, UNITY_PROJ_COORD(uv) ).r
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float inverseClipping = 0.0;
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LightLoopContext context;
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context.shadowContext = InitShadowContext();
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context.shadowValue = 1;
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context.sampleReflection = 0.0;
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#if UNITY_VERSION >= 202120 && UNITY_VERSION < 202320
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context.splineVisibility = -1;
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#endif
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#ifdef APPLY_FOG_ON_SKY_REFLECTIONS
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context.positionWS = posInput.positionWS;
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#endif
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// With XR single-pass and camera-relative: offset position to do lighting computations from the combined center view (original camera matrix).
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// This is required because there is only one list of lights generated on the CPU. Shadows are also generated once and shared between the instanced views.
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ApplyCameraRelativeXR(posInput.positionWS);
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// Initialize the contactShadow and contactShadowFade fields
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InitContactShadow(posInput, context);
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float3 i_normalDir = surfaceData.normalWS;
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int mainLightIndex = -1;
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float channelAlpha = 0.0f;
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float3 finalColor = float3(0.0f, 0.0f, 0.0f);
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if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
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{
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// because of light culling or light layer, we can not adopt this
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// https://unity.slack.com/archives/C06V7HDDW/p1580959470180800
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// int mainLightIndex = _DirectionalShadowIndex;
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mainLightIndex = GetUtsMainLightIndex(builtinData);
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DirectionalLightData lightData;
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ZERO_INITIALIZE(DirectionalLightData, lightData);
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if (mainLightIndex >= 0)
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{
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lightData = _DirectionalLightDatas[mainLightIndex];
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}
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float3 lightColor = ApplyCurrentExposureMultiplier(lightData.color);
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float3 lightDirection = -lightData.forward;
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#ifndef LIGHT_EVALUATION_NO_COOKIE
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if (lightData.cookieMode != COOKIEMODE_NONE)
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{
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float3 lightToSample = input.positionRWS - lightData.positionRWS;
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lightColor *= EvaluateCookie_Directional(context, lightData, lightToSample);
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}
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#endif
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UTSLightData utsLightData;
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utsLightData.lightDirection = lightDirection;
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utsLightData.lightColor = lightColor;
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utsLightData.diffuseDimmer = lightData.diffuseDimmer;
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utsLightData.specularDimmer = lightData.specularDimmer;
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utsLightData.shadowTint = lightData.shadowTint;
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utsLightData.penumbraTint = lightData.penumbraTint;
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customMainLight = utsLightData;
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// Evaluate sun shadows.
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if (_DirectionalShadowIndex >= 0)
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{
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DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
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#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(UTS_USE_RAYTRACING_SHADOW)
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if (UtsUseScreenSpaceShadow(light, bsdfData.normalWS))
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{
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// HDRP Contact Shadow
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context.shadowValue = GetScreenSpaceColorShadow(posInput, light.screenSpaceShadowIndex).SHADOW_TYPE_SWIZZLE;
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}
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else
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#endif
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{
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// TODO: this will cause us to load from the normal buffer first. Does this cause a performance problem?
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float3 L = -light.forward;
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// Is it worth sampling the shadow map?
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if ((light.lightDimmer > 0) && (light.shadowDimmer > 0) && // Note: Volumetric can have different dimmer, thus why we test it here
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IsNonZeroBSDF(V, L, preLightData, bsdfData) &&
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!ShouldEvaluateThickObjectTransmission(V, L, preLightData, bsdfData, light.shadowIndex))
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{
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#if defined(UTS_USE_RAYTRACING_SHADOW)
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{
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/*
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struct PositionInputs
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{
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float3 positionWS; // World space position (could be camera-relative)
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float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset)
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uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels)
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uint2 tileCoord; // Screen tile coordinates : [0, NumTiles)
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float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed)
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float linearDepth; // View space Z coordinate : [Near, Far]
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};
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float4 size = _RaytracedHardShadow_TexelSize;
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*/
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float r = UNITY_SAMPLE_SCREEN_SHADOW(_RaytracedHardShadow, float4(posInput.positionNDC.xy, lightDirection * _ShadowBias, 1));
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context.shadowValue = r;
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}
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#else
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{
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context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
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posInput.positionSS, posInput.positionWS + lightDirection * _ShadowBias, GetNormalForShadowBias(bsdfData),
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light.shadowIndex, L);
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}
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#endif // UTS_USE_RAYTRACING_SHADOW
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}
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#if defined (UTS_USE_RAYTRACING_SHADOW)
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else
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{
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float r = UNITY_SAMPLE_SCREEN_SHADOW(_RaytracedHardShadow, float4(posInput.positionNDC.xy, lightDirection * _ShadowBias, 1));
|
|
context.shadowValue = r;
|
|
}
|
|
#endif // UTS_USE_RAYTRACING_SHADOW
|
|
}
|
|
|
|
context.shadowValue = lerp(1, context.shadowValue, lightData.shadowDimmer);
|
|
customMainLight.shadowValue = context.shadowValue;
|
|
}
|
|
|
|
#if defined(UTS_DEBUG_SELFSHADOW)
|
|
if (_DirectionalShadowIndex >= 0)
|
|
finalColor = UTS_SelfShdowMainLight(context, input, _DirectionalShadowIndex);
|
|
#else
|
|
UTS_MainLight(context, input, utsLightData, surfaceData, bsdfData, inverseClipping, channelAlpha, utsData, utsAggregateLighting);
|
|
#endif
|
|
|
|
|
|
int i = 0; // Declare once to avoid the D3D11 compiler warning.
|
|
for (i = 0; i < (int) _DirectionalLightCount; ++i)
|
|
{
|
|
if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
|
|
{
|
|
if (mainLightIndex != i)
|
|
{
|
|
float notDirectional = 0.0f;
|
|
UTSLightData utsLightData;
|
|
utsLightData.lightColor = ApplyCurrentExposureMultiplier(_DirectionalLightDatas[i].color);
|
|
utsLightData.lightDirection = -_DirectionalLightDatas[i].forward;
|
|
utsLightData.diffuseDimmer = _DirectionalLightDatas[i].diffuseDimmer;
|
|
utsLightData.specularDimmer = _DirectionalLightDatas[i].specularDimmer;
|
|
utsLightData.shadowTint = _DirectionalLightDatas[i].shadowTint;
|
|
utsLightData.penumbraTint = _DirectionalLightDatas[i].penumbraTint;
|
|
|
|
#if defined(UTS_DEBUG_SELFSHADOW)
|
|
|
|
#else
|
|
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, 0, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
#undef EVALUATE_BSDF_ENV
|
|
#undef EVALUATE_BSDF_ENV_SKY
|
|
|
|
if (featureFlags & LIGHTFEATUREFLAGS_PUNCTUAL)
|
|
{
|
|
uint lightCount, lightStart;
|
|
|
|
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
|
GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
|
|
#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
|
lightCount = _PunctualLightCount;
|
|
lightStart = 0;
|
|
#endif
|
|
bool fastPath = false;
|
|
#if SCALARIZE_LIGHT_LOOP
|
|
uint lightStartLane0;
|
|
fastPath = IsFastPath(lightStart, lightStartLane0);
|
|
|
|
if (fastPath)
|
|
{
|
|
lightStart = lightStartLane0;
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
// Scalarized loop. All lights that are in a tile/cluster touched by any pixel in the wave are loaded (scalar load), only the one relevant to current thread/pixel are processed.
|
|
// For clarity, the following code will follow the convention: variables starting with s_ are meant to be wave uniform (meant for scalar register),
|
|
// v_ are variables that might have different value for each thread in the wave (meant for vector registers).
|
|
// This will perform more loads than it is supposed to, however, the benefits should offset the downside, especially given that light data accessed should be largely coherent.
|
|
// Note that the above is valid only if wave intriniscs are supported.
|
|
|
|
uint v_lightListOffset = 0;
|
|
uint v_lightIdx = lightStart;
|
|
float channelAlpha = 0.0f;
|
|
[loop] // vulkan shader compiler can not unroll.
|
|
while (v_lightListOffset < lightCount)
|
|
{
|
|
v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
|
|
#if SCALARIZE_LIGHT_LOOP
|
|
uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
|
|
#else
|
|
uint s_lightIdx = v_lightIdx;
|
|
#endif
|
|
if (s_lightIdx == -1)
|
|
break;
|
|
|
|
LightData s_lightData = FetchLight(s_lightIdx);
|
|
|
|
// If current scalar and vector light index match, we process the light. The v_lightListOffset for current thread is increased.
|
|
// Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
|
|
// 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.
|
|
if (s_lightIdx >= v_lightIdx)
|
|
{
|
|
v_lightListOffset++;
|
|
if (IsMatchingLightLayer(s_lightData.lightLayers, builtinData.renderingLayers))
|
|
{
|
|
float3 lightDirection;
|
|
float4 distances; // {d, d^2, 1/d, d_proj}
|
|
GetPunctualLightVectors(posInput.positionWS, s_lightData, lightDirection, distances);
|
|
float4 lightColor = EvaluateLight_Punctual(context, posInput, s_lightData, lightDirection, distances);
|
|
float3 additionalLightColor = ApplyCurrentExposureMultiplier(lightColor.rgb) * lightColor.a;
|
|
const float notDirectional = 1.0f;
|
|
|
|
UTSLightData utsLightData;
|
|
utsLightData.lightColor = additionalLightColor;
|
|
utsLightData.lightDirection = lightDirection;
|
|
utsLightData.diffuseDimmer = s_lightData.diffuseDimmer;
|
|
utsLightData.specularDimmer = s_lightData.specularDimmer;
|
|
utsLightData.shadowTint = s_lightData.shadowTint;
|
|
utsLightData.penumbraTint = s_lightData.penumbraTint;
|
|
|
|
#if defined(UTS_DEBUG_SELFSHADOW)
|
|
|
|
#else
|
|
posInput.positionWS = posInput.positionWS + lightDirection * _ShadowBias;
|
|
float shadow = EvaluateShadow_Punctual(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), lightDirection, distances);
|
|
context.shadowValue = shadow;
|
|
posInput.positionWS = posInput.positionWS - lightDirection * _ShadowBias;
|
|
|
|
if (length(utsLightData.lightColor) >= length(customMainLight.lightColor))
|
|
{
|
|
float3 lightDirectionToObject;
|
|
float4 distancesToObject; // {d, d^2, 1/d, d_proj}
|
|
float3 objectCenter = (TransformObjectToWorld(float3(0, 0, 0)));
|
|
GetPunctualLightVectors(objectCenter, s_lightData, lightDirectionToObject, distancesToObject);
|
|
float4 lightColorToObject = EvaluateLight_Punctual(context, posInput, s_lightData, lightDirectionToObject, distancesToObject);
|
|
float3 additionalLightColorToObject = ApplyCurrentExposureMultiplier(lightColorToObject.rgb) * lightColorToObject.a;
|
|
|
|
customMainLight = utsLightData;
|
|
customMainLight.lightColor = additionalLightColorToObject;
|
|
customMainLight.lightDirection = lightDirectionToObject;
|
|
customMainLight.shadowValue = context.shadowValue;
|
|
}
|
|
|
|
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
|
|
#endif
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
//v.2.0.7
|
|
|
|
#if SHADEROPTIONS_AREA_LIGHTS
|
|
if (featureFlags & LIGHTFEATUREFLAGS_AREA)
|
|
{
|
|
uint lightCount, lightStart;
|
|
|
|
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
|
|
GetCountAndStart(posInput, LIGHTCATEGORY_AREA, lightStart, lightCount);
|
|
#else
|
|
lightCount = _AreaLightCount;
|
|
lightStart = _PunctualLightCount;
|
|
#endif
|
|
|
|
// COMPILER BEHAVIOR WARNING!
|
|
// If rectangle lights are before line lights, the compiler will duplicate light matrices in VGPR because they are used differently between the two types of lights.
|
|
// By keeping line lights first we avoid this behavior and save substantial register pressure.
|
|
// TODO: This is based on the current Lit.shader and can be different for any other way of implementing area lights, how to be generic and ensure performance ?
|
|
|
|
uint i;
|
|
|
|
if (lightCount > 0)
|
|
{
|
|
i = 0;
|
|
|
|
uint last = lightCount - 1;
|
|
LightData s_lightData = FetchLight(lightStart, i);
|
|
|
|
[loop] // vulkan shader compiler can not unroll.
|
|
while (i <= last)
|
|
{
|
|
if (IsMatchingLightLayer(s_lightData.lightLayers, builtinData.renderingLayers))
|
|
{
|
|
float3 lightDirection = -s_lightData.forward;
|
|
float3 areaLightColor = ApplyCurrentExposureMultiplier(s_lightData.color.rgb);
|
|
const float notDirectional = 1.0f;
|
|
|
|
UTSLightData utsLightData;
|
|
utsLightData.lightColor = areaLightColor;
|
|
utsLightData.lightDirection = lightDirection;
|
|
utsLightData.diffuseDimmer = s_lightData.diffuseDimmer;
|
|
utsLightData.specularDimmer = s_lightData.specularDimmer;
|
|
utsLightData.shadowTint = s_lightData.shadowTint;
|
|
utsLightData.penumbraTint = s_lightData.penumbraTint;
|
|
|
|
bool isRectLight = s_lightData.lightType == GPULIGHTTYPE_RECTANGLE;
|
|
|
|
float3 unL = s_lightData.positionRWS - posInput.positionWS;
|
|
utsLightData.lightDirection = normalize(unL);
|
|
float3 center = mul(preLightData.orthoBasisViewNormal, unL);
|
|
float3 right = mul(preLightData.orthoBasisViewNormal, s_lightData.right);
|
|
float3 up = mul(preLightData.orthoBasisViewNormal, s_lightData.up);
|
|
|
|
float halfWidth = s_lightData.size.x * 0.5;
|
|
float halfHeight = s_lightData.size.y * 0.5;
|
|
|
|
float intensity = PillowWindowing(unL, s_lightData.right, s_lightData.up, halfWidth, halfHeight, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias);
|
|
|
|
// Make sure the light is front-facing (and has a non-zero effective area).
|
|
intensity *= (isRectLight && dot(unL, s_lightData.forward) >= 0) ? 0 : 1;
|
|
|
|
float4 ltcValue;
|
|
|
|
// Diffuse
|
|
ltcValue = EvaluateLTC_Area(isRectLight, center, right, up, halfWidth, halfHeight, transpose(preLightData.ltcTransformDiffuse), /*bsdfData.perceptualRoughness*/ 1.0f, s_lightData.cookieMode, s_lightData.cookieScaleOffset);
|
|
//utsLightData.diffuseDimmer *= ltcValue.a * intensity;
|
|
utsLightData.lightColor *= ltcValue.rgb * ltcValue.a * intensity;
|
|
|
|
// Specular
|
|
ltcValue = EvaluateLTC_Area(isRectLight, center, right, up, halfWidth, halfHeight, transpose(preLightData.ltcTransformSpecular[0]), bsdfData.perceptualRoughness, s_lightData.cookieMode, s_lightData.cookieScaleOffset);
|
|
utsLightData.specularDimmer *= ltcValue.a * intensity;
|
|
|
|
if (isRectLight)
|
|
{
|
|
//Evaluate the shadow part
|
|
float shadow;
|
|
posInput.positionWS = posInput.positionWS + utsLightData.lightDirection * _ShadowBias;
|
|
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
if ((s_lightData.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW)
|
|
{
|
|
shadow = GetScreenSpaceShadow(posInput, s_lightData.screenSpaceShadowIndex);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
shadow = EvaluateShadow_RectArea(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), normalize(s_lightData.positionRWS), length(s_lightData.positionRWS));
|
|
}
|
|
context.shadowValue = shadow;
|
|
posInput.positionWS = posInput.positionWS - lightDirection * _ShadowBias;
|
|
}
|
|
|
|
#if defined(UTS_DEBUG_SELFSHADOW)
|
|
|
|
#else
|
|
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
|
|
//utsAggregateLighting.directDiffuse += ltcValue.rgb * ltcValue.a * intensity * s_lightData.diffuseDimmer;
|
|
//utsAggregateLighting.directDiffuse += intensity;
|
|
#endif
|
|
|
|
/*
|
|
if(s_lightData.lightType == GPULIGHTTYPE_RECTANGLE)
|
|
{
|
|
#if SHADEROPTIONS_BARN_DOOR
|
|
// Apply the barn door modification to the light data
|
|
RectangularLightApplyBarnDoor(s_lightData, posInput.positionWS);
|
|
#endif
|
|
|
|
if (dot(s_lightData.forward, unL) < FLT_EPS)
|
|
{
|
|
float3x3 lightToWorld = float3x3(s_lightData.right, s_lightData.up, -s_lightData.forward);
|
|
unL = mul(unL, transpose(lightToWorld));
|
|
|
|
float halfWidth = s_lightData.size.x * 0.5;
|
|
float halfHeight = s_lightData.size.y * 0.5;
|
|
|
|
float range = s_lightData.range;
|
|
float3 invHalfDim = rcp(float3(range + halfWidth, range + halfHeight, range));
|
|
|
|
float intensity;
|
|
// Compute the light attenuation.
|
|
#ifdef ELLIPSOIDAL_ATTENUATION
|
|
// The attenuation volume is an axis-aligned ellipsoid s.t.
|
|
// r1 = (r + w / 2), r2 = (r + h / 2), r3 = r.
|
|
intensity = EllipsoidalDistanceAttenuation(unL, invHalfDim, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias);
|
|
#else
|
|
// The attenuation volume is an axis-aligned box s.t.
|
|
// hX = (r + w / 2), hY = (r + h / 2), hZ = r.
|
|
intensity = BoxDistanceAttenuation(unL, invHalfDim, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias);
|
|
#endif
|
|
|
|
if(intensity != 0.0f)
|
|
{
|
|
utsLightData.diffuseDimmer *= intensity;
|
|
utsLightData.specularDimmer *= intensity;
|
|
|
|
// Translate the light s.t. the shaded point is at the origin of the coordinate system.
|
|
s_lightData.positionRWS -= posInput.positionWS;
|
|
|
|
float4x3 lightVerts;
|
|
|
|
// TODO: some of this could be precomputed.
|
|
lightVerts[0] = s_lightData.positionRWS + s_lightData.right * -halfWidth + s_lightData.up * -halfHeight; // LL
|
|
lightVerts[1] = s_lightData.positionRWS + s_lightData.right * -halfWidth + s_lightData.up * halfHeight; // UL
|
|
lightVerts[2] = s_lightData.positionRWS + s_lightData.right * halfWidth + s_lightData.up * halfHeight; // UR
|
|
lightVerts[3] = s_lightData.positionRWS + s_lightData.right * halfWidth + s_lightData.up * -halfHeight; // LR
|
|
|
|
// Rotate the endpoints into the local coordinate system.
|
|
lightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal));
|
|
|
|
float3 ltcValue;
|
|
|
|
// Evaluate the diffuse part
|
|
// Polygon irradiance in the transformed configuration.
|
|
float4x3 LD = mul(lightVerts, preLightData.ltcTransformDiffuse);
|
|
float3 formFactorD;
|
|
|
|
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
|
|
formFactorD = PolygonFormFactor(LD, real3(0,0,1), 4);
|
|
ltcValue = PolygonIrradianceFromVectorFormFactor(formFactorD);
|
|
#else
|
|
ltcValue = PolygonIrradiance(LD);
|
|
#endif
|
|
|
|
utsLightData.diffuseDimmer *= ltcValue;
|
|
|
|
// Evaluate the specular part
|
|
// Polygon irradiance in the transformed configuration.
|
|
float4x3 LS = mul(lightVerts, preLightData.ltcTransformSpecular);
|
|
float3 formFactorS;
|
|
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
|
|
formFactorS = PolygonFormFactor(LS, real3(0,0,1), 4);
|
|
ltcValue = PolygonIrradianceFromVectorFormFactor(formFactorS);
|
|
#else
|
|
ltcValue = PolygonIrradiance(LS);
|
|
#endif
|
|
|
|
utsLightData.specularDimmer *= ltcValue;
|
|
|
|
//Evaluate the shadow part
|
|
float shadow;
|
|
posInput.positionWS = posInput.positionWS + lightDirection * _ShadowBias;
|
|
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
if ((s_lightData.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW)
|
|
{
|
|
shadow = GetScreenSpaceShadow(posInput, s_lightData.screenSpaceShadowIndex);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
shadow = EvaluateShadow_RectArea(context, posInput, s_lightData, builtinData, GetNormalForShadowBias(bsdfData), normalize(s_lightData.positionRWS), length(s_lightData.positionRWS));
|
|
}
|
|
context.shadowValue = shadow;
|
|
posInput.positionWS = posInput.positionWS - lightDirection * _ShadowBias;
|
|
|
|
#if defined(UTS_DEBUG_SELFSHADOW)
|
|
|
|
#else
|
|
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
else if(s_lightData.lightType == GPULIGHTTYPE_TUBE)
|
|
{
|
|
float len = s_lightData.size.x;
|
|
float3 T = s_lightData.right;
|
|
|
|
// Pick the major axis of the ellipsoid.
|
|
float3 axis = s_lightData.right;
|
|
|
|
// We define the ellipsoid s.t. r1 = (r + len / 2), r2 = r3 = r.
|
|
// TODO: This could be precomputed.
|
|
float range = s_lightData.range;
|
|
float invAspectRatio = saturate(range / (range + (0.5 * len)));
|
|
|
|
// Compute the light attenuation.
|
|
float intensity = EllipsoidalDistanceAttenuation(unL, axis, invAspectRatio, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias);
|
|
|
|
if(intensity != 0.0f)
|
|
{
|
|
utsLightData.diffuseDimmer *= intensity;
|
|
utsLightData.specularDimmer *= intensity;
|
|
|
|
// Translate the light s.t. the shaded point is at the origin of the coordinate system.
|
|
s_lightData.positionRWS -= posInput.positionWS;
|
|
|
|
// TODO: some of this could be precomputed.
|
|
float3 P1 = s_lightData.positionRWS - T * (0.5 * len);
|
|
float3 P2 = s_lightData.positionRWS + T * (0.5 * len);
|
|
|
|
// Rotate the endpoints into the local coordinate system.
|
|
P1 = mul(P1, transpose(preLightData.orthoBasisViewNormal));
|
|
P2 = mul(P2, transpose(preLightData.orthoBasisViewNormal));
|
|
|
|
// Compute the binormal in the local coordinate system.
|
|
float3 B = normalize(cross(P1, P2));
|
|
|
|
float ltcValue;
|
|
|
|
// Evaluate the diffuse part
|
|
ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcTransformDiffuse);
|
|
utsLightData.diffuseDimmer *= ltcValue;
|
|
|
|
// Evaluate the specular part
|
|
ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcTransformSpecular);
|
|
utsLightData.specularDimmer *= ltcValue;
|
|
|
|
#if defined(UTS_DEBUG_SELFSHADOW)
|
|
|
|
#else
|
|
UTS_OtherLights(context, input, utsLightData, surfaceData, bsdfData, s_lightData.lightType, i_normalDir, notDirectional, channelAlpha, utsAggregateLighting);
|
|
#endif
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
s_lightData = FetchLight(lightStart, min(++i, last));
|
|
}
|
|
}
|
|
}
|
|
#endif // SHADEROPTIONS_AREA_LIGHTS
|
|
|
|
#ifdef _EMISSIVE_SIMPLE
|
|
float4 _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(Set_UV0, _Emissive_Tex));
|
|
float emissiveMask = _Emissive_Tex_var.a;
|
|
emissive = _Emissive_Tex_var.rgb * _Emissive_Color.rgb * emissiveMask;
|
|
#elif _EMISSIVE_ANIMATION
|
|
//v.2.0.7 Calculation View Coord UV for Scroll
|
|
float3 viewNormal_Emissive = (mul(UNITY_MATRIX_V, float4(i_normalDir, 0))).xyz;
|
|
float3 NormalBlend_Emissive_Detail = viewNormal_Emissive * float3(-1, -1, 1);
|
|
float3 NormalBlend_Emissive_Base = (mul(UNITY_MATRIX_V, float4(utsData.viewDirection, 0)).xyz * float3(-1, -1, 1)) + float3(0, 0, 1);
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float3 noSknewViewNormal_Emissive = NormalBlend_Emissive_Base * dot(NormalBlend_Emissive_Base, NormalBlend_Emissive_Detail) / NormalBlend_Emissive_Base.z - NormalBlend_Emissive_Detail;
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float2 _ViewNormalAsEmissiveUV = noSknewViewNormal_Emissive.xy * 0.5 + 0.5;
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float2 _ViewCoord_UV = RotateUV(_ViewNormalAsEmissiveUV, -(utsData.cameraDir * utsData.cameraRoll), float2(0.5, 0.5), 1.0);
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//Invert if it's "inside the mirror".
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if (utsData.signMirror < 0) {
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_ViewCoord_UV.x = 1 - _ViewCoord_UV.x;
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}
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else {
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_ViewCoord_UV = _ViewCoord_UV;
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}
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float2 emissive_uv = lerp(Set_UV0, _ViewCoord_UV, _Is_ViewCoord_Scroll);
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//
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float4 _time_var = _Time;
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float _base_Speed_var = (_time_var.g * _Base_Speed);
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float _Is_PingPong_Base_var = lerp(_base_Speed_var, sin(_base_Speed_var), _Is_PingPong_Base);
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float2 scrolledUV = emissive_uv + float2(_Scroll_EmissiveU, _Scroll_EmissiveV) * _Is_PingPong_Base_var;
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float rotateVelocity = _Rotate_EmissiveUV * 3.141592654;
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float2 _rotate_EmissiveUV_var = RotateUV(scrolledUV, rotateVelocity, float2(0.5, 0.5), _Is_PingPong_Base_var);
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float4 _Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(Set_UV0, _Emissive_Tex));
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float emissiveMask = _Emissive_Tex_var.a;
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_Emissive_Tex_var = tex2D(_Emissive_Tex, TRANSFORM_TEX(_rotate_EmissiveUV_var, _Emissive_Tex));
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float _colorShift_Speed_var = 1.0 - cos(_time_var.g * _ColorShift_Speed);
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float viewShift_var = smoothstep(0.0, 1.0, max(0, dot(utsData.normalDirection, utsData.viewDirection)));
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float4 colorShift_Color = lerp(_Emissive_Color, lerp(_Emissive_Color, _ColorShift, _colorShift_Speed_var), _Is_ColorShift);
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float4 viewShift_Color = lerp(_ViewShift, colorShift_Color, viewShift_var);
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float4 emissive_Color = lerp(colorShift_Color, viewShift_Color, _Is_ViewShift);
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emissive = emissive_Color.rgb * _Emissive_Tex_var.rgb * emissiveMask;
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|
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//
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//v.2.0.6: GI_Intensity with Intensity Multiplier Filter
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#endif
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|
|
|
// We directly calculate custome main light during the light loop in upper code to avoid extra calculation
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|
//customMainLight = GetCustomMainLightData(builtinData, mainPunctualLight);
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|
|
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#if _SDFShadow || (_RECEIVE_HAIR_SHADOW && ENABLE_UTS_HAIR_SHAOW)
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float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
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float3 defaultLightColor = saturate(max(float3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(float4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(float4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
|
|
|
|
float3 customLightDirection = normalize(mul(UNITY_MATRIX_M, float4(((float3(1.0, 0.0, 0.0) * _Offset_X_Axis_BLD * 10) + (float3(0.0, 1.0, 0.0) * _Offset_Y_Axis_BLD * 10) + (float3(0.0, 0.0, -1.0) * lerp(-1.0, 1.0, _Inverse_Z_Axis_BLD))), 0)).xyz);
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|
float3 lightDirection = normalize(lerp(defaultLightDirection, customMainLight.lightDirection.xyz, any(customMainLight.lightDirection.xyz)));
|
|
lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
|
|
float3 originalLightColor = customMainLight.lightColor.rgb;
|
|
|
|
originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _Light_Intensity_Multiplier;
|
|
float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
|
|
|
|
float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
|
|
float3 _1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * lightColor), _Is_LightColor_1st_Shade);
|
|
|
|
float systemShadowValue = lerp(1.0f, saturate(customMainLight.shadowValue * 2.0f), _Set_SystemShadowsToBase);
|
|
#endif
|
|
|
|
#ifdef _SDFShadow
|
|
// modified by Suomi @ 20230902 - SDFResult is used to sample SDF texture on the correct side
|
|
|
|
float angle;
|
|
bool rightside;
|
|
float2 SDF_UV = TRANSFORM_TEX(Set_UV0, _BaseColorMap);
|
|
float4 sdfRes = SDFResult(rightside, angle, customMainLight.lightDirection, SDF_UV);
|
|
float sdfShadowValue = 1.0f - SDFMask(angle, sdfRes.r);
|
|
|
|
utsAggregateLighting.directDiffuse = lerp(_1st_Shade_var, bsdfData.diffuseColor * _BaseColor.rgb * lightColor, sdfShadowValue * systemShadowValue);
|
|
utsAggregateLighting.directSpecular = lerp(0, utsAggregateLighting.directSpecular, sdfShadowValue * systemShadowValue);
|
|
utsAggregateLighting.directSpecular += _SDFNoseHighlightCoef * SDFNoseHighlight(angle, sdfRes.g, rightside, SDF_UV) * lightColor;
|
|
#endif
|
|
|
|
#if _RECEIVE_HAIR_SHADOW && ENABLE_UTS_HAIR_SHAOW
|
|
// 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)
|
|
{
|
|
float3 viewLightDir = TransformWorldToViewDir(customMainLight.lightDirection); // / 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 = (input.positionSS.xy + 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; // 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_trilinear_clamp_sampler, scaledUVs).r;
|
|
float depthCorrect = 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.
|
|
float hairShadow = lerp(0,hairShadowOpacity,depthCorrect);
|
|
|
|
utsAggregateLighting.directDiffuse = lerp(utsAggregateLighting.directDiffuse, _1st_Shade_var, hairShadow * systemShadowValue);
|
|
utsAggregateLighting.directSpecular = lerp(utsAggregateLighting.directSpecular, 0, hairShadow * systemShadowValue);
|
|
}
|
|
#endif
|
|
|
|
// Ambient
|
|
utsAggregateLighting.indirectDiffuse = ComputeIndirectDiffuse(posInput, bsdfData, V) * _ID_Intensity;
|
|
utsAggregateLighting.indirectSpecular = ComputeIndirectSpecular(context, posInput, preLightData, bsdfData, surfaceData, builtinData, V) * _IR_Intensity;
|
|
|
|
float3 finalColorWoEmissive = AccumulateAggregateLighting(utsAggregateLighting);
|
|
|
|
finalColorWoEmissive = GetExposureAdjustedColor(finalColorWoEmissive);
|
|
finalColorWoEmissive = ApplyCompensation(finalColorWoEmissive);
|
|
|
|
finalColor = finalColorWoEmissive + emissive;
|
|
|
|
#ifdef _IS_TRANSCLIPPING_OFF
|
|
|
|
outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha));
|
|
|
|
#elif _IS_TRANSCLIPPING_ON
|
|
|
|
float Set_Opacity = saturate((inverseClipping + _Tweak_transparency));
|
|
|
|
outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
|
|
outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
|
|
#endif
|
|
|
|
#if MATERIAL_TYPE_FRONT_HAIR && ENABLE_UTS_HAIR_BLENDING
|
|
float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
|
|
float4 hairBlendingMap = SAMPLE_TEXTURE2D(_HairBlendingTex, s_trilinear_clamp_sampler, screenUV);
|
|
outColor.rgb = lerp(outColor.rgb, hairBlendingMap.rgb, hairBlendingMap.a * _HairBlendingFactor);
|
|
#endif
|
|
|
|
#if UTS_DEBUG_SHADOWMAP || UTS_DEBUG_SELFSHADOW
|
|
outColor.rgb = 1;
|
|
#ifdef UTS_DEBUG_SELFSHADOW
|
|
outColor.rgb = min(finalColor, outColor.rgb);
|
|
#endif
|
|
|
|
#ifdef UTS_DEBUG_SHADOWMAP
|
|
#ifdef UTS_DEBUG_SHADOWMAP_BINALIZATION
|
|
outColor.rgb = min(context.shadowValue < 0.9f ? clamp(context.shadowValue - 0.2, 0.0, 0.9) : 1.0f, outColor.rgb);
|
|
#else
|
|
outColor.rgb = min(context.shadowValue, outColor.rgb);
|
|
#endif
|
|
#endif // ifdef UTS_DEBUG_SHADOWMAP
|
|
#endif // defined(UTS_DEBUG_SHADOWMAP) || defined(UTS_DEBUG_SELFSHADOW)
|
|
|
|
#ifdef _DEPTHOFFSET_ON
|
|
outputDepth = posInput.deviceDepth;
|
|
#endif
|
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
|
|
|
outVTFeedback = builtinData.vtPackedFeedback;
|
|
#endif
|
|
|
|
//outColor.rgb = customMainLight.shadowValue;
|
|
|
|
} |