#define BAKERY_INV_PI 0.31830988618f sampler2D _RNM0, _RNM1, _RNM2; Texture3D _Volume0, _Volume1, _Volume2, _VolumeMask; SamplerState sampler_Volume0; SamplerState sampler_VolumeMask; float4x4 _VolumeMatrix, _GlobalVolumeMatrix; float3 _VolumeMin, _VolumeInvSize; float3 _GlobalVolumeMin, _GlobalVolumeInvSize; void LightmapUV_float(float2 uv, out float2 lightmapUV) { lightmapUV = uv * unity_LightmapST.xy + unity_LightmapST.zw; } void DecodeLightmap(float4 lightmap, out float3 result) { #ifdef UNITY_LIGHTMAP_FULL_HDR float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // Never used but needed for the interface since it supports gamma lightmaps #else #if defined(UNITY_LIGHTMAP_RGBM_ENCODING) float4 decodeInstructions = float4(34.493242, 2.2, 0.0, 0.0); // range^2.2 = 5^2.2, gamma = 2.2 #else float4 decodeInstructions = float4(2.0, 2.2, 0.0, 0.0); // range = 2.0^2.2 = 4.59 #endif #endif result = DecodeLightmap(lightmap, decodeInstructions); } void SampleRNM0_float(float2 lightmapUV, out float3 result) { DecodeLightmap(tex2D(_RNM0, lightmapUV), result); } void SampleRNM1_float(float2 lightmapUV, out float3 result) { DecodeLightmap(tex2D(_RNM1, lightmapUV), result); } void SampleRNM2_float(float2 lightmapUV, out float3 result) { DecodeLightmap(tex2D(_RNM2, lightmapUV), result); } void SampleL1x_float(float2 lightmapUV, out float3 result) { result = tex2D(_RNM0, lightmapUV); } void SampleL1y_float(float2 lightmapUV, out float3 result) { result = tex2D(_RNM1, lightmapUV); } void SampleL1z_float(float2 lightmapUV, out float3 result) { result = tex2D(_RNM2, lightmapUV); } // Following two functions are copied from the original Unity standard shader for compatibility // ----- float SmoothnessToPerceptualRoughness(float smoothness) { return (1 - smoothness); } float BakeryPerceptualRoughnessToRoughness(float perceptualRoughness) { return perceptualRoughness * perceptualRoughness; } float GGXTerm (half NdotH, half roughness) { half a2 = roughness * roughness; half d = (NdotH * a2 - NdotH) * NdotH + 1.0f; // 2 mad return BAKERY_INV_PI * a2 / (d * d + 1e-7f); // This function is not intended to be running on Mobile, // therefore epsilon is smaller than what can be represented by half } #define UNITY_SPECCUBE_LOD_STEPS 6 float BakeryPerceptualRoughnessToMipmapLevel(float perceptualRoughness, uint mipMapCount) { perceptualRoughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness); return perceptualRoughness * mipMapCount; } float BakeryPerceptualRoughnessToMipmapLevel(float perceptualRoughness) { return BakeryPerceptualRoughnessToMipmapLevel(perceptualRoughness, UNITY_SPECCUBE_LOD_STEPS); } #define unity_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%) // ----- void DirectionalSpecular_float(float2 lightmapUV, float3 normalWorld, float3 viewDir, float smoothness, out float3 color) { #ifdef LIGHTMAP_ON #ifdef DIRLIGHTMAP_COMBINED float3 lmColor = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV), half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h)); float3 lmDir = unity_LightmapInd.Sample(samplerunity_Lightmap, lightmapUV) * 2 - 1; float3 halfDir = normalize(normalize(lmDir) + viewDir); float nh = saturate(dot(normalWorld, halfDir)); float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness); float spec = GGXTerm(nh, roughness); color = lmColor * spec * 0.99999; return; #endif #endif color = 0; } float shEvaluateDiffuseL1Geomerics(float L0, float3 L1, float3 n) { // average energy float R0 = L0; // avg direction of incoming light float3 R1 = 0.5f * L1; // directional brightness float lenR1 = length(R1); // linear angle between normal and direction 0-1 //float q = 0.5f * (1.0f + dot(R1 / lenR1, n)); //float q = dot(R1 / lenR1, n) * 0.5 + 0.5; float q = dot(normalize(R1), n) * 0.5 + 0.5; // power for q // lerps from 1 (linear) to 3 (cubic) based on directionality float p = 1.0f + 2.0f * lenR1 / R0; // dynamic range constant // should vary between 4 (highly directional) and 0 (ambient) float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0); return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)); } void BakerySH_float(float3 L0, float3 normalWorld, float2 lightmapUV, out float3 sh) { float3 nL1x = tex2D(_RNM0, lightmapUV) * 2 - 1; float3 nL1y = tex2D(_RNM1, lightmapUV) * 2 - 1; float3 nL1z = tex2D(_RNM2, lightmapUV) * 2 - 1; float3 L1x = nL1x * L0 * 2; float3 L1y = nL1y * L0 * 2; float3 L1z = nL1z * L0 * 2; float lumaL0 = dot(L0, 1); float lumaL1x = dot(L1x, 1); float lumaL1y = dot(L1y, 1); float lumaL1z = dot(L1z, 1); float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld); sh = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z; float regularLumaSH = dot(sh, 1); sh *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16)); sh = max(sh, 0); } void BakeryMonoSH_float(float3 normalWorld, float2 lightmapUV, out float3 sh) { #ifdef LIGHTMAP_ON #ifdef DIRLIGHTMAP_COMBINED float3 L0 = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV), half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h)); float3 dominantDir = unity_LightmapInd.Sample(samplerunity_Lightmap, lightmapUV); float3 nL1 = dominantDir * 2 - 1; float3 L1x = nL1.x * L0 * 2; float3 L1y = nL1.y * L0 * 2; float3 L1z = nL1.z * L0 * 2; float lumaL0 = dot(L0, 1); float lumaL1x = dot(L1x, 1); float lumaL1y = dot(L1y, 1); float lumaL1z = dot(L1z, 1); float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld); sh = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z; float regularLumaSH = dot(sh, 1); sh *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16)); sh = max(sh, 0); return; #endif #endif sh = 0; } void BakerySpecSHFull_float(float3 L0, float3 normalWorld, float2 lightmapUV, float3 viewDir, float smoothness, float3 albedo, float metalness, out float3 diffuseSH, out float3 specularSH) { float3 nL1x = tex2D(_RNM0, lightmapUV) * 2 - 1; float3 nL1y = tex2D(_RNM1, lightmapUV) * 2 - 1; float3 nL1z = tex2D(_RNM2, lightmapUV) * 2 - 1; float3 L1x = nL1x * L0 * 2; float3 L1y = nL1y * L0 * 2; float3 L1z = nL1z * L0 * 2; float lumaL0 = dot(L0, 1); float lumaL1x = dot(L1x, 1); float lumaL1y = dot(L1y, 1); float lumaL1z = dot(L1z, 1); float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld); diffuseSH = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z; float regularLumaSH = dot(diffuseSH, 1); diffuseSH *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16)); diffuseSH = max(diffuseSH, 0.0); const float3 lumaConv = float3(0.2125f, 0.7154f, 0.0721f); float3 dominantDir = float3(dot(nL1x, lumaConv), dot(nL1y, lumaConv), dot(nL1z, lumaConv)); float focus = saturate(length(dominantDir)); float3 halfDir = normalize(normalize(dominantDir) - -viewDir); float nh = saturate(dot(normalWorld, halfDir)); float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness); float spec = GGXTerm(nh, roughness); specularSH = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z; specularSH = max(spec * specularSH, 0.0); // Convert metalness to specular and "oneMinusReflectivity" float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness); float oneMinusDielectricSpec = 1.0 - 0.04; float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec; // Directly apply fresnel and smoothness-dependent grazing term float nv = 1.0f - saturate(dot(normalWorld, viewDir)); float nv2 = nv * nv; float fresnel = nv * nv2 * nv2; float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code float grazingTerm = saturate(smoothness + reflectivity); float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel); diffuseSH *= oneMinusReflectivity; // no baked GI override: modify diffuse specularSH *= fresnel3; diffuseSH = max(diffuseSH, 0); specularSH = max(specularSH, 0); } void BakerySpecMonoSHFull_float(float3 normalWorld, float2 lightmapUV, float3 viewDir, float smoothness, float3 albedo, float metalness, out float3 diffuseSH, out float3 specularSH) { #ifdef LIGHTMAP_ON #ifdef DIRLIGHTMAP_COMBINED float3 L0 = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV), half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h)); float3 dominantDir = unity_LightmapInd.Sample(samplerunity_Lightmap, lightmapUV); float3 nL1 = dominantDir * 2 - 1; float3 L1x = nL1.x * L0 * 2; float3 L1y = nL1.y * L0 * 2; float3 L1z = nL1.z * L0 * 2; float lumaL0 = dot(L0, 1); float lumaL1x = dot(L1x, 1); float lumaL1y = dot(L1y, 1); float lumaL1z = dot(L1z, 1); float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld); diffuseSH = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z; float regularLumaSH = dot(diffuseSH, 1); diffuseSH *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16)); diffuseSH = max(diffuseSH, 0.0); const float3 lumaConv = float3(0.2125f, 0.7154f, 0.0721f); dominantDir = nL1; float focus = saturate(length(dominantDir)); float3 halfDir = normalize(normalize(dominantDir) - -viewDir); float nh = saturate(dot(normalWorld, halfDir)); float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness); float spec = GGXTerm(nh, roughness); specularSH = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z; specularSH = max(spec * specularSH, 0.0); // Convert metalness to specular and "oneMinusReflectivity" float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness); float oneMinusDielectricSpec = 1.0 - 0.04; float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec; // Directly apply fresnel and smoothness-dependent grazing term float nv = 1.0f - saturate(dot(normalWorld, viewDir)); float nv2 = nv * nv; float fresnel = nv * nv2 * nv2; float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code float grazingTerm = saturate(smoothness + reflectivity); float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel); diffuseSH *= oneMinusReflectivity; // no baked GI override: modify diffuse specularSH *= fresnel3; diffuseSH = max(diffuseSH, 0); specularSH = max(specularSH, 0); return; #endif #endif diffuseSH = 0; specularSH = 0; } void BakeryVolume(float3 lpUV, float3 normalWorld, out float3 sh) { float4 tex0, tex1, tex2; float3 L0, L1x, L1y, L1z; tex0 = _Volume0.Sample(sampler_Volume0, lpUV); tex1 = _Volume1.Sample(sampler_Volume0, lpUV); tex2 = _Volume2.Sample(sampler_Volume0, lpUV); L0 = tex0.xyz; L1x = tex1.xyz; L1y = tex2.xyz; L1z = float3(tex0.w, tex1.w, tex2.w); sh.r = shEvaluateDiffuseL1Geomerics(L0.r, float3(L1x.r, L1y.r, L1z.r), normalWorld); sh.g = shEvaluateDiffuseL1Geomerics(L0.g, float3(L1x.g, L1y.g, L1z.g), normalWorld); sh.b = shEvaluateDiffuseL1Geomerics(L0.b, float3(L1x.b, L1y.b, L1z.b), normalWorld); sh = max(sh, 0); } void BakeryVolume_float(float3 posWorld, float3 normalWorld, out float3 sh) { bool isGlobal = dot(abs(_VolumeInvSize),1) == 0; float3 lpUV = (posWorld - (isGlobal ? _GlobalVolumeMin : _VolumeMin)) * (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize); BakeryVolume(lpUV, normalWorld, sh); } void BakeryVolumeRotatable_float(float3 posWorld, float3 normalWorld, out float3 sh) { bool isGlobal = dot(abs(_VolumeInvSize),1) == 0; float4x4 volMatrix = (isGlobal ? _GlobalVolumeMatrix : _VolumeMatrix); float3 volInvSize = (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize); float3 lpUV = mul(volMatrix, float4(posWorld,1)).xyz * volInvSize + 0.5f; normalWorld = mul((float3x3)volMatrix, normalWorld); BakeryVolume(lpUV, normalWorld, sh); } void BakeryVolumeSpec_float(float3 posWorld, float3 normalWorld, float3 viewDir, float smoothness, float3 albedo, float metalness, out float3 diffuseSH, out float3 specularSH) { bool isGlobal = dot(abs(_VolumeInvSize),1) == 0; float3 lpUV = (posWorld - (isGlobal ? _GlobalVolumeMin : _VolumeMin)) * (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize); float4 tex0, tex1, tex2; float3 L0, L1x, L1y, L1z; tex0 = _Volume0.Sample(sampler_Volume0, lpUV); tex1 = _Volume1.Sample(sampler_Volume0, lpUV); tex2 = _Volume2.Sample(sampler_Volume0, lpUV); L0 = tex0.xyz; L1x = tex1.xyz; L1y = tex2.xyz; L1z = float3(tex0.w, tex1.w, tex2.w); diffuseSH.r = shEvaluateDiffuseL1Geomerics(L0.r, float3(L1x.r, L1y.r, L1z.r), normalWorld); diffuseSH.g = shEvaluateDiffuseL1Geomerics(L0.g, float3(L1x.g, L1y.g, L1z.g), normalWorld); diffuseSH.b = shEvaluateDiffuseL1Geomerics(L0.b, float3(L1x.b, L1y.b, L1z.b), normalWorld); diffuseSH = max(diffuseSH, 0); const float3 lumaConv = float3(0.2125f, 0.7154f, 0.0721f); float3 nL1x = L1x / L0; float3 nL1y = L1y / L0; float3 nL1z = L1z / L0; float3 dominantDir = float3(dot(nL1x, lumaConv), dot(nL1y, lumaConv), dot(nL1z, lumaConv)); float3 halfDir = normalize(normalize(dominantDir) - -viewDir); float nh = saturate(dot(normalWorld, halfDir)); float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness); float spec = GGXTerm(nh, roughness); specularSH = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z; specularSH = max(spec * specularSH, 0.0); // Convert metalness to specular and "oneMinusReflectivity" float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness); float oneMinusDielectricSpec = 1.0 - 0.04; float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec; // Directly apply fresnel and smoothness-dependent grazing term float nv = 1.0f - saturate(dot(normalWorld, viewDir)); float nv2 = nv * nv; float fresnel = nv * nv2 * nv2; float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code float grazingTerm = saturate(smoothness + reflectivity); float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel); diffuseSH *= oneMinusReflectivity; // no baked GI override: modify diffuse specularSH *= fresnel3; diffuseSH = max(diffuseSH, 0); specularSH = max(specularSH, 0); } void URPMainLightDiffuse_float(float3 normalWorld, float3 albedo, out float3 diffuseLight) { #ifndef UNIVERSAL_LIGHTING_INCLUDED float3 direction = float3(0.5, 0.5, 1); float3 color = 1; #else Light mainLight = GetMainLight(); float3 direction = mainLight.direction; float3 color = mainLight.color; #endif diffuseLight = saturate(dot(normalWorld, direction)) * albedo * color; } void VolumeShadowmaskA_float(float3 posWorld, out float shadowmask) { bool isGlobal = dot(abs(_VolumeInvSize),1) == 0; float3 lpUV = (posWorld - (isGlobal ? _GlobalVolumeMin : _VolumeMin)) * (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize); shadowmask = _VolumeMask.Sample(sampler_VolumeMask, lpUV).a; } void SmoothnessToMip_float(float smoothness, out float mip) { float pr = SmoothnessToPerceptualRoughness(smoothness); mip = BakeryPerceptualRoughnessToMipmapLevel(pr); } void WeightReflection_float(float smoothness, float metallic, float occlusion, float3 baseColor, float3 normal, float3 viewDir, float3 reflection, out float3 newReflection) { half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); half roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness); half surfaceReduction = 1.0 / (roughness*roughness + 1.0); float3 pSpecular = lerp(unity_ColorSpaceDielectricSpec.rgb, baseColor, metallic); //baseColor = lerp(baseColor, 0, metallic); half reflectivity = max(max(pSpecular.r, pSpecular.g), pSpecular.b); half grazingTerm = saturate(smoothness + reflectivity); surfaceReduction *= occlusion; float3 pNdotV = saturate(dot(normal, viewDir)); float fresnel = 1 - pNdotV; float t2 = fresnel * fresnel; fresnel *= t2 * t2; newReflection = surfaceReduction * reflection * lerp(pSpecular, grazingTerm, fresnel); } void GetURPShadow_float(float3 worldPos, float3 worldNormal, float3 bakedGI, out float3 modifiedGI, out float shadow) { #ifdef UNIVERSAL_SHADOWS_INCLUDED #ifdef _MAIN_LIGHT_SHADOWS_CASCADE half cascadeIndex = ComputeCascadeIndex(worldPos); #else half cascadeIndex = 0; #endif float4 shadowCoord = mul(_MainLightWorldToShadow[cascadeIndex], float4(worldPos, 1.0)); ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); half4 shadowParams = _MainLightShadowParams; shadow = SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowCoord, shadowSamplingData, shadowParams, false); float3 lightDir = _MainLightPosition.xyz; float3 lightColor = _MainLightColor.rgb; half shadowStrength = GetMainLightShadowStrength(); half contributionTerm = saturate(dot(lightDir, worldNormal)); half3 lambert = lightColor * contributionTerm; half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - shadow); half3 subtractedLightmap = bakedGI - estimatedLightContributionMaskedByInverseOfShadow; // Subtractive shadows are awful // But it is the only thing URP supports ¯\_(ツ)_/¯ half3 realtimeShadow = max(subtractedLightmap, _SubtractiveShadowColor.xyz); realtimeShadow = lerp(bakedGI, realtimeShadow, shadowStrength); modifiedGI = min(bakedGI, realtimeShadow); #else modifiedGI = bakedGI; // shadows are undefined in this scene! shadow = 1; #endif } void NonLinearLightProbe_float(float3 normalWorld, out float3 color) { float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w); color.r = shEvaluateDiffuseL1Geomerics(L0.r, unity_SHAr.xyz, normalWorld); color.g = shEvaluateDiffuseL1Geomerics(L0.g, unity_SHAg.xyz, normalWorld); color.b = shEvaluateDiffuseL1Geomerics(L0.b, unity_SHAb.xyz, normalWorld); }