510 lines
19 KiB
HLSL
510 lines
19 KiB
HLSL
#define BAKERY_INV_PI 0.31830988618f
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sampler2D _RNM0, _RNM1, _RNM2;
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Texture3D _Volume0, _Volume1, _Volume2, _VolumeMask;
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SamplerState sampler_Volume0;
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SamplerState sampler_VolumeMask;
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float4x4 _VolumeMatrix, _GlobalVolumeMatrix;
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float3 _VolumeMin, _VolumeInvSize;
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float3 _GlobalVolumeMin, _GlobalVolumeInvSize;
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void LightmapUV_float(float2 uv, out float2 lightmapUV)
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{
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lightmapUV = uv * unity_LightmapST.xy + unity_LightmapST.zw;
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}
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void DecodeLightmap(float4 lightmap, out float3 result)
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{
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#ifdef UNITY_LIGHTMAP_FULL_HDR
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float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // Never used but needed for the interface since it supports gamma lightmaps
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#else
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#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
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float4 decodeInstructions = float4(34.493242, 2.2, 0.0, 0.0); // range^2.2 = 5^2.2, gamma = 2.2
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#else
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float4 decodeInstructions = float4(2.0, 2.2, 0.0, 0.0); // range = 2.0^2.2 = 4.59
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#endif
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#endif
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result = DecodeLightmap(lightmap, decodeInstructions);
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}
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void SampleRNM0_float(float2 lightmapUV, out float3 result)
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{
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DecodeLightmap(tex2D(_RNM0, lightmapUV), result);
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}
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void SampleRNM1_float(float2 lightmapUV, out float3 result)
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{
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DecodeLightmap(tex2D(_RNM1, lightmapUV), result);
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}
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void SampleRNM2_float(float2 lightmapUV, out float3 result)
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{
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DecodeLightmap(tex2D(_RNM2, lightmapUV), result);
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}
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void SampleL1x_float(float2 lightmapUV, out float3 result)
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{
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result = tex2D(_RNM0, lightmapUV);
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}
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void SampleL1y_float(float2 lightmapUV, out float3 result)
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{
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result = tex2D(_RNM1, lightmapUV);
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}
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void SampleL1z_float(float2 lightmapUV, out float3 result)
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{
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result = tex2D(_RNM2, lightmapUV);
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}
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// Following two functions are copied from the original Unity standard shader for compatibility
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// -----
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float SmoothnessToPerceptualRoughness(float smoothness)
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{
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return (1 - smoothness);
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}
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float BakeryPerceptualRoughnessToRoughness(float perceptualRoughness)
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{
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return perceptualRoughness * perceptualRoughness;
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}
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float GGXTerm (half NdotH, half roughness)
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{
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half a2 = roughness * roughness;
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half d = (NdotH * a2 - NdotH) * NdotH + 1.0f; // 2 mad
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return BAKERY_INV_PI * a2 / (d * d + 1e-7f); // This function is not intended to be running on Mobile,
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// therefore epsilon is smaller than what can be represented by half
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}
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#define UNITY_SPECCUBE_LOD_STEPS 6
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float BakeryPerceptualRoughnessToMipmapLevel(float perceptualRoughness, uint mipMapCount)
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{
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perceptualRoughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness);
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return perceptualRoughness * mipMapCount;
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}
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float BakeryPerceptualRoughnessToMipmapLevel(float perceptualRoughness)
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{
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return BakeryPerceptualRoughnessToMipmapLevel(perceptualRoughness, UNITY_SPECCUBE_LOD_STEPS);
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}
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#define unity_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
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// -----
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void DirectionalSpecular_float(float2 lightmapUV, float3 normalWorld, float3 viewDir, float smoothness, out float3 color)
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{
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#ifdef LIGHTMAP_ON
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#ifdef DIRLIGHTMAP_COMBINED
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float3 lmColor = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV), half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h));
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float3 lmDir = unity_LightmapInd.Sample(samplerunity_Lightmap, lightmapUV) * 2 - 1;
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float3 halfDir = normalize(normalize(lmDir) + viewDir);
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float nh = saturate(dot(normalWorld, halfDir));
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float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
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float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
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float spec = GGXTerm(nh, roughness);
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color = lmColor * spec * 0.99999;
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return;
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#endif
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#endif
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color = 0;
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}
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float shEvaluateDiffuseL1Geomerics(float L0, float3 L1, float3 n)
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{
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// average energy
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float R0 = L0;
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// avg direction of incoming light
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float3 R1 = 0.5f * L1;
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// directional brightness
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float lenR1 = length(R1);
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// linear angle between normal and direction 0-1
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//float q = 0.5f * (1.0f + dot(R1 / lenR1, n));
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//float q = dot(R1 / lenR1, n) * 0.5 + 0.5;
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float q = dot(normalize(R1), n) * 0.5 + 0.5;
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// power for q
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// lerps from 1 (linear) to 3 (cubic) based on directionality
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float p = 1.0f + 2.0f * lenR1 / R0;
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// dynamic range constant
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// should vary between 4 (highly directional) and 0 (ambient)
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float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
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return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
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}
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void BakerySH_float(float3 L0, float3 normalWorld, float2 lightmapUV, out float3 sh)
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{
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float3 nL1x = tex2D(_RNM0, lightmapUV) * 2 - 1;
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float3 nL1y = tex2D(_RNM1, lightmapUV) * 2 - 1;
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float3 nL1z = tex2D(_RNM2, lightmapUV) * 2 - 1;
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float3 L1x = nL1x * L0 * 2;
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float3 L1y = nL1y * L0 * 2;
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float3 L1z = nL1z * L0 * 2;
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float lumaL0 = dot(L0, 1);
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float lumaL1x = dot(L1x, 1);
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float lumaL1y = dot(L1y, 1);
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float lumaL1z = dot(L1z, 1);
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float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
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sh = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
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float regularLumaSH = dot(sh, 1);
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sh *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
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sh = max(sh, 0);
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}
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void BakeryMonoSH_float(float3 normalWorld, float2 lightmapUV, out float3 sh)
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{
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#ifdef LIGHTMAP_ON
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#ifdef DIRLIGHTMAP_COMBINED
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float3 L0 = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV), half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h));
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float3 dominantDir = unity_LightmapInd.Sample(samplerunity_Lightmap, lightmapUV);
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float3 nL1 = dominantDir * 2 - 1;
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float3 L1x = nL1.x * L0 * 2;
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float3 L1y = nL1.y * L0 * 2;
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float3 L1z = nL1.z * L0 * 2;
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float lumaL0 = dot(L0, 1);
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float lumaL1x = dot(L1x, 1);
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float lumaL1y = dot(L1y, 1);
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float lumaL1z = dot(L1z, 1);
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float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
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sh = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
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float regularLumaSH = dot(sh, 1);
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sh *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
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sh = max(sh, 0);
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return;
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#endif
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#endif
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sh = 0;
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}
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void BakerySpecSHFull_float(float3 L0, float3 normalWorld, float2 lightmapUV, float3 viewDir, float smoothness, float3 albedo, float metalness,
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out float3 diffuseSH, out float3 specularSH)
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{
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float3 nL1x = tex2D(_RNM0, lightmapUV) * 2 - 1;
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float3 nL1y = tex2D(_RNM1, lightmapUV) * 2 - 1;
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float3 nL1z = tex2D(_RNM2, lightmapUV) * 2 - 1;
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float3 L1x = nL1x * L0 * 2;
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float3 L1y = nL1y * L0 * 2;
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float3 L1z = nL1z * L0 * 2;
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float lumaL0 = dot(L0, 1);
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float lumaL1x = dot(L1x, 1);
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float lumaL1y = dot(L1y, 1);
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float lumaL1z = dot(L1z, 1);
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float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
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diffuseSH = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
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float regularLumaSH = dot(diffuseSH, 1);
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diffuseSH *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
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diffuseSH = max(diffuseSH, 0.0);
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const float3 lumaConv = float3(0.2125f, 0.7154f, 0.0721f);
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float3 dominantDir = float3(dot(nL1x, lumaConv), dot(nL1y, lumaConv), dot(nL1z, lumaConv));
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float focus = saturate(length(dominantDir));
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float3 halfDir = normalize(normalize(dominantDir) - -viewDir);
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float nh = saturate(dot(normalWorld, halfDir));
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float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
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float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
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float spec = GGXTerm(nh, roughness);
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specularSH = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z;
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specularSH = max(spec * specularSH, 0.0);
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// Convert metalness to specular and "oneMinusReflectivity"
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float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness);
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float oneMinusDielectricSpec = 1.0 - 0.04;
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float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec;
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// Directly apply fresnel and smoothness-dependent grazing term
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float nv = 1.0f - saturate(dot(normalWorld, viewDir));
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float nv2 = nv * nv;
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float fresnel = nv * nv2 * nv2;
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float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code
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float grazingTerm = saturate(smoothness + reflectivity);
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float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel);
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diffuseSH *= oneMinusReflectivity; // no baked GI override: modify diffuse
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specularSH *= fresnel3;
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diffuseSH = max(diffuseSH, 0);
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specularSH = max(specularSH, 0);
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}
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void BakerySpecMonoSHFull_float(float3 normalWorld, float2 lightmapUV, float3 viewDir, float smoothness, float3 albedo, float metalness,
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out float3 diffuseSH, out float3 specularSH)
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{
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#ifdef LIGHTMAP_ON
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#ifdef DIRLIGHTMAP_COMBINED
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float3 L0 = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV), half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h));
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float3 dominantDir = unity_LightmapInd.Sample(samplerunity_Lightmap, lightmapUV);
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float3 nL1 = dominantDir * 2 - 1;
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float3 L1x = nL1.x * L0 * 2;
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float3 L1y = nL1.y * L0 * 2;
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float3 L1z = nL1.z * L0 * 2;
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float lumaL0 = dot(L0, 1);
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float lumaL1x = dot(L1x, 1);
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float lumaL1y = dot(L1y, 1);
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float lumaL1z = dot(L1z, 1);
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float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
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diffuseSH = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
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float regularLumaSH = dot(diffuseSH, 1);
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diffuseSH *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
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diffuseSH = max(diffuseSH, 0.0);
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const float3 lumaConv = float3(0.2125f, 0.7154f, 0.0721f);
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dominantDir = nL1;
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float focus = saturate(length(dominantDir));
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float3 halfDir = normalize(normalize(dominantDir) - -viewDir);
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float nh = saturate(dot(normalWorld, halfDir));
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float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
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float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
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float spec = GGXTerm(nh, roughness);
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specularSH = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z;
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specularSH = max(spec * specularSH, 0.0);
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// Convert metalness to specular and "oneMinusReflectivity"
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float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness);
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float oneMinusDielectricSpec = 1.0 - 0.04;
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float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec;
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// Directly apply fresnel and smoothness-dependent grazing term
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float nv = 1.0f - saturate(dot(normalWorld, viewDir));
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float nv2 = nv * nv;
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float fresnel = nv * nv2 * nv2;
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float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code
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float grazingTerm = saturate(smoothness + reflectivity);
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float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel);
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diffuseSH *= oneMinusReflectivity; // no baked GI override: modify diffuse
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specularSH *= fresnel3;
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diffuseSH = max(diffuseSH, 0);
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specularSH = max(specularSH, 0);
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return;
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#endif
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#endif
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diffuseSH = 0;
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specularSH = 0;
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}
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void BakeryVolume(float3 lpUV, float3 normalWorld, out float3 sh)
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{
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float4 tex0, tex1, tex2;
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float3 L0, L1x, L1y, L1z;
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tex0 = _Volume0.Sample(sampler_Volume0, lpUV);
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tex1 = _Volume1.Sample(sampler_Volume0, lpUV);
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tex2 = _Volume2.Sample(sampler_Volume0, lpUV);
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L0 = tex0.xyz;
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L1x = tex1.xyz;
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L1y = tex2.xyz;
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L1z = float3(tex0.w, tex1.w, tex2.w);
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sh.r = shEvaluateDiffuseL1Geomerics(L0.r, float3(L1x.r, L1y.r, L1z.r), normalWorld);
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sh.g = shEvaluateDiffuseL1Geomerics(L0.g, float3(L1x.g, L1y.g, L1z.g), normalWorld);
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sh.b = shEvaluateDiffuseL1Geomerics(L0.b, float3(L1x.b, L1y.b, L1z.b), normalWorld);
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sh = max(sh, 0);
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}
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void BakeryVolume_float(float3 posWorld, float3 normalWorld, out float3 sh)
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{
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bool isGlobal = dot(abs(_VolumeInvSize),1) == 0;
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float3 lpUV = (posWorld - (isGlobal ? _GlobalVolumeMin : _VolumeMin)) * (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
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BakeryVolume(lpUV, normalWorld, sh);
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}
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void BakeryVolumeRotatable_float(float3 posWorld, float3 normalWorld, out float3 sh)
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{
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bool isGlobal = dot(abs(_VolumeInvSize),1) == 0;
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float4x4 volMatrix = (isGlobal ? _GlobalVolumeMatrix : _VolumeMatrix);
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float3 volInvSize = (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
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float3 lpUV = mul(volMatrix, float4(posWorld,1)).xyz * volInvSize + 0.5f;
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normalWorld = mul((float3x3)volMatrix, normalWorld);
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BakeryVolume(lpUV, normalWorld, sh);
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}
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void BakeryVolumeSpec_float(float3 posWorld, float3 normalWorld, float3 viewDir, float smoothness, float3 albedo, float metalness,
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out float3 diffuseSH, out float3 specularSH)
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{
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bool isGlobal = dot(abs(_VolumeInvSize),1) == 0;
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float3 lpUV = (posWorld - (isGlobal ? _GlobalVolumeMin : _VolumeMin)) * (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
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float4 tex0, tex1, tex2;
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float3 L0, L1x, L1y, L1z;
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tex0 = _Volume0.Sample(sampler_Volume0, lpUV);
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tex1 = _Volume1.Sample(sampler_Volume0, lpUV);
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tex2 = _Volume2.Sample(sampler_Volume0, lpUV);
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L0 = tex0.xyz;
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L1x = tex1.xyz;
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L1y = tex2.xyz;
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L1z = float3(tex0.w, tex1.w, tex2.w);
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diffuseSH.r = shEvaluateDiffuseL1Geomerics(L0.r, float3(L1x.r, L1y.r, L1z.r), normalWorld);
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diffuseSH.g = shEvaluateDiffuseL1Geomerics(L0.g, float3(L1x.g, L1y.g, L1z.g), normalWorld);
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diffuseSH.b = shEvaluateDiffuseL1Geomerics(L0.b, float3(L1x.b, L1y.b, L1z.b), normalWorld);
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diffuseSH = max(diffuseSH, 0);
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const float3 lumaConv = float3(0.2125f, 0.7154f, 0.0721f);
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float3 nL1x = L1x / L0;
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float3 nL1y = L1y / L0;
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float3 nL1z = L1z / L0;
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float3 dominantDir = float3(dot(nL1x, lumaConv), dot(nL1y, lumaConv), dot(nL1z, lumaConv));
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float3 halfDir = normalize(normalize(dominantDir) - -viewDir);
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float nh = saturate(dot(normalWorld, halfDir));
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float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
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float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
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float spec = GGXTerm(nh, roughness);
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specularSH = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z;
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specularSH = max(spec * specularSH, 0.0);
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// Convert metalness to specular and "oneMinusReflectivity"
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float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness);
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float oneMinusDielectricSpec = 1.0 - 0.04;
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float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec;
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// Directly apply fresnel and smoothness-dependent grazing term
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float nv = 1.0f - saturate(dot(normalWorld, viewDir));
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float nv2 = nv * nv;
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float fresnel = nv * nv2 * nv2;
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|
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float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code
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float grazingTerm = saturate(smoothness + reflectivity);
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float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel);
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|
|
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diffuseSH *= oneMinusReflectivity; // no baked GI override: modify diffuse
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specularSH *= fresnel3;
|
|
|
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diffuseSH = max(diffuseSH, 0);
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specularSH = max(specularSH, 0);
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|
}
|
|
|
|
void URPMainLightDiffuse_float(float3 normalWorld, float3 albedo, out float3 diffuseLight)
|
|
{
|
|
#ifndef UNIVERSAL_LIGHTING_INCLUDED
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|
float3 direction = float3(0.5, 0.5, 1);
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|
float3 color = 1;
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|
#else
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|
Light mainLight = GetMainLight();
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|
float3 direction = mainLight.direction;
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|
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);
|
|
}
|