Net.Like.Xue.Tokyo/Assets/ARTnGAME/Lumina/Scripts/SEGI/Resources/SEGIVoxelizeSceneL.shader

976 lines
35 KiB
GLSL

// Upgrade NOTE: replaced 'defined USE_FORWARD_PLUS' with 'defined (USE_FORWARD_PLUS)'
// Upgrade NOTE: replaced 'defined _ADDITIONAL_LIGHTS' with 'defined (_ADDITIONAL_LIGHTS)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "SEGI/SEGIVoxelizeSceneL" {
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB)", 2D) = "white" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.333
_BlockerValue("Blocker Value", Range(0, 10)) = 0
}
SubShader
{
Cull Off
ZTest Always
Tags {"LightMode" = "ForwardBase"}// "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
//v0.1
Lighting On
Pass
{
CGPROGRAM
#pragma target 5.0
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
#include "UnityCG.cginc"
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
//v0.1
#include "UnityLightingCommon.cginc"
#include "UnityShaderVariables.cginc"
#include "AutoLight.cginc"
#include "UnityDeferredLibrary.cginc"
//#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
//COKKIES
#define MAX_VISIBLE_LIGHTS 16
#define URP_LIGHT_TYPE_SPOT 0
#define URP_LIGHT_TYPE_DIRECTIONAL 1
#define URP_LIGHT_TYPE_POINT 2
// Match UnityEngine.TextureWrapMode
#define URP_TEXTURE_WRAP_MODE_REPEAT 0
#define URP_TEXTURE_WRAP_MODE_CLAMP 1
#define URP_TEXTURE_WRAP_MODE_MIRROR 2
#define URP_TEXTURE_WRAP_MODE_MIRROR_ONCE 3
// Types
#define URP_LIGHT_COOKIE_FORMAT_NONE (-1)
#define URP_LIGHT_COOKIE_FORMAT_RGB (0)
#define URP_LIGHT_COOKIE_FORMAT_ALPHA (1)
#define URP_LIGHT_COOKIE_FORMAT_RED (2)
// Textures
#define TEXTURE2D(textureName) Texture2D textureName
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0.0, lod))
// SAMPLER(sampler_LinearClamp);
SamplerState sampler_LinearClamp;
TEXTURE2D(_MainLightCookieTexture);
//TEXTURE2D(_AdditionalLightsCookieAtlasTexture);
sampler2D _AdditionalLightsCookieAtlasTexture;
float _AdditionalLightsCookieAtlasTextureFormat;
float4 _AdditionalLightsCookieAtlasUVRects[MAX_VISIBLE_LIGHTS]; // (xy: uv size, zw: uv offset)
float4x4 _AdditionalLightsWorldToLights[MAX_VISIBLE_LIGHTS];
float _AdditionalLightsCookieEnableBits[(MAX_VISIBLE_LIGHTS + 31) / 32];
float _AdditionalLightsLightTypes[MAX_VISIBLE_LIGHTS];
float4 GetLightCookieAtlasUVRect(int lightIndex)
{
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
return _AdditionalLightsCookieAtlasUVRectBuffer[lightIndex];
#else
return _AdditionalLightsCookieAtlasUVRects[lightIndex];
#endif
}
float4x4 GetLightCookieWorldToLightMatrix(int lightIndex)
{
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
return _AdditionalLightsWorldToLightBuffer[lightIndex];
#else
return _AdditionalLightsWorldToLights[lightIndex];
#endif
}
int GetLightCookieLightType(int lightIndex)
{
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
return _AdditionalLightsLightTypeBuffer[lightIndex];
#else
return _AdditionalLightsLightTypes[lightIndex];
#endif
}
bool IsLightCookieEnabled(int lightBufferIndex)
{
#if 0
float4 uvRect = GetLightCookieAtlasUVRect(lightBufferIndex);
return any(uvRect != 0);
#else
// 2^5 == 32, bit mask for a float/uint.
uint elemIndex = ((uint)lightBufferIndex) >> 5;
uint bitOffset = (uint)lightBufferIndex & ((1 << 5) - 1);
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
uint elem = asuint(_AdditionalLightsCookieEnableBitsBuffer[elemIndex]);
#else
uint elem = asuint(_AdditionalLightsCookieEnableBits[elemIndex]);
#endif
return (elem & (1u << bitOffset)) != 0u;
#endif
}
float2 PackNormalOctQuadEncode(float3 n)
{
//float l1norm = dot(abs(n), 1.0);
//float2 res0 = n.xy * (1.0 / l1norm);
//float2 val = 1.0 - abs(res0.yx);
//return (n.zz < float2(0.0, 0.0) ? (res0 >= 0.0 ? val : -val) : res0);
// Optimized version of above code:
n *= rcp(max(dot(abs(n), 1.0), 1e-6));
float t = saturate(-n.z);
return n.xy + float2(n.x >= 0.0 ? t : -t, n.y >= 0.0 ? t : -t);
}
float2 ComputeLightCookieUVSpot(float4x4 worldToLightPerspective, float3 samplePositionWS, float4 atlasUVRect)
{
// Translate, rotate and project 'positionWS' into the light clip space.
float4 positionCS = mul(worldToLightPerspective, float4(samplePositionWS, 1));
float2 positionNDC = positionCS.xy / positionCS.w;
// Remap NDC to the texture coordinates, from NDC [-1, 1]^2 to [0, 1]^2.
float2 positionUV = saturate(positionNDC * 0.5 + 0.5);
// Remap into rect in the atlas texture
float2 positionAtlasUV = atlasUVRect.xy * float2(positionUV)+atlasUVRect.zw;
return positionAtlasUV;
}
float2 ComputeLightCookieUVPoint(float4x4 worldToLight, float3 samplePositionWS, float4 atlasUVRect)
{
// Translate and rotate 'positionWS' into the light space.
float4 positionLS = mul(worldToLight, float4(samplePositionWS, 1));
float3 sampleDirLS = normalize(positionLS.xyz / positionLS.w);
// Project direction to Octahederal quad UV.
float2 positionUV = saturate(PackNormalOctQuadEncode(sampleDirLS) * 0.5 + 0.5);
// Remap to atlas texture
float2 positionAtlasUV = atlasUVRect.xy * float2(positionUV)+atlasUVRect.zw;
return positionAtlasUV;
}
float2 ComputeLightCookieUVDirectional(float4x4 worldToLight, float3 samplePositionWS, float4 atlasUVRect, uint2 uvWrap)
{
// Translate and rotate 'positionWS' into the light space.
// Project point to light "view" plane, i.e. discard Z.
float2 positionLS = mul(worldToLight, float4(samplePositionWS, 1)).xy;
// Remap [-1, 1] to [0, 1]
// (implies the transform has ortho projection mapping world space box to [-1, 1])
float2 positionUV = positionLS * 0.5 + 0.5;
// Tile texture for cookie in repeat mode
positionUV.x = (uvWrap.x == URP_TEXTURE_WRAP_MODE_REPEAT) ? frac(positionUV.x) : positionUV.x;
positionUV.y = (uvWrap.y == URP_TEXTURE_WRAP_MODE_REPEAT) ? frac(positionUV.y) : positionUV.y;
positionUV.x = (uvWrap.x == URP_TEXTURE_WRAP_MODE_CLAMP) ? saturate(positionUV.x) : positionUV.x;
positionUV.y = (uvWrap.y == URP_TEXTURE_WRAP_MODE_CLAMP) ? saturate(positionUV.y) : positionUV.y;
// Remap to atlas texture
float2 positionAtlasUV = atlasUVRect.xy * float2(positionUV)+atlasUVRect.zw;
return positionAtlasUV;
}
float4 SampleAdditionalLightsCookieAtlasTexture(float2 uv)
{
// No mipmap support
//return SAMPLE_TEXTURE2D_LOD(_AdditionalLightsCookieAtlasTexture, sampler_LinearClamp, uv, 0);
return tex2Dlod(_AdditionalLightsCookieAtlasTexture, float4(uv,0,0));
}
bool IsAdditionalLightsCookieAtlasTextureRGBFormat()
{
return _AdditionalLightsCookieAtlasTextureFormat == URP_LIGHT_COOKIE_FORMAT_RGB;
}
bool IsAdditionalLightsCookieAtlasTextureAlphaFormat()
{
return _AdditionalLightsCookieAtlasTextureFormat == URP_LIGHT_COOKIE_FORMAT_ALPHA;
}
float3 SampleAdditionalLightCookie(int perObjectLightIndex, float3 samplePositionWS)
{
if (!IsLightCookieEnabled(perObjectLightIndex))
return float3(1,1,1);
int lightType = GetLightCookieLightType(perObjectLightIndex);
int isSpot = lightType == URP_LIGHT_TYPE_SPOT;
int isDirectional = lightType == URP_LIGHT_TYPE_DIRECTIONAL;
float4x4 worldToLight = GetLightCookieWorldToLightMatrix(perObjectLightIndex);
float4 uvRect = GetLightCookieAtlasUVRect(perObjectLightIndex);
float2 uv;
if (isSpot)
{
uv = ComputeLightCookieUVSpot(worldToLight, samplePositionWS, uvRect);
}
else if (isDirectional)
{
uv = ComputeLightCookieUVDirectional(worldToLight, samplePositionWS, uvRect, URP_TEXTURE_WRAP_MODE_REPEAT);
}
else
{
uv = ComputeLightCookieUVPoint(worldToLight, samplePositionWS, uvRect);
}
float4 color = SampleAdditionalLightsCookieAtlasTexture(uv);
return IsAdditionalLightsCookieAtlasTextureRGBFormat() ? color.rgb
: IsAdditionalLightsCookieAtlasTextureAlphaFormat() ? color.aaa
: color.rrr;
}
//SHADOWS
half MixRealtimeAndBakedShadows(half realtimeShadow, half bakedShadow, half shadowFade)
{
#if defined(LIGHTMAP_SHADOW_MIXING)
return min(lerp(realtimeShadow, 1, shadowFade), bakedShadow);
#else
return lerp(realtimeShadow, bakedShadow, shadowFade);
#endif
}
half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS, half3 lightDirection)
{
#if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
ShadowSamplingData shadowSamplingData = GetAdditionalLightShadowSamplingData(lightIndex);
half4 shadowParams = GetAdditionalLightShadowParams(lightIndex);
int shadowSliceIndex = shadowParams.w;
if (shadowSliceIndex < 0)
return 1.0;
half isPointLight = shadowParams.z;
UNITY_BRANCH
if (isPointLight)
{
// This is a point light, we have to find out which shadow slice to sample from
float cubemapFaceId = CubeMapFaceID(-lightDirection);
shadowSliceIndex += cubemapFaceId;
}
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
float4 shadowCoord = mul(_AdditionalLightsWorldToShadow_SSBO[shadowSliceIndex], float4(positionWS, 1.0));
#else
float4 shadowCoord = mul(_AdditionalLightsWorldToShadow[shadowSliceIndex], float4(positionWS, 1.0));
#endif
return SampleShadowmap(TEXTURE2D_ARGS(_AdditionalLightsShadowmapTexture, sampler_LinearClampCompare), shadowCoord, shadowSamplingData, shadowParams, true);
#else
return half(1.0);
#endif
}
half AdditionalLightShadow(int lightIndex, float3 positionWS, half3 lightDirection, half4 shadowMask, half4 occlusionProbeChannels)
{
half realtimeShadow = AdditionalLightRealtimeShadow(lightIndex, positionWS, lightDirection);
#ifdef CALCULATE_BAKED_SHADOWS
half bakedShadow = BakedShadow(shadowMask, occlusionProbeChannels);
#else
half bakedShadow = half(1.0);
#endif
#ifdef ADDITIONAL_LIGHT_CALCULATE_SHADOWS
half shadowFade = GetAdditionalLightShadowFade(positionWS);
#else
half shadowFade = half(1.0);
#endif
return MixRealtimeAndBakedShadows(realtimeShadow, bakedShadow, shadowFade);
}
#define HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Sm…
#define HALF_MIN_SQRT 0.0078125 // 2^-7 == sqrt(HALF_MIN), useful for ensuring HALF_MIN after x^2
half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS];
float _AdditionalLightsLayerMasks[MAX_VISIBLE_LIGHTS];
float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS];
struct Light
{
half3 direction;
half3 color;
float distanceAttenuation; // full-float precision required on some platforms
half shadowAttenuation;
uint layerMask;
};
// Matches Unity Vanilla HINT_NICE_QUALITY attenuation
// Attenuation smoothly decreases to light range.
float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation)
{
// We use a shared distance attenuation for additional directional and puctual lights
// for directional lights attenuation will be 1
float lightAtten = rcp(distanceSqr);
float2 distanceAttenuationFloat = float2(distanceAttenuation);
// Use the smoothing factor also used in the Unity lightmapper.
half factor = half(distanceSqr * distanceAttenuationFloat.x);
half smoothFactor = saturate(half(1.0) - factor * factor);
smoothFactor = smoothFactor * smoothFactor;
return lightAtten * smoothFactor;
}
half AngleAttenuation(half3 spotDirection, half3 lightDirection, half2 spotAttenuation)
{
// Spot Attenuation with a linear falloff can be defined as
// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
// This can be rewritten as
// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
// SdotL * spotAttenuation.x + spotAttenuation.y
// If we precompute the terms in a MAD instruction
half SdotL = dot(spotDirection, lightDirection);
half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y);
return atten * atten;
}
Light GetAdditionalPerObjectLight(int perObjectLightIndex, float3 positionWS)
{
// Abstraction over Light input constants
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position;
half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb;
half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection;
uint lightLayerMask = _AdditionalLightsBuffer[perObjectLightIndex].layerMask;
#else
float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex];
half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb;
half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex];
uint lightLayerMask = asuint(_AdditionalLightsLayerMasks[perObjectLightIndex]);
#endif
// Directional lights store direction in lightPosition.xyz and have .w set to 0.0.
// This way the following code will work for both directional and punctual lights.
float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
// full-float precision required on some platforms
float attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw);
Light light;
light.direction = lightDirection;
light.distanceAttenuation = attenuation;
light.shadowAttenuation = 1.0; // This value can later be overridden in GetAdditionalLight(uint i, float3 positionWS, half4 shadowMask)
light.color = color;
light.layerMask = lightLayerMask;
return light;
}
//v1.6
float3 _CutoffGI;
//sampler2D _CameraDepthTexture;
RWTexture3D<uint> RG0;
int LayerToVisualize;
float4x4 SEGIVoxelViewFront;
float4x4 SEGIVoxelViewLeft;
float4x4 SEGIVoxelViewTop;
sampler2D _MainTex;
sampler2D _EmissionMap;
float _Cutoff;
float4 _MainTex_ST;
half4 _EmissionColor;
float SEGISecondaryBounceGain;
float _BlockerValue;
//v0.2
float shadowedLocalPower;
float shadowlessLocalPower;
float shadowlessLocalOcclusion;
struct v2g
{
float4 pos : SV_POSITION;
half4 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float angle : TEXCOORD2;
half4 worldPos : TEXCOORD3; //v0.1
half4 attenUV : TEXCOORD4; //v0.1
//METHOD2
LIGHTING_COORDS(5, 6)
float3 vertexLighting : TEXCOORD7;
};
//v0.1
float attenUV(float lightAtten0, float3 _4LightPos, float3 _worldPos) : SV_Target{
float range = (0.005 * sqrt(1000000 - lightAtten0)) / sqrt(lightAtten0);
return distance(_4LightPos, _worldPos) / range;
}
float atten(float _attenUV) : SV_Target{
return saturate(1.0 / (1.0 + 25.0*_attenUV*_attenUV) * saturate((1 - _attenUV) * 5.0));
}
float attenTex(sampler2D _LightTextureB, float _attenUV) : SV_Target{
return tex2D(_LightTextureB, (_attenUV * _attenUV).xx).UNITY_ATTEN_CHANNEL;
}
struct g2f
{
float4 pos : SV_POSITION;
half4 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float angle : TEXCOORD2;
half4 worldPos : TEXCOORD3; //v0.1
half4 attenUV : TEXCOORD4; //v0.1
//METHOD2
LIGHTING_COORDS(5, 6)
float3 vertexLighting : TEXCOORD7;
};
half4 _Color;
int _visibleLightsCount;
v2g vert(appdata_full v)
{
v2g o;
UNITY_INITIALIZE_OUTPUT(v2g, o);
float4 vertex = v.vertex;
o.normal = UnityObjectToWorldNormal(v.normal);
float3 absNormal = abs(o.normal);
o.pos = vertex;
o.uv = float4(TRANSFORM_TEX(v.texcoord.xy, _MainTex), 1.0, 1.0);
//v0.1
float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldPos = worldPos;// mul(unity_ObjectToWorld, v.vertex);
o.attenUV.x = attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), o.worldPos.xyz);
o.attenUV.y = attenUV(unity_4LightAtten0.y, float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), o.worldPos.xyz);
o.attenUV.z = attenUV(unity_4LightAtten0.z, float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), o.worldPos.xyz);
o.attenUV.w = attenUV(unity_4LightAtten0.w, float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), o.worldPos.xyz);
//METHOD2
//v0.1a
//if (1 == 1)//(spotLight)
//{
/*
for (int index = 0; index < 4; index++)
{
float4 lightPosition = float4(unity_4LightPosX0[index],
unity_4LightPosY0[index],
unity_4LightPosZ0[index], 1.0);
float3 vertexToLightSource = float3(lightPosition.xyz - worldPos);
float rho = max(0, dot(vertexToLightSource, unity_SpotDirection[index].xyz));
float spotAtt = (rho - unity_LightAtten[index].x) * unity_LightAtten[index].y;
if (index == 0) {
o.attenUV.x = saturate(spotAtt);
}
if (index == 1) {
o.attenUV.y = saturate(spotAtt);
}
if (index == 2) {
o.attenUV.z = saturate(spotAtt);
}
if (index == 3) {
o.attenUV.w = saturate(spotAtt);
}
}
//}
*/
o.vertexLighting = float3(0.0, 0.0, 0.0);
float3 worldN = mul((float3x3)unity_ObjectToWorld, SCALED_NORMAL);
//#ifdef VERTEXLIGHT_ON
/*
for (int index = 0; index < 4; index++)
{
float4 lightPosition = float4(unity_4LightPosX0[index],
unity_4LightPosY0[index],
unity_4LightPosZ0[index], 1.0);
//float3 toLight = unity_LightPosition[i].xyz - viewpos.xyz * unity_LightPosition[i].w;
float3 vertexToLightSource = float3(lightPosition.xyz - worldPos);
float3 lightDirection = normalize(vertexToLightSource);
float squaredDistance = dot(vertexToLightSource, vertexToLightSource);
float attenuation = 1.0 / (1.0 + unity_4LightAtten0[index] * squaredDistance);
//if (1==1)//(spotLight)
//{
// float rho = max(0, dot(vertexToLightSource, float3(1,0,1)));
// float spotAtt = rho*11111;
// attenuation *= saturate(spotAtt);
//}
float3 diffuseReflection = attenuation * float3(unity_LightColor[index].rgb)
* float3(_Color.rgb)* max(0.0, dot(worldN, lightDirection));
o.vertexLighting = o.vertexLighting + diffuseReflection * 2;
}
//#endif
*/
//METHOD3
//#ifdef VERTEXLIGHT_ON
/*o.vertexLighting += Shade4PointLights(
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldN
);*/
//#endif // VERTEXLIGHT_ON
//o.vertexLighting =1* ShadeVertexLightsFull(
// v.vertex, v.normal, 8, true//absNormal//realNormal
//);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
int SEGIVoxelResolution;
[maxvertexcount(3)]
void geom(triangle v2g input[3], inout TriangleStream<g2f> triStream)
{
v2g p[3];
int i = 0;
for (i = 0; i < 3; i++)
{
p[i] = input[i];
p[i].pos = mul(unity_ObjectToWorld, p[i].pos);
//v0.1
/* p[i].worldPos = p[i].pos;
p[i].attenUV.x = attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), p[i].worldPos.xyz);
p[i].attenUV.y = attenUV(unity_4LightAtten0.y, float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), p[i].worldPos.xyz);
p[i].attenUV.z = attenUV(unity_4LightAtten0.z, float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), p[i].worldPos.xyz);
p[i].attenUV.w = attenUV(unity_4LightAtten0.w, float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), p[i].worldPos.xyz);*/
}
float3 realNormal = float3(0.0, 0.0, 0.0);
float3 V = p[1].pos.xyz - p[0].pos.xyz;
float3 W = p[2].pos.xyz - p[0].pos.xyz;
realNormal.x = (V.y * W.z) - (V.z * W.y);
realNormal.y = (V.z * W.x) - (V.x * W.z);
realNormal.z = (V.x * W.y) - (V.y * W.x);
float3 absNormal = abs(realNormal);
//v0.1a
// p[i].worldPos = p[i].pos;
////v0.1
//p[i].worldPos = p[i].pos;
for (i = 0; i < 3; i++)
{
//p[i] = input[i];
if (shadowlessLocalOcclusion != 0) {
p[i].attenUV.x = shadowlessLocalOcclusion * attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), p[i].pos.xyz);
p[i].attenUV.y = shadowlessLocalOcclusion * attenUV(unity_4LightAtten0.y, float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), p[i].pos.xyz);
p[i].attenUV.z = shadowlessLocalOcclusion * attenUV(unity_4LightAtten0.z, float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), p[i].pos.xyz);
p[i].attenUV.w = shadowlessLocalOcclusion * attenUV(unity_4LightAtten0.w, float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), p[i].pos.xyz);
//p[i].attenUV = input[i].attenUV;
}
//METHOD3
if (shadowedLocalPower != 0) {
//p[i].vertexLighting = Shade4PointLights(
// unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
// unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
// unity_4LightAtten0, p[i].pos, realNormal//absNormal//realNormal
//);
//int _visibleLightsCount = 16;
#if defined (_ADDITIONAL_LIGHTS) || defined (USE_FORWARD_PLUS)
[loop] //v1.9.9.8 - Ethereal v1.1.8h
for (int k = 0; k < _visibleLightsCount-1; k++) //v1.9.9.8 - Ethereal v1.1.8h
{
//LIGHT 1
float distToRayStartA = length(_WorldSpaceCameraPos - p[i].pos);//v1.9.9.8 - Ethereal v1.1.8h
//#ifdef URP11//v1.8
Light light = GetAdditionalPerObjectLight(k, p[i].pos);
light.shadowAttenuation = AdditionalLightShadow(k, p[i].pos, light.direction, half4(1, 1, 1, 1), half4(0, 0, 0, 0));
//COOKIE
//#if defined(_LIGHT_COOKIES)
float3 cookieColor = SampleAdditionalLightCookie(k, p[i].pos);
light.color *= cookieColor;
//#endif
//#else
// Light light = GetAdditionalPerObjectLight(k, pos);// GetAdditionalLight(k, pos); //v0.4 URP 10 need an extra shadowmask variable
//#endif
p[i].vertexLighting += light.color *pow(light.shadowAttenuation, 1)* pow(light.distanceAttenuation, 1);
//result.rgb *= light.shadowAttenuation;
}
#endif
//
// ShadeVertexLightsFull (float4 vertex, float3 normal, int lightCount, bool spotLight)
//p[i].vertexLighting += input[i].vertexLighting;
// 101*ShadeVertexLightsFull(
// p[i].pos.xyzz, realNormal, 8, true//absNormal//realNormal
//);
}
}
int angle = 0;
if (absNormal.z > absNormal.y && absNormal.z > absNormal.x)
{
angle = 0;
}
else if (absNormal.x > absNormal.y && absNormal.x > absNormal.z)
{
angle = 1;
}
else if (absNormal.y > absNormal.x && absNormal.y > absNormal.z)
{
angle = 2;
}
else
{
angle = 0;
}
for (i = 0; i < 3; i++)
{
//p[i].worldPos = p[i].pos;
///*
if (angle == 0)
{
p[i].pos = mul(SEGIVoxelViewFront, p[i].pos);
}
else if (angle == 1)
{
p[i].pos = mul(SEGIVoxelViewLeft, p[i].pos);
}
else
{
p[i].pos = mul(SEGIVoxelViewTop, p[i].pos);
}
//METHOD3
/*p[i].vertexLighting = 1*Shade4PointLights(
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, p[i].pos, absNormal
);*/
p[i].pos = mul(UNITY_MATRIX_P, p[i].pos);
#if defined(UNITY_REVERSED_Z)
p[i].pos.z = 1.0 - p[i].pos.z;
#else
p[i].pos.z *= -1.0;
#endif
p[i].angle = (float)angle;
/*
//v0.1
// p[i].worldPos = p[i].pos;
////v0.1
//p[i].worldPos = p[i].pos;
if (shadowlessLocalOcclusion != 0) {
p[i].attenUV.x = shadowlessLocalOcclusion * attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), p[i].pos.xyz);
p[i].attenUV.y = shadowlessLocalOcclusion * attenUV(unity_4LightAtten0.y, float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), p[i].pos.xyz);
p[i].attenUV.z = shadowlessLocalOcclusion * attenUV(unity_4LightAtten0.z, float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), p[i].pos.xyz);
p[i].attenUV.w = shadowlessLocalOcclusion * attenUV(unity_4LightAtten0.w, float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), p[i].pos.xyz);
}
//METHOD3
if (shadowedLocalPower != 0) {
p[i].vertexLighting += Shade4PointLights(
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, p[i].pos, realNormal//absNormal//realNormal
);
}
*/
//METHOD3
}
triStream.Append(p[0]);
triStream.Append(p[1]);
triStream.Append(p[2]);
}
float3 rgb2hsv(float3 c)
{
float4 k = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, k.wz), float4(c.gb, k.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 hsv2rgb(float3 c)
{
float4 k = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + k.xyz) * 6.0 - k.www);
return c.z * lerp(k.xxx, saturate(p - k.xxx), c.y);
}
float4 DecodeRGBAuint(uint value)
{
uint ai = value & 0x0000007F;
uint vi = (value / 0x00000080) & 0x000007FF;
uint si = (value / 0x00040000) & 0x0000007F;
uint hi = value / 0x02000000;
float h = float(hi) / 127.0;
float s = float(si) / 127.0;
float v = (float(vi) / 2047.0) * 10.0;
float a = ai * 2.0;
v = pow(v, 3.0);
float3 color = hsv2rgb(float3(h, s, v));
return float4(color.rgb, a);
}
uint EncodeRGBAuint(float4 color)
{
//7[HHHHHHH] 7[SSSSSSS] 11[VVVVVVVVVVV] 7[AAAAAAAA]
float3 hsv = rgb2hsv(color.rgb);
hsv.z = pow(hsv.z, 1.0 / 3.0);
uint result = 0;
uint a = min(127, uint(color.a / 2.0));
uint v = min(2047, uint((hsv.z / 10.0) * 2047));
uint s = uint(hsv.y * 127);
uint h = uint(hsv.x * 127);
result += a;
result += v * 0x00000080; // << 7
result += s * 0x00040000; // << 18
result += h * 0x02000000; // << 25
return result;
}
void interlockedAddFloat4(RWTexture3D<uint> destination, int3 coord, float4 value)
{
uint writeValue = EncodeRGBAuint(value);
uint compareValue = 0;
uint originalValue;
[allow_uav_condition]
for (int i = 0; i < 18; i++)// while (true)
{
InterlockedCompareExchange(destination[coord], compareValue, writeValue, originalValue);
if (compareValue == originalValue)
break;
compareValue = originalValue;
float4 originalValueFloats = DecodeRGBAuint(originalValue);
writeValue = EncodeRGBAuint(originalValueFloats + value);
}
}
void interlockedAddFloat4b(RWTexture3D<uint> destination, int3 coord, float4 value)
{
uint writeValue = EncodeRGBAuint(value);
uint compareValue = 0;
uint originalValue;
[allow_uav_condition]
for (int i = 0; i < 18; i++)// while (true)
{
InterlockedCompareExchange(destination[coord], compareValue, writeValue, originalValue);
if (compareValue == originalValue)
break;
compareValue = originalValue;
float4 originalValueFloats = DecodeRGBAuint(originalValue);
writeValue = EncodeRGBAuint(originalValueFloats + value);
}
}
float4x4 SEGIVoxelToGIProjection;
float4x4 SEGIVoxelProjectionInverse;
sampler2D SEGISunDepth;
float4 SEGISunlightVector;
float4 GISunColor;
float4 SEGIVoxelSpaceOriginDelta;
sampler3D SEGIVolumeTexture1;
int SEGIInnerOcclusionLayers;
#define VoxelResolution (SEGIVoxelResolution * (1 + SEGIVoxelAA))
int SEGIVoxelAA;
float4 frag(g2f input) : SV_TARGET
{
int3 coord = int3((int)(input.pos.x), (int)(input.pos.y), (int)(input.pos.z * VoxelResolution));
float3 absNormal = abs(input.normal);
int angle = 0;
angle = (int)input.angle;
if (angle == 1)
{
coord.xyz = coord.zyx;
coord.z = VoxelResolution - coord.z - 1;
}
else if (angle == 2)
{
coord.xyz = coord.xzy;
coord.y = VoxelResolution - coord.y - 1;
}
float3 fcoord = (float3)(coord.xyz) / VoxelResolution;
float4 shadowPos = mul(SEGIVoxelProjectionInverse, float4(fcoord * 2.0 - 1.0, 0.0));
shadowPos = mul(SEGIVoxelToGIProjection, shadowPos);
shadowPos.xyz = shadowPos.xyz * 0.5 + 0.5;
float sunDepth = tex2Dlod(SEGISunDepth, float4(shadowPos.xy, 0, 0)).x;
#if defined(UNITY_REVERSED_Z)
sunDepth = 1.0 - sunDepth;
#endif
float sunVisibility = saturate((sunDepth - shadowPos.z + 0.2525) * 1000.0);
float sunNdotL = saturate(dot(input.normal, -SEGISunlightVector.xyz));
float4 tex = tex2D(_MainTex, input.uv.xy);
float4 emissionTex = tex2D(_EmissionMap, input.uv.xy);
float4 color = _Color;
if (length(_Color.rgb) < 0.0001)
{
color.rgb = float3(1, 1, 1);
}
//v0.7
float3 col = sunVisibility.xxx * sunNdotL * color.rgb * tex.rgb * GISunColor.rgb * GISunColor.a
+ _EmissionColor.rgb * (0.1 + (1 - color.a) * 5) * emissionTex.rgb; //1.0g
//float3 col = sunVisibility.xxx * sunNdotL * color.rgb * tex.rgb * GISunColor.rgb * GISunColor.a + _EmissionColor.rgb * 0.9 * emissionTex.rgb;
float4 prevBounce = tex3D(SEGIVolumeTexture1, fcoord + SEGIVoxelSpaceOriginDelta.xyz);
col.rgb += prevBounce.rgb * 1.6 * SEGISecondaryBounceGain * tex.rgb * color.rgb;
float4 result = float4(col.rgb, 2.0);
const float sqrt2 = sqrt(2.0) * 1.0;
coord /= (uint)SEGIVoxelAA + 1u;
//v0.1 - 1.6
float depthA = 1 - Linear01Depth(tex2D(_CameraDepthTexture, input.uv.xy).x);
if (depthA + 0.02*_CutoffGI.x > length(_WorldSpaceCameraPos - coord.xyz) / (VoxelResolution*_CutoffGI.y)) {
result.a += 90.0 * _CutoffGI.z;
}
if (_BlockerValue > 0.01)
{
result.a += 20.0;
result.a += _BlockerValue;
result.rgb = float3(0.0, 0.0, 0.0);
}
//v0.1
float4 _atten = 0;
//float _atten.x = attenTex(_LightTextureB0, f.attenUV.x);
_atten.x = atten(input.attenUV.x);
_atten.y = atten(input.attenUV.y);
_atten.z = atten(input.attenUV.z);
_atten.w = atten(input.attenUV.w);
//fixed4 col = tex2D(_MainTex, input.uv.xy) * input.color;
if (shadowlessLocalPower != 0) {
result.rgb += color.rgb * tex.rgb * unity_LightColor[0].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), input.worldPos.xyz)) * _atten.x;
result.rgb += color.rgb * tex.rgb * unity_LightColor[1].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), input.worldPos.xyz)) * _atten.y;
result.rgb += color.rgb * tex.rgb * unity_LightColor[2].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), input.worldPos.xyz)) * _atten.z;
result.rgb += color.rgb * tex.rgb * unity_LightColor[3].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), input.worldPos.xyz)) * _atten.w;
}
//result.rgb += unity_LightColor[0].rgb * _atten.x;
//result.rgb += unity_LightColor[1].rgb * _atten.y;
//result.rgb += unity_LightColor[2].rgb * _atten.z;
//result.rgb += unity_LightColor[3].rgb * _atten.w;
//METHOD3
if (shadowedLocalPower != 0) {
//float atten = LIGHT_ATTENUATION(input);
//result.rgb += color.rgb * float3(input.vertexLighting.rgb*0.02 * shadowedLocalPower) * tex.rgb* atten;
result.rgb += color.rgb * float3(input.vertexLighting.rgb * 0.01 * shadowedLocalPower) * tex.rgb * 1;
}
float atten = LIGHT_ATTENUATION(input);
//result.rgb += ShadeVertexLightsFull(fcoord.xyzz, input.normal, 4, true) * shadowedLocalPower * tex.rgb * atten;
//Light mainLight = GetMainLight(input.shadowCoord);
interlockedAddFloat4(RG0, coord, result);
if (SEGIInnerOcclusionLayers > 0)
{
interlockedAddFloat4b(RG0, coord - int3((int)(input.normal.x * sqrt2 * 1.0), (int)(input.normal.y * sqrt2 * 1.0), (int)(input.normal.z * sqrt2 * 1.0)), float4(0.0, 0.0, 0.0, 8.0));
}
if (SEGIInnerOcclusionLayers > 1)
{
interlockedAddFloat4b(RG0, coord - int3((int)(input.normal.x * sqrt2 * 2.0), (int)(input.normal.y * sqrt2 * 2.0), (int)(input.normal.z * sqrt2 * 2.0)), float4(0.0, 0.0, 0.0, 22.0));
}
return float4(0.0, 0.0, 0.0, 0.0);
}
ENDCG
}
}
FallBack Off//FallBack "Diffuse"//FallBack Off
}