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- #if !defined(SHADERGRAPH_PREVIEW) || defined(LIGHTWEIGHT_LIGHTING_INCLUDED)
- // As we do not have access to the vertex lights we will make the shader always sample add lights per pixel
- #if defined(_ADDITIONAL_LIGHTS_VERTEX)
- #undef _ADDITIONAL_LIGHTS_VERTEX
- #define _ADDITIONAL_LIGHTS
- #endif
- #if defined(LIGHTWEIGHT_LIGHTING_INCLUDED) || defined(UNIVERSAL_LIGHTING_INCLUDED)
- struct AdditionalData {
- half3 tangentWS;
- half3 bitangentWS;
- float partLambdaV;
- half roughnessT;
- half roughnessB;
- half3 anisoReflectionNormal;
- };
- half3 DirectBDRF_LuxGGXAniso(BRDFData brdfData, AdditionalData addData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS, half NdotL)
- {
- #ifndef _SPECULARHIGHLIGHTS_OFF
- float3 halfDir = SafeNormalize(lightDirectionWS + viewDirectionWS);
- float NoH = saturate(dot(normalWS, halfDir));
- half LoH = saturate(dot(lightDirectionWS, halfDir));
- half NdotV = saturate(dot(normalWS, viewDirectionWS ));
- // GGX Aniso
- float TdotH = dot(addData.tangentWS, halfDir);
- float TdotL = dot(addData.tangentWS, lightDirectionWS);
- float BdotH = dot(addData.bitangentWS, halfDir);
- float BdotL = dot(addData.bitangentWS, lightDirectionWS);
- float3 F = F_Schlick(brdfData.specular, LoH);
- //float TdotV = dot(addData.tangentWS, viewDirectionWS);
- //float BdotV = dot(addData.bitangentWS, viewDirectionWS);
- float DV = DV_SmithJointGGXAniso(
- TdotH, BdotH, NoH, NdotV, TdotL, BdotL, NdotL,
- addData.roughnessT, addData.roughnessB, addData.partLambdaV
- );
- // Check NdotL gets factores in outside as well.. correct?
- half3 specularLighting = F * DV;
- return specularLighting + brdfData.diffuse;
- #else
- return brdfData.diffuse;
- #endif
- }
- half3 LightingPhysicallyBased_LuxGGXAniso(BRDFData brdfData, AdditionalData addData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS, half NdotL)
- {
- half3 radiance = lightColor * (lightAttenuation * NdotL);
- return DirectBDRF_LuxGGXAniso(brdfData, addData, normalWS, lightDirectionWS, viewDirectionWS, NdotL) * radiance;
- }
- half3 LightingPhysicallyBased_LuxGGXAniso(BRDFData brdfData, AdditionalData addData, Light light, half3 normalWS, half3 viewDirectionWS, half NdotL)
- {
- return LightingPhysicallyBased_LuxGGXAniso(brdfData, addData, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS, NdotL);
- }
- #endif
- #endif
- void Lighting_half(
- // Base inputs
- float3 positionWS,
- half3 viewDirectionWS,
- // Normal inputs
- half3 normalWS,
- half3 tangentWS,
- half3 bitangentWS,
- bool enableNormalMapping,
- half3 normalTS,
- // Surface description
- half3 albedo,
- half metallic,
- half3 specular,
- half smoothness,
- half occlusion,
- half alpha,
- // Lighting specific inputs
- half anisotropy,
- bool enableTransmission,
- half transmissionStrength,
- half transmissionPower,
- half transmissionDistortion,
- half transmissionShadowstrength,
- // Lightmapping
- float2 lightMapUV,
- // Final lit color
- out half3 MetaAlbedo,
- out half3 FinalLighting,
- out half3 MetaSpecular
- )
- {
- //#ifdef SHADERGRAPH_PREVIEW
- #if defined(SHADERGRAPH_PREVIEW) || ( !defined(LIGHTWEIGHT_LIGHTING_INCLUDED) && !defined(UNIVERSAL_LIGHTING_INCLUDED) )
- FinalLighting = albedo;
- MetaAlbedo = half3(0,0,0);
- MetaSpecular = half3(0,0,0);
- #else
- // Real Lighting ----------
- if (enableNormalMapping) {
- normalWS = TransformTangentToWorld(normalTS, half3x3(tangentWS.xyz, bitangentWS.xyz, normalWS.xyz));
- }
- normalWS = NormalizeNormalPerPixel(normalWS);
- viewDirectionWS = SafeNormalize(viewDirectionWS);
- // GI Lighting
- half3 bakedGI;
- #ifdef LIGHTMAP_ON
- lightMapUV = lightMapUV * unity_LightmapST.xy + unity_LightmapST.zw;
- bakedGI = SAMPLE_GI(lightMapUV, half3(0,0,0), normalWS);
- #else
- bakedGI = SampleSH(normalWS);
- #endif
- BRDFData brdfData;
- InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);
- // Do not apply energy conservation
- brdfData.diffuse = albedo;
- brdfData.specular = specular;
- AdditionalData addData;
- // Adjust tangentWS in case normal mapping is active
- if (enableNormalMapping) {
- tangentWS = Orthonormalize(tangentWS, normalWS);
- }
- addData.tangentWS = tangentWS;
- addData.bitangentWS = cross(normalWS, tangentWS);
- // GGX Aniso
- addData.roughnessT = brdfData.roughness * (1 + anisotropy);
- addData.roughnessB = brdfData.roughness * (1 - anisotropy);
- float TdotV = dot(addData.tangentWS, viewDirectionWS);
- float BdotV = dot(addData.bitangentWS, viewDirectionWS);
- float NdotV = dot(normalWS, viewDirectionWS);
- addData.partLambdaV = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, NdotV, addData.roughnessT, addData.roughnessB);
- // Set reflection normal and roughness – derived from GetGGXAnisotropicModifiedNormalAndRoughness
- half3 grainDirWS = (anisotropy >= 0.0) ? addData.bitangentWS : addData.tangentWS;
- half stretch = abs(anisotropy) * saturate(1.5h * sqrt(brdfData.perceptualRoughness));
- addData.anisoReflectionNormal = GetAnisotropicModifiedNormal(grainDirWS, normalWS, viewDirectionWS, stretch);
- half iblPerceptualRoughness = brdfData.perceptualRoughness * saturate(1.2h - abs(anisotropy));
- // Overwrite perceptual roughness for ambient specular reflections
- brdfData.perceptualRoughness = iblPerceptualRoughness;
- float4 clipPos = TransformWorldToHClip(positionWS);
- // Get Shadow Sampling Coords / Unfortunately per pixel...
- #if SHADOWS_SCREEN
- float4 shadowCoord = ComputeScreenPos(clipPos);
- #else
- float4 shadowCoord = TransformWorldToShadowCoord(positionWS);
- #endif
- // Shadow mask
- #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
- half4 shadowMask = SAMPLE_SHADOWMASK(lightMapUV);
- #elif !defined (LIGHTMAP_ON)
- half4 shadowMask = unity_ProbesOcclusion;
- #else
- half4 shadowMask = half4(1, 1, 1, 1);
- #endif
- //Light mainLight = GetMainLight(shadowCoord);
- Light mainLight = GetMainLight(shadowCoord, positionWS, shadowMask);
- half3 mainLightColor = mainLight.color;
- // SSAO
- #if defined(_SCREEN_SPACE_OCCLUSION)
- float4 ndc = clipPos * 0.5f;
- float2 normalized = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w;
- normalized /= clipPos.w;
- normalized *= _ScreenParams.xy;
- // We could also use IN.Screenpos(default) --> ( IN.Screenpos.xy * _ScreenParams.xy)
- // HDRP 10.1
- normalized = GetNormalizedScreenSpaceUV(normalized);
- AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalized);
- mainLight.color *= aoFactor.directAmbientOcclusion;
- occlusion = min(occlusion, aoFactor.indirectAmbientOcclusion);
- #endif
-
- MixRealtimeAndBakedGI(mainLight, normalWS, bakedGI, half4(0, 0, 0, 0));
- // GI
- FinalLighting = GlobalIllumination(brdfData, bakedGI, occlusion, addData.anisoReflectionNormal, viewDirectionWS);
- // Main Light
- half NdotL = saturate(dot(normalWS, mainLight.direction));
- FinalLighting += LightingPhysicallyBased_LuxGGXAniso(brdfData, addData, mainLight, normalWS, viewDirectionWS, NdotL);
- // transmission
- if(enableTransmission) {
- half3 transLightDir = mainLight.direction + normalWS * transmissionDistortion;
- half transDot = dot( transLightDir, -viewDirectionWS );
- transDot = exp2(saturate(transDot) * transmissionPower - transmissionPower);
- FinalLighting += brdfData.diffuse * transDot * (1.0h - NdotL) * mainLightColor * lerp(1.0h, mainLight.shadowAttenuation, transmissionShadowstrength) * transmissionStrength * 4;
- }
- // Handle additional lights
- #ifdef _ADDITIONAL_LIGHTS
- uint pixelLightCount = GetAdditionalLightsCount();
- for (uint i = 0u; i < pixelLightCount; ++i) {
- // Light light = GetAdditionalPerObjectLight(index, positionWS); // here; shadowAttenuation = 1.0;
- // URP 10: We have to use the new GetAdditionalLight function
- Light light = GetAdditionalLight(i, positionWS, shadowMask);
- half3 lightColor = light.color;
- #if defined(_SCREEN_SPACE_OCCLUSION)
- light.color *= aoFactor.directAmbientOcclusion;
- #endif
- NdotL = saturate(dot(normalWS, light.direction ));
- FinalLighting += LightingPhysicallyBased_LuxGGXAniso(brdfData, addData, light, normalWS, viewDirectionWS, NdotL);
- // transmission
- if(enableTransmission) {
- half3 transLightDir = light.direction + normalWS * transmissionDistortion;
- half transDot = dot( transLightDir, -viewDirectionWS );
- transDot = exp2(saturate(transDot) * transmissionPower - transmissionPower);
- NdotL = saturate(dot(normalWS, light.direction));
- FinalLighting += brdfData.diffuse * transDot * (1.0h - NdotL) * lightColor * lerp(1.0h, light.shadowAttenuation, transmissionShadowstrength) * light.distanceAttenuation * transmissionStrength * 4;
- }
- }
- #endif
- // Set Albedo for meta pass
- #if defined(LIGHTWEIGHT_META_PASS_INCLUDED) || defined(UNIVERSAL_META_PASS_INCLUDED)
- FinalLighting = half3(0,0,0);
- MetaAlbedo = albedo;
- MetaSpecular = specular;
- #else
- MetaAlbedo = half3(0,0,0);
- MetaSpecular = half3(0,0,0);
- #endif
- // End Real Lighting ----------
- #endif
- }
- // Unity 2019.1. needs a float version
- void Lighting_float(
- // Base inputs
- float3 positionWS,
- half3 viewDirectionWS,
- // Normal inputs
- half3 normalWS,
- half3 tangentWS,
- half3 bitangentWS,
- bool enableNormalMapping,
- half3 normalTS,
- // Surface description
- half3 albedo,
- half metallic,
- half3 specular,
- half smoothness,
- half occlusion,
- half alpha,
- // Lighting specific inputs
- half anisotropy,
- bool enableTransmission,
- half transmissionStrength,
- half transmissionPower,
- half transmissionDistortion,
- half transmissionShadowstrength,
- // Lightmapping
- float2 lightMapUV,
- // Final lit color
- out half3 MetaAlbedo,
- out half3 FinalLighting,
- out half3 MetaSpecular
- )
- {
- Lighting_half(
- positionWS, viewDirectionWS, normalWS, tangentWS, bitangentWS, enableNormalMapping, normalTS,
- albedo, metallic, specular, smoothness, occlusion, alpha,
- anisotropy, enableTransmission, transmissionStrength, transmissionPower, transmissionDistortion, transmissionShadowstrength,
- lightMapUV, MetaAlbedo, FinalLighting, MetaSpecular);
- }
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