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- // NOTE: Based on URP Lighting.hlsl which replaced some half3 with floats to avoid lighting artifacts on mobile
- // Hair lighting functions renamed to solves problems with LWRP 6.x
- // https://google.github.io/filament/Filament.md.html#materialsystem/clothmodel
- // SheenColor
- #ifndef UNIVERSAL_CLEARCOATLIGHTING_INCLUDED
- #define UNIVERSAL_CLEARCOATLIGHTING_INCLUDED
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- // ---------
- struct AdditionalData {
- half coatThickness;
- half3 coatSpecular;
- half3 normalWS;
- half perceptualRoughness;
- half roughness;
- half roughness2;
- half normalizationTerm;
- half roughness2MinusOne; // roughness² - 1.0
- half reflectivity;
- half grazingTerm;
- half specOcclusion;
- };
- half3 DirectBDRF_LuxClearCoat(BRDFData brdfData, AdditionalData addData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS, half NdotL)
- {
- #ifndef _SPECULARHIGHLIGHTS_OFF
-
- float3 halfDir = SafeNormalize(lightDirectionWS + viewDirectionWS);
- half LoH = saturate(dot(lightDirectionWS, halfDir));
- // Base Lobe
- float NoH = saturate(dot(normalWS, halfDir));
- float d = NoH * NoH * brdfData.roughness2MinusOne + 1.00001f;
- half LoH2 = LoH * LoH;
- LoH2 = max(0.1h, LoH2);
- half specularTerm = brdfData.roughness2 / ((d * d) * LoH2 /* max(0.1h, LoH2 */ * brdfData.normalizationTerm);
- #if defined (SHADER_API_MOBILE) || defined (SHADER_API_SWITCH)
- specularTerm = specularTerm - HALF_MIN;
- specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles
- #endif
- half3 spec = specularTerm * brdfData.specular * NdotL;
- // Coat Lobe
- // From HDRP: Scale base specular
- #if defined (_MASKMAP) && defined(_STANDARDLIGHTING)
- [branch]
- if (addData.coatThickness > 0.0h) {
- #endif
- half coatF = F_Schlick(addData.reflectivity /*addData.coatSpecular*/ /*CLEAR_COAT_F0*/, LoH) * addData.coatThickness;
- spec *= Sq(1.0h - coatF);
- NoH = saturate(dot(addData.normalWS, halfDir));
- d = NoH * NoH * addData.roughness2MinusOne + 1.00001f;
- // LoH2 = LoH * LoH;
- specularTerm = addData.roughness2 / ((d * d) * LoH2 /* max(0.1h, LoH2 */ * addData.normalizationTerm);
- #if defined (SHADER_API_MOBILE) || defined (SHADER_API_SWITCH)
- specularTerm = specularTerm - HALF_MIN;
- specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles
- #endif
- spec += specularTerm * addData.coatSpecular * saturate(dot(addData.normalWS, lightDirectionWS));
- #if defined (_MASKMAP) && defined(_STANDARDLIGHTING)
- }
- #endif
- half3 color = spec + brdfData.diffuse * NdotL; // from HDRP (but does not do much?) * lerp(1.0h, 1.0h - coatF, addData.coatThickness);
- return color;
- #else
- return brdfData.diffuse * NdotL;
- #endif
- }
- half3 LightingPhysicallyBased_LuxClearCoat(BRDFData brdfData, AdditionalData addData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS)
- {
- half NdotL = saturate(dot(normalWS, lightDirectionWS));
- half3 radiance = lightColor * (lightAttenuation); // * NdotL);
- return DirectBDRF_LuxClearCoat(brdfData, addData, normalWS, lightDirectionWS, viewDirectionWS, NdotL) * radiance;
- }
- half3 LightingPhysicallyBased_LuxClearCoat(BRDFData brdfData, AdditionalData addData, Light light, half3 normalWS, half3 viewDirectionWS)
- {
- return LightingPhysicallyBased_LuxClearCoat(brdfData, addData, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS);
- }
- half3 EnvironmentBRDF_LuxClearCoat(BRDFData brdfData, AdditionalData addData, half3 indirectDiffuse, half3 indirectSpecular, half fresnelTerm)
- {
- half3 c = indirectDiffuse * brdfData.diffuse;
- float surfaceReduction = 1.0 / (addData.roughness2 + 1.0);
- c += surfaceReduction * indirectSpecular * lerp(addData.coatSpecular, addData.grazingTerm, fresnelTerm);
- return c;
- }
- half3 GlobalIllumination_LuxClearCoat(BRDFData brdfData, AdditionalData addData, half3 bakedGI, half occlusion, half3 normalWS, half3 baseNormalWS, half3 viewDirectionWS, half NdotV)
- {
- half3 reflectVector = reflect(-viewDirectionWS, normalWS);
- half fresnelTerm = Pow4(1.0 - NdotV);
- half3 indirectDiffuse = bakedGI * occlusion;
- half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, addData.perceptualRoughness, addData.specOcclusion);
- //return EnvironmentBRDF_LuxClearCoat(brdfData, addData, indirectDiffuse, indirectSpecular, fresnelTerm);
- half3 res = EnvironmentBRDF_LuxClearCoat(brdfData, addData, indirectDiffuse, indirectSpecular, fresnelTerm);
- #if defined(_SECONDARYLOBE)
- #if defined (_MASKMAP) && defined(_STANDARDLIGHTING)
- [branch]
- if (addData.coatThickness > 0.0h) {
- #endif
- reflectVector = reflect(-viewDirectionWS, baseNormalWS);
- indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, 1);
- float surfaceReduction = 1.0 / (brdfData.roughness2 + 1.0);
- res += NdotV * surfaceReduction * indirectSpecular * lerp(brdfData.specular, brdfData.grazingTerm, fresnelTerm);
- #if defined (_MASKMAP) && defined(_STANDARDLIGHTING)
- }
- #endif
- #endif
- return res;
- }
- half3 f0ClearCoatToSurface_Lux(half3 f0)
- {
- // Approximation of iorTof0(f0ToIor(f0), 1.5)
- // This assumes that the clear coat layer has an IOR of 1.5
- #if defined(SHADER_API_MOBILE)
- return saturate(f0 * (f0 * 0.526868h + 0.529324h) - 0.0482256h);
- #else
- return saturate(f0 * (f0 * (0.941892h - 0.263008h * f0) + 0.346479h) - 0.0285998h);
- #endif
- }
- half4 LuxClearCoatFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular,
- half smoothness, half occlusion, half3 emission, half alpha,
- half clearcoatSmoothness,
- half clearcoatThickness,
- half3 clearcoatSpecular,
- half3 vertexNormalWS,
- half3 baseColor,
- half3 secondaryColor
- )
- {
-
- half NdotV = saturate( dot(vertexNormalWS, inputData.viewDirectionWS) );
- #if defined(_SECONDARYCOLOR)
- albedo = lerp(secondaryColor, baseColor, NdotV);
- #else
- albedo = baseColor;
- #endif
- BRDFData brdfData;
- InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);
- //#if defined(_ADJUSTSPEC)
- // brdfData.specular = lerp(brdfData.specular, ConvertF0ForAirInterfaceToF0ForClearCoat15(brdfData.specular), clearcoatThickness);
- brdfData.specular = lerp(brdfData.specular, f0ClearCoatToSurface_Lux(brdfData.specular), clearcoatThickness);
- //#endif
- // URP does also modify the roughness
- // Modify Roughness of base layer
- /* half ieta = lerp(1.0h, CLEAR_COAT_IETA, outBRDFData.clearCoat);
- half coatRoughnessScale = Sq(ieta);
- half sigma = RoughnessToVariance(PerceptualRoughnessToRoughness(outBRDFData.perceptualRoughness));
- outBRDFData.perceptualRoughness = RoughnessToPerceptualRoughness(VarianceToRoughness(sigma * coatRoughnessScale));
- */
- AdditionalData addData; // = (AdditionalData)0;
- #if defined (_MASKMAP) && defined(_STANDARDLIGHTING)
- [branch]
- if (clearcoatThickness == 0.0h) {
- addData.coatThickness = 0.0h;
- addData.coatSpecular = brdfData.specular;
- addData.normalWS = inputData.normalWS;
- addData.perceptualRoughness = brdfData.perceptualRoughness;
- addData.roughness = brdfData.roughness;
- addData.roughness2 = brdfData.roughness2;
- addData.normalizationTerm = brdfData.normalizationTerm;
- addData.roughness2MinusOne = brdfData.roughness2MinusOne;
- addData.reflectivity = ReflectivitySpecular(brdfData.specular);
- addData.grazingTerm = brdfData.grazingTerm;
- addData.specOcclusion = occlusion;
- }
- else {
- #endif
- addData.coatThickness = clearcoatThickness;
- addData.coatSpecular = clearcoatSpecular;
- addData.normalWS = vertexNormalWS;
- addData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(clearcoatSmoothness);
- addData.roughness = PerceptualRoughnessToRoughness(addData.perceptualRoughness);
- addData.roughness2 = addData.roughness * addData.roughness;
- addData.normalizationTerm = addData.roughness * 4.0h + 2.0h;
- addData.roughness2MinusOne = addData.roughness2 - 1.0h;
- addData.reflectivity = ReflectivitySpecular(clearcoatSpecular);
- addData.grazingTerm = saturate(clearcoatSmoothness + addData.reflectivity);
- addData.specOcclusion = 1;
- #if defined (_MASKMAP) && defined(_STANDARDLIGHTING)
- }
- #endif
- // ShadowMask: To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders
- #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
- half4 shadowMask = inputData.shadowMask;
- #elif !defined (LIGHTMAP_ON)
- half4 shadowMask = unity_ProbesOcclusion;
- #else
- half4 shadowMask = half4(1, 1, 1, 1);
- #endif
- Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask);
- //Light mainLight = GetMainLight(inputData.shadowCoord);
- // SSAO
- #if defined(_SCREEN_SPACE_OCCLUSION)
- AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(inputData.normalizedScreenSpaceUV);
- mainLight.color *= aoFactor.directAmbientOcclusion;
- occlusion = min(occlusion, aoFactor.indirectAmbientOcclusion);
- #endif
- MixRealtimeAndBakedGI(mainLight, addData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
- // Approximation of refraction on BRDF
- half refractionScale = ((NdotV * 0.5h + 0.5h) * NdotV - 1.0h) * saturate(1.25h - 1.25h * (1.0h - clearcoatSmoothness)) + 1.0h;
- brdfData.diffuse = lerp(brdfData.diffuse, brdfData.diffuse * refractionScale, clearcoatThickness);
- // brdfData.specular = brdfData.specular * lerp(1.0, refractionScale, clearcoatThickness);
- half3 color = GlobalIllumination_LuxClearCoat(brdfData, addData, inputData.bakedGI, occlusion, addData.normalWS, inputData.normalWS, inputData.viewDirectionWS, NdotV);
- // Adjust base specular as we have a transition from coat to material and not air to material
- #if defined(_ADJUSTSPEC)
- // brdfData.specular = lerp(brdfData.specular, ConvertF0ForAirInterfaceToF0ForClearCoat15(brdfData.specular), addData.coatThickness);
- #endif
- color += LightingPhysicallyBased_LuxClearCoat(brdfData, addData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
- #ifdef _ADDITIONAL_LIGHTS
- uint pixelLightCount = GetAdditionalLightsCount();
- for (uint i = 0u; i < pixelLightCount; ++i)
- {
- // Light light = GetAdditionalPerObjectLight(i, inputData.positionWS); // here; shadowAttenuation = 1.0;
- // URP 10: We have to use the new GetAdditionalLight function
- Light light = GetAdditionalLight(i, inputData.positionWS, shadowMask);
- #if defined(_SCREEN_SPACE_OCCLUSION)
- light.color *= aoFactor.directAmbientOcclusion;
- #endif
- color += LightingPhysicallyBased_LuxClearCoat(brdfData, addData, light, inputData.normalWS, inputData.viewDirectionWS);
- }
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- color += inputData.vertexLighting * brdfData.diffuse;
- #endif
- color += emission;
- return half4(color, alpha);
- }
- #endif
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