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- // NOTE: Based on URP Lighting.hlsl which rplaced some half3 with floats to avoid lighting artifacts on mobile
- #ifndef LIGHTWEIGHT_TRANSLUCENTLIGHTING_INCLUDED
- #define LIGHTWEIGHT_TRANSLUCENTLIGHTING_INCLUDED
- // Based on Minimalist CookTorrance BRDF
- // Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255
- //
- // * NDF [Modified] GGX
- // * Modified Kelemen and Szirmay-Kalos for Visibility term
- // * Fresnel approximated with 1/LdotH
- half3 DirectBDRF_Lux(BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS)
- {
- #ifndef _SPECULARHIGHLIGHTS_OFF
- float3 halfDir = SafeNormalize(lightDirectionWS + viewDirectionWS);
- float NoH = saturate(dot(normalWS, halfDir));
- half LoH = saturate(dot(lightDirectionWS, halfDir));
- // GGX Distribution multiplied by combined approximation of Visibility and Fresnel
- // BRDFspec = (D * V * F) / 4.0
- // D = roughness² / ( NoH² * (roughness² - 1) + 1 )²
- // V * F = 1.0 / ( LoH² * (roughness + 0.5) )
- // See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course
- // https://community.arm.com/events/1155
- // Final BRDFspec = roughness² / ( NoH² * (roughness² - 1) + 1 )² * (LoH² * (roughness + 0.5) * 4.0)
- // We further optimize a few light invariant terms
- // brdfData.normalizationTerm = (roughness + 0.5) * 4.0 rewritten as roughness * 4.0 + 2.0 to a fit a MAD.
- float d = NoH * NoH * brdfData.roughness2MinusOne + 1.00001f;
- half LoH2 = LoH * LoH;
- half specularTerm = brdfData.roughness2 / ((d * d) * max(0.1h, LoH2) * brdfData.normalizationTerm);
- // On platforms where half actually means something, the denominator has a risk of overflow
- // clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles)
- // sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...))
- #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 color = specularTerm * brdfData.specular + brdfData.diffuse;
- return color;
- #else
- return brdfData.diffuse;
- #endif
- }
- half3 GlobalIllumination_Lux(BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS,
- half specOccluison)
- {
- half3 reflectVector = reflect(-viewDirectionWS, normalWS);
- half fresnelTerm = Pow4(1.0 - saturate(dot(normalWS, viewDirectionWS)));
- half3 indirectDiffuse = bakedGI * occlusion;
- half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, occlusion) * specOccluison;
- return EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm);
- }
- half3 LightingPhysicallyBasedWrapped(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS, half NdotL)
- {
- half3 radiance = lightColor * (lightAttenuation * NdotL);
- return DirectBDRF_Lux(brdfData, normalWS, lightDirectionWS, viewDirectionWS) * radiance;
- }
- half3 LightingPhysicallyBasedWrapped(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, half NdotL)
- {
- return LightingPhysicallyBasedWrapped(brdfData, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS, NdotL);
- }
- half4 LuxURPTranslucentFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular,
- half smoothness, half occlusion, half3 emission, half alpha, half4 translucency, half AmbientReflection
- #if defined(_CUSTOMWRAP)
- , half wrap
- #endif
- #if defined(_STANDARDLIGHTING)
- , half mask
- #endif
- , half maskbyshadowstrength
- )
- {
- BRDFData brdfData;
- InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);
- // 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);
- Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask);
- half3 mainLightColor = mainLight.color;
- // SSAO
- #if defined(_SCREEN_SPACE_OCCLUSION)
- AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(inputData.normalizedScreenSpaceUV);
- mainLight.color *= aoFactor.directAmbientOcclusion;
- occlusion = min(occlusion, aoFactor.indirectAmbientOcclusion);
- #endif
- MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
- half3 color = GlobalIllumination_Lux(brdfData, inputData.bakedGI, occlusion, inputData.normalWS, inputData.viewDirectionWS, AmbientReflection);
- // Wrapped Diffuse
- #if defined(_CUSTOMWRAP)
- half w = wrap;
- #if defined(_STANDARDLIGHTING)
- w *= mask;
- #endif
- #else
- half w = 0.4;
- #endif
- half NdotL = saturate((dot(inputData.normalWS, mainLight.direction) + w) / ((1 + w) * (1 + w)));
- // NdotL = saturate( dot(inputData.normalWS, mainLight.direction) );
- color += LightingPhysicallyBasedWrapped(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS, NdotL);
- // translucency
- half transPower = translucency.y;
- half3 transLightDir = mainLight.direction + inputData.normalWS * translucency.w;
- half transDot = dot( transLightDir, -inputData.viewDirectionWS );
- transDot = exp2(saturate(transDot) * transPower - transPower);
- color += brdfData.diffuse * transDot * (1.0h - NdotL) * mainLightColor * lerp(1.0h, mainLight.shadowAttenuation, translucency.z) * translucency.x * 4
- #if defined(_STANDARDLIGHTING)
- * mask
- #endif
- ;
- #ifdef _ADDITIONAL_LIGHTS
- uint pixelLightCount = GetAdditionalLightsCount();
- for (uint i = 0u; i < pixelLightCount; ++i)
- {
- // Light light = GetAdditionalLight(i, inputData.positionWS);
- // Get index upfront as we need it for GetAdditionalLightShadowParams();
- int index = GetPerObjectLightIndex(i);
- // URP 10: We have to use the new GetAdditionalLight function or reconstruct it:
- Light light = GetAdditionalPerObjectLight(index, inputData.positionWS);
- half3 lightColor = light.color;
- #if defined(_SCREEN_SPACE_OCCLUSION)
- light.color *= aoFactor.directAmbientOcclusion;
- #endif
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- half4 occlusionProbeChannels = _AdditionalLightsBuffer[index].occlusionProbeChannels;
- #else
- half4 occlusionProbeChannels = _AdditionalLightsOcclusionProbes[index];
- #endif
- light.shadowAttenuation = AdditionalLightShadow(index, inputData.positionWS, shadowMask, occlusionProbeChannels);
- // Wrapped Diffuse
- NdotL = saturate((dot(inputData.normalWS, light.direction) + w) / ((1 + w) * (1 + w)));
- color += LightingPhysicallyBasedWrapped(brdfData, light, inputData.normalWS, inputData.viewDirectionWS, NdotL);
- // Transmission
- half4 shadowParams = GetAdditionalLightShadowParams(index);
- lightColor *= lerp(1, shadowParams.x, maskbyshadowstrength); // shadowParams.x == shadow strength, which is 0 for point lights
- transLightDir = light.direction + inputData.normalWS * translucency.w;
- transDot = dot( transLightDir, -inputData.viewDirectionWS );
- transDot = exp2(saturate(transDot) * transPower - transPower);
- color += brdfData.diffuse * transDot * (1.0h - NdotL) * lightColor * lerp(1.0h, light.shadowAttenuation, translucency.z) * light.distanceAttenuation * translucency.x * 4
- #if defined(_STANDARDLIGHTING)
- * mask
- #endif
- ;
- }
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- color += inputData.vertexLighting * brdfData.diffuse;
- #endif
- color += emission;
- return half4(color, alpha);
- }
- #endif
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