9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
69 lines
2.2 KiB
HLSL
69 lines
2.2 KiB
HLSL
#ifndef AMBIENT_OCCLUSION_INCLUDED
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#define AMBIENT_OCCLUSION_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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// Ambient occlusion
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TEXTURE2D_X(_ScreenSpaceOcclusionTexture);
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SAMPLER(sampler_ScreenSpaceOcclusionTexture);
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struct AmbientOcclusionFactor
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{
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half indirectAmbientOcclusion;
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half directAmbientOcclusion;
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};
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half SampleAmbientOcclusion(float2 normalizedScreenSpaceUV)
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{
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float2 uv = UnityStereoTransformScreenSpaceTex(normalizedScreenSpaceUV);
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return half(SAMPLE_TEXTURE2D_X(_ScreenSpaceOcclusionTexture, sampler_ScreenSpaceOcclusionTexture, uv).x);
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}
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AmbientOcclusionFactor GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)
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{
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AmbientOcclusionFactor aoFactor;
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#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
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float ssao = SampleAmbientOcclusion(normalizedScreenSpaceUV);
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aoFactor.indirectAmbientOcclusion = ssao;
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aoFactor.directAmbientOcclusion = lerp(half(1.0), ssao, _AmbientOcclusionParam.w);
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#else
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aoFactor.directAmbientOcclusion = 1;
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aoFactor.indirectAmbientOcclusion = 1;
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#endif
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#if defined(DEBUG_DISPLAY)
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switch(_DebugLightingMode)
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{
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case DEBUGLIGHTINGMODE_LIGHTING_WITHOUT_NORMAL_MAPS:
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aoFactor.directAmbientOcclusion = 0.5;
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aoFactor.indirectAmbientOcclusion = 0.5;
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break;
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case DEBUGLIGHTINGMODE_LIGHTING_WITH_NORMAL_MAPS:
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aoFactor.directAmbientOcclusion *= 0.5;
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aoFactor.indirectAmbientOcclusion *= 0.5;
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break;
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}
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#endif
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return aoFactor;
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}
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AmbientOcclusionFactor CreateAmbientOcclusionFactor(float2 normalizedScreenSpaceUV, half occlusion)
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{
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AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
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aoFactor.indirectAmbientOcclusion = min(aoFactor.indirectAmbientOcclusion, occlusion);
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return aoFactor;
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}
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AmbientOcclusionFactor CreateAmbientOcclusionFactor(InputData inputData, SurfaceData surfaceData)
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{
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return CreateAmbientOcclusionFactor(inputData.normalizedScreenSpaceUV, surfaceData.occlusion);
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}
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#endif
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