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!
433 lines
18 KiB
HLSL
433 lines
18 KiB
HLSL
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#ifndef UNIVERSAL_GLOBAL_ILLUMINATION_INCLUDED
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#define UNIVERSAL_GLOBAL_ILLUMINATION_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl"
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// If lightmap is not defined than we evaluate GI (ambient + probes) from SH
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// We might do it fully or partially in vertex to save shader ALU
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#if !defined(LIGHTMAP_ON)
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// TODO: Controls things like these by exposing SHADER_QUALITY levels (low, medium, high)
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#if defined(SHADER_API_GLES) || !defined(_NORMALMAP)
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// Evaluates SH fully in vertex
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#define EVALUATE_SH_VERTEX
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#elif !SHADER_HINT_NICE_QUALITY
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// Evaluates L2 SH in vertex and L0L1 in pixel
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#define EVALUATE_SH_MIXED
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#endif
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// Otherwise evaluate SH fully per-pixel
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#endif
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// Renamed -> LIGHTMAP_SHADOW_MIXING
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#if !defined(_MIXED_LIGHTING_SUBTRACTIVE) && defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK)
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#define _MIXED_LIGHTING_SUBTRACTIVE
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#endif
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// Samples SH L0, L1 and L2 terms
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half3 SampleSH(half3 normalWS)
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{
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// LPPV is not supported in Ligthweight Pipeline
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real4 SHCoefficients[7];
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SHCoefficients[0] = unity_SHAr;
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SHCoefficients[1] = unity_SHAg;
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SHCoefficients[2] = unity_SHAb;
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SHCoefficients[3] = unity_SHBr;
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SHCoefficients[4] = unity_SHBg;
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SHCoefficients[5] = unity_SHBb;
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SHCoefficients[6] = unity_SHC;
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return max(half3(0, 0, 0), SampleSH9(SHCoefficients, normalWS));
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}
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// SH Vertex Evaluation. Depending on target SH sampling might be
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// done completely per vertex or mixed with L2 term per vertex and L0, L1
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// per pixel. See SampleSHPixel
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half3 SampleSHVertex(half3 normalWS)
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{
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#if defined(EVALUATE_SH_VERTEX)
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return SampleSH(normalWS);
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#elif defined(EVALUATE_SH_MIXED)
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// no max since this is only L2 contribution
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return SHEvalLinearL2(normalWS, unity_SHBr, unity_SHBg, unity_SHBb, unity_SHC);
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#endif
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// Fully per-pixel. Nothing to compute.
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return half3(0.0, 0.0, 0.0);
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}
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// SH Pixel Evaluation. Depending on target SH sampling might be done
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// mixed or fully in pixel. See SampleSHVertex
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half3 SampleSHPixel(half3 L2Term, half3 normalWS)
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{
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#if defined(EVALUATE_SH_VERTEX)
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return L2Term;
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#elif defined(EVALUATE_SH_MIXED)
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half3 res = L2Term + SHEvalLinearL0L1(normalWS, unity_SHAr, unity_SHAg, unity_SHAb);
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#ifdef UNITY_COLORSPACE_GAMMA
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res = LinearToSRGB(res);
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#endif
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return max(half3(0, 0, 0), res);
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#endif
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// Default: Evaluate SH fully per-pixel
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return SampleSH(normalWS);
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}
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#if defined(UNITY_DOTS_INSTANCING_ENABLED)
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#define LIGHTMAP_NAME unity_Lightmaps
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#define LIGHTMAP_INDIRECTION_NAME unity_LightmapsInd
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#define LIGHTMAP_SAMPLER_NAME samplerunity_Lightmaps
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#define LIGHTMAP_SAMPLE_EXTRA_ARGS staticLightmapUV, unity_LightmapIndex.x
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#else
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#define LIGHTMAP_NAME unity_Lightmap
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#define LIGHTMAP_INDIRECTION_NAME unity_LightmapInd
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#define LIGHTMAP_SAMPLER_NAME samplerunity_Lightmap
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#define LIGHTMAP_SAMPLE_EXTRA_ARGS staticLightmapUV
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#endif
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// Sample baked and/or realtime lightmap. Non-Direction and Directional if available.
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half3 SampleLightmap(float2 staticLightmapUV, float2 dynamicLightmapUV, half3 normalWS)
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{
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#ifdef UNITY_LIGHTMAP_FULL_HDR
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bool encodedLightmap = false;
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#else
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bool encodedLightmap = true;
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#endif
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half4 decodeInstructions = half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h);
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// The shader library sample lightmap functions transform the lightmap uv coords to apply bias and scale.
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// However, universal pipeline already transformed those coords in vertex. We pass half4(1, 1, 0, 0) and
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// the compiler will optimize the transform away.
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half4 transformCoords = half4(1, 1, 0, 0);
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float3 diffuseLighting = 0;
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#if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
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diffuseLighting = SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_ARGS(LIGHTMAP_NAME, LIGHTMAP_SAMPLER_NAME),
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TEXTURE2D_LIGHTMAP_ARGS(LIGHTMAP_INDIRECTION_NAME, LIGHTMAP_SAMPLER_NAME),
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LIGHTMAP_SAMPLE_EXTRA_ARGS, transformCoords, normalWS, encodedLightmap, decodeInstructions);
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#elif defined(LIGHTMAP_ON)
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diffuseLighting = SampleSingleLightmap(TEXTURE2D_LIGHTMAP_ARGS(LIGHTMAP_NAME, LIGHTMAP_SAMPLER_NAME), LIGHTMAP_SAMPLE_EXTRA_ARGS, transformCoords, encodedLightmap, decodeInstructions);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
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diffuseLighting += SampleDirectionalLightmap(TEXTURE2D_ARGS(unity_DynamicLightmap, samplerunity_DynamicLightmap),
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TEXTURE2D_ARGS(unity_DynamicDirectionality, samplerunity_DynamicLightmap),
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dynamicLightmapUV, transformCoords, normalWS, false, decodeInstructions);
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#elif defined(DYNAMICLIGHTMAP_ON)
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diffuseLighting += SampleSingleLightmap(TEXTURE2D_ARGS(unity_DynamicLightmap, samplerunity_DynamicLightmap),
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dynamicLightmapUV, transformCoords, false, decodeInstructions);
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#endif
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return diffuseLighting;
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}
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// Legacy version of SampleLightmap where Realtime GI is not supported.
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half3 SampleLightmap(float2 staticLightmapUV, half3 normalWS)
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{
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float2 dummyDynamicLightmapUV = float2(0,0);
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half3 result = SampleLightmap(staticLightmapUV, dummyDynamicLightmapUV, normalWS);
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return result;
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}
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// We either sample GI from baked lightmap or from probes.
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// If lightmap: sampleData.xy = lightmapUV
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// If probe: sampleData.xyz = L2 SH terms
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#if defined(LIGHTMAP_ON) && defined(DYNAMICLIGHTMAP_ON)
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#define SAMPLE_GI(staticLmName, dynamicLmName, shName, normalWSName) SampleLightmap(staticLmName, dynamicLmName, normalWSName)
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#elif defined(DYNAMICLIGHTMAP_ON)
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#define SAMPLE_GI(staticLmName, dynamicLmName, shName, normalWSName) SampleLightmap(0, dynamicLmName, normalWSName)
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#elif defined(LIGHTMAP_ON)
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#define SAMPLE_GI(staticLmName, shName, normalWSName) SampleLightmap(staticLmName, 0, normalWSName)
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#else
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#define SAMPLE_GI(staticLmName, shName, normalWSName) SampleSHPixel(shName, normalWSName)
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#endif
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half3 BoxProjectedCubemapDirection(half3 reflectionWS, float3 positionWS, float4 cubemapPositionWS, float4 boxMin, float4 boxMax)
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{
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// Is this probe using box projection?
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if (cubemapPositionWS.w > 0.0f)
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{
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float3 boxMinMax = (reflectionWS > 0.0f) ? boxMax.xyz : boxMin.xyz;
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half3 rbMinMax = half3(boxMinMax - positionWS) / reflectionWS;
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half fa = half(min(min(rbMinMax.x, rbMinMax.y), rbMinMax.z));
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half3 worldPos = half3(positionWS - cubemapPositionWS.xyz);
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half3 result = worldPos + reflectionWS * fa;
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return result;
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}
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else
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{
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return reflectionWS;
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}
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}
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float CalculateProbeWeight(float3 positionWS, float4 probeBoxMin, float4 probeBoxMax)
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{
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float blendDistance = probeBoxMax.w;
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float3 weightDir = min(positionWS - probeBoxMin.xyz, probeBoxMax.xyz - positionWS) / blendDistance;
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return saturate(min(weightDir.x, min(weightDir.y, weightDir.z)));
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}
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half CalculateProbeVolumeSqrMagnitude(float4 probeBoxMin, float4 probeBoxMax)
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{
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half3 maxToMin = half3(probeBoxMax.xyz - probeBoxMin.xyz);
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return dot(maxToMin, maxToMin);
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}
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half3 CalculateIrradianceFromReflectionProbes(half3 reflectVector, float3 positionWS, half perceptualRoughness)
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{
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half probe0Volume = CalculateProbeVolumeSqrMagnitude(unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax);
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half probe1Volume = CalculateProbeVolumeSqrMagnitude(unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax);
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half volumeDiff = probe0Volume - probe1Volume;
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float importanceSign = unity_SpecCube1_BoxMin.w;
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// A probe is dominant if its importance is higher
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// Or have equal importance but smaller volume
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bool probe0Dominant = importanceSign > 0.0f || (importanceSign == 0.0f && volumeDiff < -0.0001h);
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bool probe1Dominant = importanceSign < 0.0f || (importanceSign == 0.0f && volumeDiff > 0.0001h);
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float desiredWeightProbe0 = CalculateProbeWeight(positionWS, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax);
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float desiredWeightProbe1 = CalculateProbeWeight(positionWS, unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax);
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// Subject the probes weight if the other probe is dominant
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float weightProbe0 = probe1Dominant ? min(desiredWeightProbe0, 1.0f - desiredWeightProbe1) : desiredWeightProbe0;
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float weightProbe1 = probe0Dominant ? min(desiredWeightProbe1, 1.0f - desiredWeightProbe0) : desiredWeightProbe1;
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float totalWeight = weightProbe0 + weightProbe1;
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// If either probe 0 or probe 1 is dominant the sum of weights is guaranteed to be 1.
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// If neither is dominant this is not guaranteed - only normalize weights if totalweight exceeds 1.
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weightProbe0 /= max(totalWeight, 1.0f);
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weightProbe1 /= max(totalWeight, 1.0f);
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half3 irradiance = half3(0.0h, 0.0h, 0.0h);
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half3 originalReflectVector = reflectVector;
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half mip = PerceptualRoughnessToMipmapLevel(perceptualRoughness);
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// Sample the first reflection probe
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if (weightProbe0 > 0.01f)
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{
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#ifdef _REFLECTION_PROBE_BOX_PROJECTION
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reflectVector = BoxProjectedCubemapDirection(originalReflectVector, positionWS, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax);
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#endif // _REFLECTION_PROBE_BOX_PROJECTION
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half4 encodedIrradiance = half4(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVector, mip));
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#if defined(UNITY_USE_NATIVE_HDR)
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irradiance += weightProbe0 * encodedIrradiance.rbg;
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#else
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irradiance += weightProbe0 * DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR);
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#endif // UNITY_USE_NATIVE_HDR
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}
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// Sample the second reflection probe
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if (weightProbe1 > 0.01f)
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{
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#ifdef _REFLECTION_PROBE_BOX_PROJECTION
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reflectVector = BoxProjectedCubemapDirection(originalReflectVector, positionWS, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax);
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#endif // _REFLECTION_PROBE_BOX_PROJECTION
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half4 encodedIrradiance = half4(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube1, samplerunity_SpecCube1, reflectVector, mip));
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#if defined(UNITY_USE_NATIVE_HDR) || defined(UNITY_DOTS_INSTANCING_ENABLED)
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irradiance += weightProbe1 * encodedIrradiance.rbg;
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#else
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irradiance += weightProbe1 * DecodeHDREnvironment(encodedIrradiance, unity_SpecCube1_HDR);
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#endif // UNITY_USE_NATIVE_HDR || UNITY_DOTS_INSTANCING_ENABLED
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}
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// Use any remaining weight to blend to environment reflection cube map
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if (totalWeight < 0.99f)
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{
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half4 encodedIrradiance = half4(SAMPLE_TEXTURECUBE_LOD(_GlossyEnvironmentCubeMap, sampler_GlossyEnvironmentCubeMap, originalReflectVector, mip));
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#if defined(UNITY_USE_NATIVE_HDR) || defined(UNITY_DOTS_INSTANCING_ENABLED)
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irradiance += (1.0f - totalWeight) * encodedIrradiance.rbg;
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#else
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irradiance += (1.0f - totalWeight) * DecodeHDREnvironment(encodedIrradiance, _GlossyEnvironmentCubeMap_HDR);
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#endif // UNITY_USE_NATIVE_HDR || UNITY_DOTS_INSTANCING_ENABLED
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}
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return irradiance;
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}
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half3 GlossyEnvironmentReflection(half3 reflectVector, float3 positionWS, half perceptualRoughness, half occlusion)
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{
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#if !defined(_ENVIRONMENTREFLECTIONS_OFF)
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half3 irradiance;
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#ifdef _REFLECTION_PROBE_BLENDING
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irradiance = CalculateIrradianceFromReflectionProbes(reflectVector, positionWS, perceptualRoughness);
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#else
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#ifdef _REFLECTION_PROBE_BOX_PROJECTION
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reflectVector = BoxProjectedCubemapDirection(reflectVector, positionWS, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax);
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#endif // _REFLECTION_PROBE_BOX_PROJECTION
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half mip = PerceptualRoughnessToMipmapLevel(perceptualRoughness);
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half4 encodedIrradiance = half4(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVector, mip));
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#if defined(UNITY_USE_NATIVE_HDR)
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irradiance = encodedIrradiance.rgb;
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#else
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irradiance = DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR);
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#endif // UNITY_USE_NATIVE_HDR
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#endif // _REFLECTION_PROBE_BLENDING
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return irradiance * occlusion;
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#else
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return _GlossyEnvironmentColor.rgb * occlusion;
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#endif // _ENVIRONMENTREFLECTIONS_OFF
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}
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half3 GlossyEnvironmentReflection(half3 reflectVector, half perceptualRoughness, half occlusion)
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{
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#if !defined(_ENVIRONMENTREFLECTIONS_OFF)
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half3 irradiance;
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half mip = PerceptualRoughnessToMipmapLevel(perceptualRoughness);
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half4 encodedIrradiance = half4(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVector, mip));
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#if defined(UNITY_USE_NATIVE_HDR)
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irradiance = encodedIrradiance.rgb;
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#else
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irradiance = DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR);
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#endif // UNITY_USE_NATIVE_HDR
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return irradiance * occlusion;
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#else
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return _GlossyEnvironmentColor.rgb * occlusion;
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#endif // _ENVIRONMENTREFLECTIONS_OFF
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}
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half3 SubtractDirectMainLightFromLightmap(Light mainLight, half3 normalWS, half3 bakedGI)
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{
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// Let's try to make realtime shadows work on a surface, which already contains
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// baked lighting and shadowing from the main sun light.
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// Summary:
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// 1) Calculate possible value in the shadow by subtracting estimated light contribution from the places occluded by realtime shadow:
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// a) preserves other baked lights and light bounces
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// b) eliminates shadows on the geometry facing away from the light
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// 2) Clamp against user defined ShadowColor.
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// 3) Pick original lightmap value, if it is the darkest one.
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// 1) Gives good estimate of illumination as if light would've been shadowed during the bake.
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// We only subtract the main direction light. This is accounted in the contribution term below.
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half shadowStrength = GetMainLightShadowStrength();
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half contributionTerm = saturate(dot(mainLight.direction, normalWS));
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half3 lambert = mainLight.color * contributionTerm;
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half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - mainLight.shadowAttenuation);
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half3 subtractedLightmap = bakedGI - estimatedLightContributionMaskedByInverseOfShadow;
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// 2) Allows user to define overall ambient of the scene and control situation when realtime shadow becomes too dark.
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half3 realtimeShadow = max(subtractedLightmap, _SubtractiveShadowColor.xyz);
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realtimeShadow = lerp(bakedGI, realtimeShadow, shadowStrength);
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// 3) Pick darkest color
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return min(bakedGI, realtimeShadow);
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}
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half3 GlobalIllumination(BRDFData brdfData, BRDFData brdfDataClearCoat, float clearCoatMask,
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half3 bakedGI, half occlusion, float3 positionWS,
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half3 normalWS, half3 viewDirectionWS)
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{
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half3 reflectVector = reflect(-viewDirectionWS, normalWS);
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half NoV = saturate(dot(normalWS, viewDirectionWS));
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half fresnelTerm = Pow4(1.0 - NoV);
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half3 indirectDiffuse = bakedGI;
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half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, positionWS, brdfData.perceptualRoughness, 1.0h);
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half3 color = EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm);
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if (IsOnlyAOLightingFeatureEnabled())
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{
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color = half3(1,1,1); // "Base white" for AO debug lighting mode
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}
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#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP)
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half3 coatIndirectSpecular = GlossyEnvironmentReflection(reflectVector, positionWS, brdfDataClearCoat.perceptualRoughness, 1.0h);
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// TODO: "grazing term" causes problems on full roughness
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half3 coatColor = EnvironmentBRDFClearCoat(brdfDataClearCoat, clearCoatMask, coatIndirectSpecular, fresnelTerm);
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// Blend with base layer using khronos glTF recommended way using NoV
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// Smooth surface & "ambiguous" lighting
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// NOTE: fresnelTerm (above) is pow4 instead of pow5, but should be ok as blend weight.
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half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * fresnelTerm;
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return (color * (1.0 - coatFresnel * clearCoatMask) + coatColor) * occlusion;
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#else
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return color * occlusion;
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#endif
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}
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// Backwards compatiblity
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half3 GlobalIllumination(BRDFData brdfData, half3 bakedGI, half occlusion, float3 positionWS, half3 normalWS, half3 viewDirectionWS)
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{
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const BRDFData noClearCoat = (BRDFData)0;
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return GlobalIllumination(brdfData, noClearCoat, 0.0, bakedGI, occlusion, positionWS, normalWS, viewDirectionWS);
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}
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half3 GlobalIllumination(BRDFData brdfData, BRDFData brdfDataClearCoat, float clearCoatMask,
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half3 bakedGI, half occlusion,
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half3 normalWS, half3 viewDirectionWS)
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{
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half3 reflectVector = reflect(-viewDirectionWS, normalWS);
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half NoV = saturate(dot(normalWS, viewDirectionWS));
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half fresnelTerm = Pow4(1.0 - NoV);
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half3 indirectDiffuse = bakedGI;
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half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, half(1.0));
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half3 color = EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm);
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#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP)
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half3 coatIndirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfDataClearCoat.perceptualRoughness, half(1.0));
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// TODO: "grazing term" causes problems on full roughness
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half3 coatColor = EnvironmentBRDFClearCoat(brdfDataClearCoat, clearCoatMask, coatIndirectSpecular, fresnelTerm);
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// Blend with base layer using khronos glTF recommended way using NoV
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// Smooth surface & "ambiguous" lighting
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// NOTE: fresnelTerm (above) is pow4 instead of pow5, but should be ok as blend weight.
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half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * fresnelTerm;
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return (color * (1.0 - coatFresnel * clearCoatMask) + coatColor) * occlusion;
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#else
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return color * occlusion;
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#endif
|
|
}
|
|
|
|
|
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half3 GlobalIllumination(BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS)
|
|
{
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|
const BRDFData noClearCoat = (BRDFData)0;
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|
return GlobalIllumination(brdfData, noClearCoat, 0.0, bakedGI, occlusion, normalWS, viewDirectionWS);
|
|
}
|
|
|
|
void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI)
|
|
{
|
|
#if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE)
|
|
bakedGI = SubtractDirectMainLightFromLightmap(light, normalWS, bakedGI);
|
|
#endif
|
|
}
|
|
|
|
// Backwards compatibility
|
|
void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI, half4 shadowMask)
|
|
{
|
|
MixRealtimeAndBakedGI(light, normalWS, bakedGI);
|
|
}
|
|
|
|
void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI, AmbientOcclusionFactor aoFactor)
|
|
{
|
|
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION))
|
|
{
|
|
bakedGI *= aoFactor.indirectAmbientOcclusion;
|
|
}
|
|
|
|
MixRealtimeAndBakedGI(light, normalWS, bakedGI);
|
|
}
|
|
|
|
#endif
|