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!
118 lines
4.3 KiB
HLSL
118 lines
4.3 KiB
HLSL
#ifndef UNIVERSAL_LIGHT_COOKIE_INCLUDED
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#define UNIVERSAL_LIGHT_COOKIE_INCLUDED
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// Includes
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LightCookie/LightCookieInput.hlsl"
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#if defined(_LIGHT_COOKIES)
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#ifndef REQUIRES_WORLD_SPACE_POS_INTERPOLATOR
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#define REQUIRES_WORLD_SPACE_POS_INTERPOLATOR 1
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#endif
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#endif
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float2 ComputeLightCookieUVDirectional(float4x4 worldToLight, float3 samplePositionWS, float4 atlasUVRect, uint2 uvWrap)
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{
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// Translate and rotate 'positionWS' into the light space.
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// Project point to light "view" plane, i.e. discard Z.
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float2 positionLS = mul(worldToLight, float4(samplePositionWS, 1)).xy;
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// Remap [-1, 1] to [0, 1]
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// (implies the transform has ortho projection mapping world space box to [-1, 1])
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float2 positionUV = positionLS * 0.5 + 0.5;
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// Tile texture for cookie in repeat mode
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positionUV.x = (uvWrap.x == URP_TEXTURE_WRAP_MODE_REPEAT) ? frac(positionUV.x) : positionUV.x;
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positionUV.y = (uvWrap.y == URP_TEXTURE_WRAP_MODE_REPEAT) ? frac(positionUV.y) : positionUV.y;
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positionUV.x = (uvWrap.x == URP_TEXTURE_WRAP_MODE_CLAMP) ? saturate(positionUV.x) : positionUV.x;
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positionUV.y = (uvWrap.y == URP_TEXTURE_WRAP_MODE_CLAMP) ? saturate(positionUV.y) : positionUV.y;
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// Remap to atlas texture
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float2 positionAtlasUV = atlasUVRect.xy * float2(positionUV) + atlasUVRect.zw;
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return positionAtlasUV;
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}
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float2 ComputeLightCookieUVSpot(float4x4 worldToLightPerspective, float3 samplePositionWS, float4 atlasUVRect)
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{
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// Translate, rotate and project 'positionWS' into the light clip space.
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float4 positionCS = mul(worldToLightPerspective, float4(samplePositionWS, 1));
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float2 positionNDC = positionCS.xy / positionCS.w;
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// Remap NDC to the texture coordinates, from NDC [-1, 1]^2 to [0, 1]^2.
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float2 positionUV = saturate(positionNDC * 0.5 + 0.5);
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// Remap into rect in the atlas texture
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float2 positionAtlasUV = atlasUVRect.xy * float2(positionUV) + atlasUVRect.zw;
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return positionAtlasUV;
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}
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float2 ComputeLightCookieUVPoint(float4x4 worldToLight, float3 samplePositionWS, float4 atlasUVRect)
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{
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// Translate and rotate 'positionWS' into the light space.
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float4 positionLS = mul(worldToLight, float4(samplePositionWS, 1));
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float3 sampleDirLS = normalize(positionLS.xyz / positionLS.w);
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// Project direction to Octahederal quad UV.
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float2 positionUV = saturate(PackNormalOctQuadEncode(sampleDirLS) * 0.5 + 0.5);
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// Remap to atlas texture
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float2 positionAtlasUV = atlasUVRect.xy * float2(positionUV) + atlasUVRect.zw;
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return positionAtlasUV;
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}
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real3 SampleMainLightCookie(float3 samplePositionWS)
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{
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if(!IsMainLightCookieEnabled())
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return real3(1,1,1);
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float2 uv = ComputeLightCookieUVDirectional(_MainLightWorldToLight, samplePositionWS, float4(1, 1, 0, 0), URP_TEXTURE_WRAP_MODE_NONE);
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real4 color = SampleMainLightCookieTexture(uv);
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return IsMainLightCookieTextureRGBFormat() ? color.rgb
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: IsMainLightCookieTextureAlphaFormat() ? color.aaa
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: color.rrr;
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}
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real3 SampleAdditionalLightCookie(int perObjectLightIndex, float3 samplePositionWS)
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{
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if(!IsLightCookieEnabled(perObjectLightIndex))
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return real3(1,1,1);
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int lightType = GetLightCookieLightType(perObjectLightIndex);
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int isSpot = lightType == URP_LIGHT_TYPE_SPOT;
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int isDirectional = lightType == URP_LIGHT_TYPE_DIRECTIONAL;
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float4x4 worldToLight = GetLightCookieWorldToLightMatrix(perObjectLightIndex);
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float4 uvRect = GetLightCookieAtlasUVRect(perObjectLightIndex);
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float2 uv;
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if(isSpot)
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{
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uv = ComputeLightCookieUVSpot(worldToLight, samplePositionWS, uvRect);
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}
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else if(isDirectional)
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{
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uv = ComputeLightCookieUVDirectional(worldToLight, samplePositionWS, uvRect, URP_TEXTURE_WRAP_MODE_REPEAT);
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}
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else
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{
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uv = ComputeLightCookieUVPoint(worldToLight, samplePositionWS, uvRect);
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}
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real4 color = SampleAdditionalLightsCookieAtlasTexture(uv);
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return IsAdditionalLightsCookieAtlasTextureRGBFormat() ? color.rgb
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: IsAdditionalLightsCookieAtlasTextureAlphaFormat() ? color.aaa
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: color.rrr;
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}
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#endif //UNIVERSAL_LIGHT_COOKIE_INCLUDED
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