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!
472 lines
18 KiB
HLSL
472 lines
18 KiB
HLSL
#ifndef UNIVERSAL_LIGHTING_INCLUDED
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#define UNIVERSAL_LIGHTING_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/BRDF.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#if defined(LIGHTMAP_ON)
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#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) float2 lmName : TEXCOORD##index
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#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) OUT.xy = lightmapUV.xy * lightmapScaleOffset.xy + lightmapScaleOffset.zw;
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#define OUTPUT_SH(normalWS, OUT)
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#else
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#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) half3 shName : TEXCOORD##index
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#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT)
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#define OUTPUT_SH(normalWS, OUT) OUT.xyz = SampleSHVertex(normalWS)
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// Lighting Functions //
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///////////////////////////////////////////////////////////////////////////////
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half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal)
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{
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half NdotL = saturate(dot(normal, lightDir));
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return lightColor * NdotL;
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}
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half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness)
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{
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float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir));
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half NdotH = half(saturate(dot(normal, halfVec)));
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half modifier = pow(NdotH, smoothness);
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half3 specularReflection = specular.rgb * modifier;
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return lightColor * specularReflection;
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}
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half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat,
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half3 lightColor, half3 lightDirectionWS, half lightAttenuation,
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half3 normalWS, half3 viewDirectionWS,
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half clearCoatMask, bool specularHighlightsOff)
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{
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half NdotL = saturate(dot(normalWS, lightDirectionWS));
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half3 radiance = lightColor * (lightAttenuation * NdotL);
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half3 brdf = brdfData.diffuse;
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#ifndef _SPECULARHIGHLIGHTS_OFF
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[branch] if (!specularHighlightsOff)
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{
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brdf += brdfData.specular * DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS);
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#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP)
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// Clear coat evaluates the specular a second timw and has some common terms with the base specular.
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// We rely on the compiler to merge these and compute them only once.
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half brdfCoat = kDielectricSpec.r * DirectBRDFSpecular(brdfDataClearCoat, normalWS, lightDirectionWS, viewDirectionWS);
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// Mix clear coat and base layer using khronos glTF recommended formula
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// https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md
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// Use NoV for direct too instead of LoH as an optimization (NoV is light invariant).
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half NoV = saturate(dot(normalWS, viewDirectionWS));
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// Use slightly simpler fresnelTerm (Pow4 vs Pow5) as a small optimization.
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// It is matching fresnel used in the GI/Env, so should produce a consistent clear coat blend (env vs. direct)
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half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * Pow4(1.0 - NoV);
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brdf = brdf * (1.0 - clearCoatMask * coatFresnel) + brdfCoat * clearCoatMask;
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#endif // _CLEARCOAT
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}
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#endif // _SPECULARHIGHLIGHTS_OFF
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return brdf * radiance;
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}
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half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, Light light, half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff)
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{
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return LightingPhysicallyBased(brdfData, brdfDataClearCoat, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS, clearCoatMask, specularHighlightsOff);
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}
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// Backwards compatibility
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half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS)
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{
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#ifdef _SPECULARHIGHLIGHTS_OFF
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bool specularHighlightsOff = true;
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#else
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bool specularHighlightsOff = false;
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#endif
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const BRDFData noClearCoat = (BRDFData)0;
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return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff);
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}
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half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS)
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{
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Light light;
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light.color = lightColor;
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light.direction = lightDirectionWS;
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light.distanceAttenuation = lightAttenuation;
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light.shadowAttenuation = 1;
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return LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS);
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}
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half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff)
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{
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const BRDFData noClearCoat = (BRDFData)0;
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return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff);
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}
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half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, half lightAttenuation, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff)
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{
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Light light;
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light.color = lightColor;
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light.direction = lightDirectionWS;
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light.distanceAttenuation = lightAttenuation;
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light.shadowAttenuation = 1;
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return LightingPhysicallyBased(brdfData, light, viewDirectionWS, specularHighlightsOff, specularHighlightsOff);
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}
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half3 VertexLighting(float3 positionWS, half3 normalWS)
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{
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half3 vertexLightColor = half3(0.0, 0.0, 0.0);
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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uint lightsCount = GetAdditionalLightsCount();
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LIGHT_LOOP_BEGIN(lightsCount)
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Light light = GetAdditionalLight(lightIndex, positionWS);
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half3 lightColor = light.color * light.distanceAttenuation;
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vertexLightColor += LightingLambert(lightColor, light.direction, normalWS);
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LIGHT_LOOP_END
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#endif
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return vertexLightColor;
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}
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struct LightingData
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{
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half3 giColor;
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half3 mainLightColor;
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half3 additionalLightsColor;
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half3 vertexLightingColor;
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half3 emissionColor;
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};
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half3 CalculateLightingColor(LightingData lightingData, half3 albedo)
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{
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half3 lightingColor = 0;
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if (IsOnlyAOLightingFeatureEnabled())
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{
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return lightingData.giColor; // Contains white + AO
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}
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if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_GLOBAL_ILLUMINATION))
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{
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lightingColor += lightingData.giColor;
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}
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if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_MAIN_LIGHT))
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{
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lightingColor += lightingData.mainLightColor;
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}
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if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS))
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{
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lightingColor += lightingData.additionalLightsColor;
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}
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if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_VERTEX_LIGHTING))
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{
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lightingColor += lightingData.vertexLightingColor;
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}
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lightingColor *= albedo;
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if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_EMISSION))
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{
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lightingColor += lightingData.emissionColor;
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}
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return lightingColor;
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}
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half4 CalculateFinalColor(LightingData lightingData, half alpha)
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{
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half3 finalColor = CalculateLightingColor(lightingData, 1);
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return half4(finalColor, alpha);
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}
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half4 CalculateFinalColor(LightingData lightingData, half3 albedo, half alpha, float fogCoord)
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{
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#if defined(_FOG_FRAGMENT)
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#if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
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float viewZ = -fogCoord;
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float nearToFarZ = max(viewZ - _ProjectionParams.y, 0);
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half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ);
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#else
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half fogFactor = 0;
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#endif
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#else
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half fogFactor = fogCoord;
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#endif
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half3 lightingColor = CalculateLightingColor(lightingData, albedo);
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half3 finalColor = MixFog(lightingColor, fogFactor);
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return half4(finalColor, alpha);
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}
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LightingData CreateLightingData(InputData inputData, SurfaceData surfaceData)
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{
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LightingData lightingData;
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lightingData.giColor = inputData.bakedGI;
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lightingData.emissionColor = surfaceData.emission;
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lightingData.vertexLightingColor = 0;
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lightingData.mainLightColor = 0;
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lightingData.additionalLightsColor = 0;
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return lightingData;
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}
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half3 CalculateBlinnPhong(Light light, InputData inputData, SurfaceData surfaceData)
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{
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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half3 lightColor = LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);
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lightColor *= surfaceData.albedo;
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#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
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half smoothness = exp2(10 * surfaceData.smoothness + 1);
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lightColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness);
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#endif
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return lightColor;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Fragment Functions //
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// Used by ShaderGraph and others builtin renderers //
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///////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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/// PBR lighting...
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////////////////////////////////////////////////////////////////////////////////
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half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData)
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{
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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bool specularHighlightsOff = true;
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#else
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bool specularHighlightsOff = false;
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#endif
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BRDFData brdfData;
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// NOTE: can modify "surfaceData"...
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InitializeBRDFData(surfaceData, brdfData);
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#if defined(DEBUG_DISPLAY)
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half4 debugColor;
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if (CanDebugOverrideOutputColor(inputData, surfaceData, brdfData, debugColor))
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{
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return debugColor;
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}
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#endif
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// Clear-coat calculation...
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BRDFData brdfDataClearCoat = CreateClearCoatBRDFData(surfaceData, brdfData);
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half4 shadowMask = CalculateShadowMask(inputData);
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AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
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uint meshRenderingLayers = GetMeshRenderingLightLayer();
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Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
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// NOTE: We don't apply AO to the GI here because it's done in the lighting calculation below...
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MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI);
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LightingData lightingData = CreateLightingData(inputData, surfaceData);
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lightingData.giColor = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask,
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inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.positionWS,
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inputData.normalWS, inputData.viewDirectionWS);
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if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
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{
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lightingData.mainLightColor = LightingPhysicallyBased(brdfData, brdfDataClearCoat,
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mainLight,
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inputData.normalWS, inputData.viewDirectionWS,
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surfaceData.clearCoatMask, specularHighlightsOff);
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}
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#if defined(_ADDITIONAL_LIGHTS)
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uint pixelLightCount = GetAdditionalLightsCount();
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#if USE_CLUSTERED_LIGHTING
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for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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{
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lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light,
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inputData.normalWS, inputData.viewDirectionWS,
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surfaceData.clearCoatMask, specularHighlightsOff);
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}
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}
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#endif
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LIGHT_LOOP_BEGIN(pixelLightCount)
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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{
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lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light,
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inputData.normalWS, inputData.viewDirectionWS,
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surfaceData.clearCoatMask, specularHighlightsOff);
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}
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LIGHT_LOOP_END
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#endif
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#if defined(_ADDITIONAL_LIGHTS_VERTEX)
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lightingData.vertexLightingColor += inputData.vertexLighting * brdfData.diffuse;
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#endif
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return CalculateFinalColor(lightingData, surfaceData.alpha);
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}
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// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments...
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half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular,
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half smoothness, half occlusion, half3 emission, half alpha)
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{
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SurfaceData surfaceData;
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surfaceData.albedo = albedo;
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surfaceData.specular = specular;
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surfaceData.metallic = metallic;
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surfaceData.smoothness = smoothness;
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surfaceData.normalTS = half3(0, 0, 1);
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surfaceData.emission = emission;
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surfaceData.occlusion = occlusion;
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surfaceData.alpha = alpha;
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 1;
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return UniversalFragmentPBR(inputData, surfaceData);
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}
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////////////////////////////////////////////////////////////////////////////////
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/// Phong lighting...
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////////////////////////////////////////////////////////////////////////////////
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half4 UniversalFragmentBlinnPhong(InputData inputData, SurfaceData surfaceData)
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{
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#if defined(DEBUG_DISPLAY)
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half4 debugColor;
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if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
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{
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return debugColor;
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}
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#endif
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uint meshRenderingLayers = GetMeshRenderingLightLayer();
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half4 shadowMask = CalculateShadowMask(inputData);
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AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
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Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
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MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor);
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inputData.bakedGI *= surfaceData.albedo;
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LightingData lightingData = CreateLightingData(inputData, surfaceData);
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if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
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{
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lightingData.mainLightColor += CalculateBlinnPhong(mainLight, inputData, surfaceData);
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}
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#if defined(_ADDITIONAL_LIGHTS)
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uint pixelLightCount = GetAdditionalLightsCount();
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#if USE_CLUSTERED_LIGHTING
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for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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{
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lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
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}
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}
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#endif
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LIGHT_LOOP_BEGIN(pixelLightCount)
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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{
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lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
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}
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LIGHT_LOOP_END
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#endif
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#if defined(_ADDITIONAL_LIGHTS_VERTEX)
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lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo;
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#endif
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return CalculateFinalColor(lightingData, surfaceData.alpha);
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}
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// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments...
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half4 UniversalFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, half3 normalTS)
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{
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SurfaceData surfaceData;
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surfaceData.albedo = diffuse;
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surfaceData.alpha = alpha;
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surfaceData.emission = emission;
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surfaceData.metallic = 0;
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surfaceData.occlusion = 1;
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surfaceData.smoothness = smoothness;
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surfaceData.specular = specularGloss.rgb;
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 1;
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surfaceData.normalTS = normalTS;
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return UniversalFragmentBlinnPhong(inputData, surfaceData);
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}
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////////////////////////////////////////////////////////////////////////////////
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/// Unlit
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////////////////////////////////////////////////////////////////////////////////
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half4 UniversalFragmentBakedLit(InputData inputData, SurfaceData surfaceData)
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{
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#ifdef _ALPHAPREMULTIPLY_ON
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surfaceData.albedo *= surfaceData.alpha;
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#endif
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#if defined(DEBUG_DISPLAY)
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half4 debugColor;
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if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
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{
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return debugColor;
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}
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#endif
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AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
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LightingData lightingData = CreateLightingData(inputData, surfaceData);
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if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION))
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{
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lightingData.giColor *= aoFactor.indirectAmbientOcclusion;
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}
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return CalculateFinalColor(lightingData, surfaceData.albedo, surfaceData.alpha, inputData.fogCoord);
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}
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// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments...
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half4 UniversalFragmentBakedLit(InputData inputData, half3 color, half alpha, half3 normalTS)
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{
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SurfaceData surfaceData;
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surfaceData.albedo = color;
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surfaceData.alpha = alpha;
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surfaceData.emission = half3(0, 0, 0);
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surfaceData.metallic = 0;
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surfaceData.occlusion = 1;
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surfaceData.smoothness = 1;
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surfaceData.specular = half3(0, 0, 0);
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 1;
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surfaceData.normalTS = normalTS;
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return UniversalFragmentBakedLit(inputData, surfaceData);
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}
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#endif
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