Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/2D/Include/LightingUtility.hlsl

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2024-05-06 14:45:45 -04:00
#if USE_NORMAL_MAP
#if LIGHT_QUALITY_FAST
#define NORMALS_LIGHTING_COORDS(TEXCOORDA, TEXCOORDB) \
half4 lightDirection : TEXCOORDA;\
half2 screenUV : TEXCOORDB;
#define TRANSFER_NORMALS_LIGHTING(output, worldSpacePos)\
output.screenUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz / output.positionCS.w);\
half3 planeNormal = -GetViewForwardDir();\
half3 projLightPos = _LightPosition.xyz - (dot(_LightPosition.xyz - worldSpacePos.xyz, planeNormal) - _LightZDistance) * planeNormal;\
output.lightDirection.xyz = projLightPos - worldSpacePos.xyz;\
output.lightDirection.w = 0;
#define APPLY_NORMALS_LIGHTING(input, lightColor)\
half4 normal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, input.screenUV);\
half3 normalUnpacked = UnpackNormalRGBNoScale(normal);\
half3 dirToLight = normalize(input.lightDirection.xyz);\
lightColor = lightColor * saturate(dot(dirToLight, normalUnpacked));
#else
#define NORMALS_LIGHTING_COORDS(TEXCOORDA, TEXCOORDB) \
half4 positionWS : TEXCOORDA;\
half2 screenUV : TEXCOORDB;
#define TRANSFER_NORMALS_LIGHTING(output, worldSpacePos) \
output.screenUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz / output.positionCS.w); \
output.positionWS = worldSpacePos;
#define APPLY_NORMALS_LIGHTING(input, lightColor)\
half4 normal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, input.screenUV);\
half3 normalUnpacked = UnpackNormalRGBNoScale(normal);\
half3 planeNormal = -GetViewForwardDir();\
half3 projLightPos = _LightPosition.xyz - (dot(_LightPosition.xyz - input.positionWS.xyz, planeNormal) - _LightZDistance) * planeNormal;\
half3 dirToLight = normalize(projLightPos - input.positionWS.xyz);\
lightColor = lightColor * saturate(dot(dirToLight, normalUnpacked));
#endif
#define NORMALS_LIGHTING_VARIABLES \
TEXTURE2D(_NormalMap); \
SAMPLER(sampler_NormalMap); \
half4 _LightPosition;\
half _LightZDistance;
#else
#define NORMALS_LIGHTING_COORDS(TEXCOORDA, TEXCOORDB)
#define NORMALS_LIGHTING_VARIABLES
#define TRANSFER_NORMALS_LIGHTING(output, worldSpacePos)
#define APPLY_NORMALS_LIGHTING(input, lightColor)
#endif
#define SHADOW_COORDS(TEXCOORDA)\
float2 shadowUV : TEXCOORDA;
#define SHADOW_VARIABLES\
float _ShadowIntensity;\
float _ShadowVolumeIntensity;\
half4 _ShadowColorMask = 1;\
TEXTURE2D(_ShadowTex);\
SAMPLER(sampler_ShadowTex);
//#define APPLY_SHADOWS(input, color, intensity)\
// if(intensity < 1)\
// {\
// half4 shadow = saturate(SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, input.shadowUV)); \
// half shadowIntensity = 1 - (shadow.r * saturate(2 * (shadow.g - 0.5f * shadow.b))); \
// color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\
// }
//half shadowIntensity = 1-dot(_ShadowColorMask, shadow); \
//color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\
// Need to look at shadow caster to remove issue with shadows
#define APPLY_SHADOWS(input, color, intensity)\
if(intensity < 1)\
{\
half4 shadow = saturate(SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, input.shadowUV)); \
half shadowIntensity = 1-dot(_ShadowColorMask, shadow.rgba) ; \
color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\
}
#define TRANSFER_SHADOWS(output)\
output.shadowUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz / output.positionCS.w);
#define SHAPE_LIGHT(index)\
TEXTURE2D(_ShapeLightTexture##index);\
SAMPLER(sampler_ShapeLightTexture##index);\
half2 _ShapeLightBlendFactors##index;\
half4 _ShapeLightMaskFilter##index;\
half4 _ShapeLightInvertedFilter##index;