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authoryum <yum.food.vr@gmail.com>2025-02-11 16:54:10 -0800
committeryum <yum.food.vr@gmail.com>2025-02-11 16:54:10 -0800
commit20c32dcb055058b770062b7e9dd07f79d33a8caa (patch)
treea712206014334ab41a012c2cc27086c5f0591c45
parent2dcf39113fab3aac8fe280f3b0ead9cf87fa958d (diff)
Add code
Implement basic diffuse and specular BRDF based heavily on silent's filamented shader.
-rw-r--r--.gitignore7
-rw-r--r--.gitmodules3
-rw-r--r--2ner.cginc44
-rw-r--r--2ner.shader419
-rw-r--r--LUTS/dfg-c.exrbin0 -> 48866 bytes
-rw-r--r--LUTS/dfg-c.exr.meta116
-rw-r--r--LUTS/dfg-ms.exrbin0 -> 34428 bytes
-rw-r--r--LUTS/dfg-ms.exr.meta127
-rw-r--r--LUTS/dfg-s.exrbin0 -> 35458 bytes
-rw-r--r--LUTS/dfg-s.exr.meta116
-rw-r--r--Materials/Mat00.mat122
-rw-r--r--Materials/Mat00.mat.meta8
-rw-r--r--Materials/Mat00_Filament.mat146
-rw-r--r--Materials/Mat00_Filament.mat.meta8
-rw-r--r--Materials/Mat01.mat120
-rw-r--r--Materials/Mat01.mat.meta8
-rw-r--r--Materials/Mat01_Filament.mat146
-rw-r--r--Materials/Mat01_Filament.mat.meta8
-rw-r--r--Materials/Mat02.mat122
-rw-r--r--Materials/Mat02.mat.meta8
-rw-r--r--Materials/Mat02_Filament.mat146
-rw-r--r--Materials/Mat02_Filament.mat.meta8
-rw-r--r--Materials/Mat03.mat120
-rw-r--r--Materials/Mat03.mat.meta8
-rw-r--r--Materials/Mat03_Filament.mat146
-rw-r--r--Materials/Mat03_Filament.mat.meta8
-rw-r--r--Materials/Mat04.mat124
-rw-r--r--Materials/Mat04.mat.meta8
-rw-r--r--Materials/Mat04_Filament.mat146
-rw-r--r--Materials/Mat04_Filament.mat.meta8
-rw-r--r--Materials/Mat05.mat124
-rw-r--r--Materials/Mat05.mat.meta8
-rw-r--r--Materials/Mat05_Filament.mat146
-rw-r--r--Materials/Mat05_Filament.mat.meta8
-rw-r--r--Materials/Mat06.mat124
-rw-r--r--Materials/Mat06.mat.meta8
-rw-r--r--Materials/Mat06_Filament.mat146
-rw-r--r--Materials/Mat06_Filament.mat.meta8
-rw-r--r--Materials/Mat07.mat124
-rw-r--r--Materials/Mat07.mat.meta8
-rw-r--r--Materials/Mat07_Filament.mat146
-rw-r--r--Materials/Mat07_Filament.mat.meta8
-rw-r--r--Meshes/eval_mesh.fbxbin0 -> 93388 bytes
-rw-r--r--Meshes/eval_mesh.fbx.meta109
-rw-r--r--Meshes/evaluation_mesh.blendbin0 -> 1103412 bytes
-rw-r--r--Meshes/evaluation_mesh.blend.meta109
m---------Scripts/ThryEditor0
-rw-r--r--Scripts/ThryEditor.meta8
-rw-r--r--Test scene.unity1994
-rw-r--r--filamented.cginc393
-rw-r--r--globals.cginc24
-rw-r--r--interpolators.cginc23
-rw-r--r--math.cginc15
-rw-r--r--poi.cginc126
-rw-r--r--yum_brdf.cginc89
-rw-r--r--yum_lighting.cginc127
-rw-r--r--yum_pbr.cginc39
57 files changed, 6164 insertions, 0 deletions
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..b22b730
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,7 @@
+# vim
+**/.*.sw[po]
+
+# unity
+**/*.meta
+**/.*.meta
+
diff --git a/.gitmodules b/.gitmodules
new file mode 100644
index 0000000..8d2c17f
--- /dev/null
+++ b/.gitmodules
@@ -0,0 +1,3 @@
+[submodule "Scripts/ThryEditor"]
+ path = Scripts/ThryEditor
+ url = https://github.com/Thryrallo/ThryEditor
diff --git a/2ner.cginc b/2ner.cginc
new file mode 100644
index 0000000..656e79f
--- /dev/null
+++ b/2ner.cginc
@@ -0,0 +1,44 @@
+#ifndef __2NER_INC
+#define __2NER_INC
+
+#include "UnityCG.cginc"
+#include "UnityLightingCommon.cginc"
+
+#include "globals.cginc"
+#include "interpolators.cginc"
+#include "poi.cginc"
+#include "yum_brdf.cginc"
+#include "yum_pbr.cginc"
+#include "yum_lighting.cginc"
+
+v2f vert (appdata v) {
+ v2f o;
+
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ o.worldPos = mul(unity_ObjectToWorld, v.vertex);
+
+ // Calculate TBN matrix
+ o.normal = UnityObjectToWorldNormal(v.normal);
+ o.tangent = UnityObjectToWorldDir(v.tangent.xyz);
+ o.bitangent = cross(o.normal, o.tangent) * v.tangent.w;
+
+ return o;
+}
+
+float4 frag (v2f i) : SV_Target {
+ YumPbr pbr = GetYumPbr(i);
+
+ UNITY_BRANCH
+ if (_Mode == 1) {
+ clip(pbr.albedo.a - _Clip);
+ }
+
+ YumLighting l = GetYumLighting(i, pbr);
+
+ float4 lit = YumBRDF(i, l, pbr);
+
+ return lit;
+}
+
+#endif // __2NER_INC
diff --git a/2ner.shader b/2ner.shader
new file mode 100644
index 0000000..193ac70
--- /dev/null
+++ b/2ner.shader
@@ -0,0 +1,419 @@
+Shader "yum_food/2ner"
+{
+ Properties
+ {
+ [HideInInspector] shader_master_label("<color=#de719bff>2ner</color>", Float) = 0
+ [HideInInspector] shader_is_using_thry_editor("", Float) = 0
+ [HideInInspector] shader_presets("ThryPresetsExample", Float) = 0
+ [HideInInspector] shader_properties_label_file("ThryLabelExample", Float) = 0
+
+ [HideInInspector] _ForgotToLockMaterial(";;YOU_FORGOT_TO_LOCK_THE_MATERIAL;", Int) = 0
+ [ThryShaderOptimizerLockButton] _ShaderOptimizerEnabled("", Int) = 0
+
+ // TODO these are buggy
+ // [HideInInspector] footer_youtube ("", Float) = 0
+ // [HideInInspector] footer_github ("", Float) = 0
+
+ [ThryWideEnum(Opaque, 0, Cutout, 1, Fade, 2, Transparent, 3, Additive, 4, Soft Additive, 5, Multiplicative, 6, 2x Multiplicative, 7, Multiplicative Grab Pass, 8)]_Mode("Rendering Preset--{on_value:''
+ 0,render_queue = 2000,render_type = Opaque,_BlendOp = 0,_BlendOpAlpha = 0,_Cutoff = 0,_SrcBlend = 1,_DstBlend = 0,_AlphaToMask = 0,_ZWrite = 1,_ZTest = 4,_AlphaPremultiply = 0;
+ 1,render_queue = 2460,render_type = TransparentCutout,_BlendOp = 0,_BlendOpAlpha = 0,_Cutoff = 0.5,_SrcBlend = 1,_DstBlend = 0,_AlphaToMask = 1,_ZWrite = 1,_ZTest = 4,_AlphaPremultiply = 0
+ '' }", Int) = 0
+
+ [HideInInspector] m_mainOptions("Main", Float) = 0
+ _Color("Tint", Color) = (1, 1, 1, 1)
+ _MainTex("Base color", 2D) = "white" { }
+ [PanningTexture][Normal]_BumpMap("Normals", 2D) = "bump" { }
+ _BumpScale("Normal Intensity", Range(0, 10)) = 1
+ _OcclusionMap("Ambient occlusion", 2D) = "white" { }
+ _OcclusionStrength("Ambient occlusion", Range(0,1)) = 1
+
+ //[HideInInspector] m_start_Alpha("Alpha Options--{altClick:{type:URL,data:https://thryrallo.de}}", Float) = 0
+ _Clip("Alpha Cuttoff", Range(0, 1.001)) = 0.5
+ //[Toggle(_)]_ForceOpaque("Force Opaque", Float) = 0
+ //[Toggle(_)]_MainAlphaToCoverage("Alpha To Coverage", Float) = 1
+ //_MainMipScale("Mip Level Alpha Scale", Range(0, 1)) = 0.25
+ //[HideInInspector] m_end_Alpha("Alpha Options", Float) = 0
+
+ //[HideInInspector] m_start_DetailOptions("Details", Float) = 0
+ //_DetailMask("Detail Mask (R:Texture, G:Normal)", 2D) = "white" { }
+ //[PanningTexture]_DetailTex("Detail Texture", 2D) = "gray" { }
+ //[HideInInspector][Vector2]_DetailTexturePan("Panning", Vector) = (0, 0, 0, 0)
+ //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DetailTexUV("Detail Tex UV#", Int) = 0
+ //_DetailTexIntensity("Detail Tex Intensity", Range(0, 10)) = 1
+ //_DetailBrightness("Detail Brightness:", Range(0, 2)) = 1
+ //_DetailTint("Detail Tint", Color) = (1, 1, 1)
+ //[Normal]_DetailNormalMap("Detail Normal", 2D) = "bump" { }
+ //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DetailNormalUV("Detail Normal UV#", Int) = 0
+ //_DetailNormalMapScale("Detail Normal Intensity", Range(0, 10)) = 1
+ //[HideInInspector][Vector2]_MainDetailNormalPan("Panning", Vector) = (0, 0, 0, 0)
+ //[HideInInspector] m_end_DetailOptions("Details", Float) = 0
+
+ //[HideInInspector] m_lightingOptions("Lighting Options", Float) = 0
+ //[HideInInspector] m_start_Lighting("Light and Shadow", Float) = 0
+ //[Toggle(_NORMALMAP)]_EnableLighting("Enable Lighting", Float) = 1
+ //[HideInInspector] g_start_l("", Int) = 0
+ //[Enum(Natural, 0, Controlled, 1, Standardish, 2)] _LightingType("Lighting Type", Int) = 1
+ //[Gradient]_ToonRamp("Lighting Ramp", 2D) = "white" { }
+ //_LightingShadowMask("Shadow Mask (R)", 2D) = "white" { }
+ //_ShadowStrength("Shadow Strength", Range(0, 1)) = .2
+ //_ShadowOffset("Shadow Offset", Range(-1, 1)) = 0
+ //_AOMap("AO Map", 2D) = "white" { }
+ //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _LightingAOUV("AO Map UV#", Int) = 0
+ //_AOStrength("AO Strength", Range(0, 1)) = 1
+ //_LightingMinLightBrightness("Min Brightness", Range(0,1)) = 0
+ //[HideInInspector] m_start_lightingStandard("Standardish Settings", Float) = 0
+ //_LightingStandardSmoothness("Smoothness", Range(0, 1)) = 0
+ //[HideInInspector] m_end_lightingStandard("Standardish Settings", Float) = 0
+ //[HideInInspector] m_start_lightingAdvanced("Advanced", Float) = 0
+ //_LightingIndirectContribution("Indirect Contribution", Range(0, 1)) = .25
+ //_AdditiveSoftness("Additive Softness", Range(0, 0.5)) = 0.005
+ //_AdditiveOffset("Additive Offset", Range(-0.5, 0.5)) = 0
+ //_LightingAdditiveIntensity("Additive Intensity", Range(0,1)) = 1
+ //_AttenuationMultiplier("Attenuation", Range(0, 1)) = 0
+ //[HideInInspector] m_end_lightingAdvanced("Advanced", Float) = 0
+ //[HideInInspector] m_start_lightingBeta("Beta", Float) = 0
+ //[Toggle(_)]_LightingStandardControlsToon("Standard Lighting Controls Toon Ramp", Float) = 0
+ //[HideInInspector] m_end_lightingBeta("Beta", Float) = 0
+ //[HideInInspector] g_end_l("", Int) = 0
+ //[HideInInspector] m_end_Lighting("Light and Shadow", Float) = 0
+
+ //[HideInInspector] m_start_subsurface("Subsurface Scattering", Float) = 0
+ //[Toggle(_TERRAIN_NORMAL_MAP)]_EnableSSS("Enable Subsurface Scattering", Float) = 0
+ //_SSSColor("Subsurface Color", Color) = (1, 1, 1, 1)
+ //_SSSThicknessMap("Thickness Map", 2D) = "black" { }
+ //_SSSThicknessMod("Thickness mod", Range(-1, 1)) = 0
+ //_SSSSCale("Light Strength", Range(0, 1)) = 0
+ //_SSSPower("Light Spread", Range(1, 100)) = 1
+ //_SSSDistortion("Light Distortion", Range(0, 1)) = 0
+ //[HideInInspector] m_end_subsurface("Subsurface Scattering", Float) = 0
+
+ //[HideInInspector] m_start_rimLightOptions("Rim Lighting", Float) = 0
+ //[Toggle(_GLOSSYREFLECTIONS_OFF)]_EnableRimLighting("Enable Rim Lighting", Float) = 0
+ //[Toggle(_)]_RimLightingInvert("Invert Rim Lighting", Float) = 0
+ //_RimLightColor("Rim Color", Color) = (1, 1, 1, 1)
+ //_RimWidth("Rim Width", Range(0, 1)) = 0.8
+ //_RimSharpness("Rim Sharpness", Range(0, 1)) = .25
+ //_RimStrength("Rim Emission", Range(0, 20)) = 0
+ //_RimBrighten("Rim Color Brighten", Range(0, 3)) = 0
+ //_RimLightColorBias("Rim Color Bias", Range(0, 1)) = 0
+ //[PanningTexture]_RimTex("Rim Texture", 2D) = "white" { }
+ //_RimMask("Rim Mask", 2D) = "white" { }
+ //[HideInInspector][Vector2]_RimTexPanSpeed("Panning", Vector) = (0, 0, 0, 0)
+ //[HideInInspector] m_start_reflectionRim("Environmental Rim", Float) = 0
+ //[Toggle(_)]_EnableEnvironmentalRim("Enable Environmental Rim", Float) = 0
+ //_RimEnviroMask("Mask", 2D) = "white" { }
+ //_RimEnviroBlur("Blur", Range(0, 1)) = 0.7
+ //_RimEnviroWidth("Rim Width", Range(0, 1)) = 0.45
+ //_RimEnviroSharpness("Rim Sharpness", Range(0, 1)) = 0
+ //_RimEnviroMinBrightness("Min Brightness Threshold", Range(0, 2)) = 0
+ //[HideInInspector] m_end_reflectionRim("Environmental Rim", Float) = 0
+ //[HideInInspector] m_start_rimWidthNoise("Width Noise", Float) = 0
+ //[PanningTexture]_RimWidthNoiseTexture("Rim Width Noise", 2D) = "black" { }
+ //_RimWidthNoiseStrength("Intensity", Range(0, 1)) = 0.1
+ //[HideInInspector][Vector2]_RimWidthNoisePan("Panning", Vector) = (0, 0, 0, 0)
+ //[HideInInspector] m_end_rimWidthNoise("Width Noise", Float) = 0
+ //[HideInInspector] m_start_ShadowMix("Shadow Mix", Float) = 0
+ //_ShadowMix("Shadow Mix In", Range(0, 1)) = 0
+ //_ShadowMixThreshold("Shadow Mix Threshold", Range(0, 1)) = .5
+ //_ShadowMixWidthMod("Shadow Mix Width Mod", Range(0, 10)) = .5
+ //[HideInInspector] m_end_ShadowMix("Shadow Mix", Float) = 0
+ //[HideInInspector] m_end_rimLightOptions("Rim Lighting", Float) = 0
+
+ //[HideInInspector] m_start_bakedLighting("Baked Lighting", Float) = 0
+ //_GIEmissionMultiplier("GI Emission Multiplier", Float) = 1
+ //[HideInInspector] DSGI("DSGI", Float) = 0 //add this property for double sided illumination settings to be shown
+ //[HideInInspector] LightmapFlags("Lightmap Flags", Float) = 0 //add this property for lightmap flags settings to be shown
+ //[HideInInspector] m_end_bakedLighting("Baked Lighting", Float) = 0
+
+ [HideInInspector] m_reflectionOptions("Reflections", Float) = 0
+ [HideInInspector] m_start_Metallic("Metallics", Float) = 0
+ _MetallicMask("Metallic Mask", 2D) = "white" { }
+ _Metallic("Metallic", Range(0, 1)) = 0
+ _Smoothness("Smoothness", Range(0, 1)) = 0
+ [HideInInspector] m_end_Metallic("Metallics", Float) = 0
+
+ //[HideInInspector] m_start_clearCoat("Clear Coat", Float) = 0
+ //[Toggle(_COLORCOLOR_ON)]_EnableClearCoat("Enable Clear Coat", Float) = 0
+ //[Enum(Vertex, 0, Pixel, 1)] _ClearCoatNormalToUse("What Normal?", Int) = 0
+ //_ClearCoatCubeMap("Baked CubeMap", Cube) = "" { }
+ //[Toggle(_)]_ClearCoatSampleWorld("Force Baked Cubemap", Range(0, 1)) = 0
+ //_ClearCoatTint("Reflection Tint", Color) = (1, 1, 1)
+ //_ClearCoatMask("Mask", 2D) = "white" { }
+ //_ClearCoat("Clear Coat", Range(0, 1)) = 1
+ //_ClearCoatSmoothnessMask("Smoothness Map", 2D) = "white" { }
+ //[Toggle(_)]_ClearCoatInvertSmoothness("Invert Smoothness Map", Range(0, 1)) = 0
+ //_ClearCoatSmoothness("Smoothness", Range(0, 1)) = 0
+ //[Toggle(_)]_ClearCoatForceLighting("Force Lighting", Float) = 0
+ //[HideInInspector] m_end_clearCoat("Clear Coat", Float) = 0
+
+ //[HideInInspector] m_start_matcap("Matcap / Sphere Textures", Float) = 0
+ //[Toggle(_COLORADDSUBDIFF_ON)]_MatcapEnable("Enable Matcap", Float) = 0
+ //_MatcapColor("Color", Color) = (1, 1, 1, 1)
+ //[TextureNoSO]_Matcap("Matcap", 2D) = "white" { }
+ //_MatcapBorder("Border", Range(0, .5)) = 0.43
+ //_MatcapMask("Mask", 2D) = "white" { }
+ //_MatcapIntensity("Intensity", Range(0, 5)) = 1
+ //_MatcapLightMask("Hide in Shadow", Range(0, 1)) = 0
+ //_MatcapReplace("Replace With Matcap", Range(0, 1)) = 1
+ //_MatcapMultiply("Multiply Matcap", Range(0, 1)) = 0
+ //_MatcapAdd("Add Matcap", Range(0, 1)) = 0
+ //[Enum(Vertex, 0, Pixel, 1)] _MatcapNormal("Normal to use", Int) = 1
+ //[HideInInspector] m_end_matcap("Matcap", Float) = 0
+ //[HideInInspector] m_start_Matcap2("Matcap 2", Float) = 0
+ //[Toggle(_)]_Matcap2Enable("Enable Matcap 2", Float) = 0
+ //_Matcap2Color("Color", Color) = (1, 1, 1, 1)
+ //[TextureNoSO]_Matcap2("Matcap", 2D) = "white" { }
+ //_Matcap2Border("Border", Range(0, .5)) = 0.43
+ //_Matcap2Mask("Mask", 2D) = "white" { }
+ //_Matcap2Intensity("Intensity", Range(0, 5)) = 1
+ //_Matcap2LightMask("Hide in Shadow", Range(0, 1)) = 0
+ //_Matcap2Replace("Replace With Matcap", Range(0, 1)) = 0
+ //_Matcap2Multiply("Multiply Matcap", Range(0, 1)) = 0
+ //_Matcap2Add("Add Matcap", Range(0, 1)) = 0
+ //[Enum(Vertex, 0, Pixel, 1)] _Matcap2Normal("Normal to use", Int) = 1
+ //[HideInInspector] m_end_Matcap2("Matcap 2", Float) = 0
+
+ //[HideInInspector] m_start_specular("Specular Reflections", Float) = 0
+ //[Toggle(_SPECGLOSSMAP)]_EnableSpecular("Enable Specular", Float) = 0
+ //[Enum(Realistic, 1, Toon, 2, Anisotropic, 3)] _SpecularType("Specular Type", Int) = 1
+ //_SpecularMinLightBrightness("Min Light Brightness", Range(0, 1)) = 0
+ //_SpecularTint("Specular Tint", Color) = (.2, .2, .2, 1)
+ //_SpecularMixAlbedoIntoTint("Mix Material Color Into Tint", Range(0, 1)) = 0
+ //_SpecularSmoothness("Smoothness", Range(-2, 1)) = .75
+ //_SpecularMap("Specular Map", 2D) = "white" { }
+ //[Toggle(_)]_SpecularInvertSmoothness("Invert Smoothness", Float) = 0
+ //_SpecularMask("Specular Mask", 2D) = "white" { }
+ //[Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom("Smoothness From", Int) = 1
+ //[HideInInspector] m_start_SpecularToon("Toon", Float) = 0
+ //[MultiSlider]_SpecularToonInnerOuter("Inner/Outer Edge", Vector) = (0.25, 0.3, 0, 1)
+ //[HideInInspector] m_end_SpecularToon("Toon", Float) = 0
+ //[HideInInspector] m_start_Anisotropic("Anisotropic", Float) = 0
+ //[Enum(Tangent, 0, Bitangent, 1)] _SpecWhatTangent("(Bi)Tangent?", Int) = 0
+ //_AnisoSpec1Alpha("Spec1 Alpha", Range(0, 1)) = 1
+ //_AnisoSpec2Alpha("Spec2 Alpha", Range(0, 1)) = 1
+ ////_Spec1Offset ("Spec1 Offset", Float) = 0
+ ////_Spec1JitterStrength ("Spec1 Jitter Strength", Float) = 1.0
+ //_Spec2Smoothness("Spec2 Smoothness", Range(0, 1)) = 0
+ ////_Spec2Offset ("Spec2 Offset", Float) = 0
+ ////_Spec2JitterStrength ("Spec2 Jitter Strength", Float) = 1.0
+ //[Toggle(_)]_AnisoUseTangentMap("Use Directional Map?", Float) = 0
+ //_AnisoTangentMap("Anisotropic Directional Map", 2D) = "bump" { }
+ ////_ShiftTexture ("Shift Texture", 2D) = "black" { }
+ //[HideInInspector] m_end_Anisotropic("Anisotropic", Float) = 0
+ //[HideInInspector] m_end_specular("Specular Reflections", Float) = 0
+
+ //[HideInInspector] m_Special_Effects("Special Effects", Float) = 0
+ //[HideInInspector] m_start_emissionOptions("Emission / Glow", Float) = 0
+ //[Toggle(_EMISSION)]_EnableEmission("Enable Emission", Float) = 0
+ //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _EmissionUV("Emission UV#", Int) = 0
+ //[HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1)
+ //[PanningTexture]_EmissionMap("Emission Map", 2D) = "white" { }
+ //[PanningTexture]_EmissionMask("Emission Mask", 2D) = "white" { }
+ //[HideInInspector][Vector2]_EmissionMapPan("Panning", Vector) = (0, 0, 0, 0)
+ //[HideInInspector][Vector2]_EmissionMaskPan("Panning", Vector) = (0, 0, 0, 0)
+ //_EmissionStrength("Emission Strength", Range(0, 20)) = 0
+ //// Inward out emission
+ //[HideInInspector] m_start_CenterOutEmission("Center Out Emission", Float) = 0
+ //[Toggle(_)]_EmissionCenterOutEnabled("Enable Center Out", Float) = 0
+ //_EmissionCenterOutSpeed("Flow Speed", Float) = 5
+ //[HideInInspector] m_end_CenterOutEmission("inward out emission", Float) = 0
+ ////Glow in the dark Emission
+ //[HideInInspector] m_start_glowInDarkEmissionOptions("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
+ //[Toggle(_)]_EnableGITDEmission("Enable Glow In The Dark", Float) = 0
+ //[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh("Lighting Type", Int) = 0
+ //_GITDEMinEmissionMultiplier("Min Emission Multiplier", Range(0, 1)) = 1
+ //_GITDEMaxEmissionMultiplier("Max Emission Multiplier", Range(0, 1)) = 0
+ //_GITDEMinLight("Min Lighting", Range(0, 1)) = 0
+ //_GITDEMaxLight("Max Lighting", Range(0, 1)) = 1
+ //[HideInInspector] m_end_glowInDarkEmissionOptions("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
+
+ //[HideInInspector] m_start_blinkingEmissionOptions("Blinking Emission", Float) = 0
+ //_EmissiveBlink_Min("Emissive Blink Min", Float) = 1
+ //_EmissiveBlink_Max("Emissive Blink Max", Float) = 1
+ //_EmissiveBlink_Velocity("Emissive Blink Velocity", Float) = 4
+ //[HideInInspector] m_end_blinkingEmissionOptions("Blinking Emission", Float) = 0
+
+ //[HideInInspector] m_start_scrollingEmissionOptions("Scrolling Emission", Float) = 0
+ //[Toggle(_)] _ScrollingEmission("Enable Scrolling Emission", Float) = 0
+ //_EmissiveScroll_Direction("Emissive Scroll Direction", Vector) = (0, -10, 0, 0)
+ //_EmissiveScroll_Width("Emissive Scroll Width", Float) = 10
+ //_EmissiveScroll_Velocity("Emissive Scroll Velocity", Float) = 10
+ //_EmissiveScroll_Interval("Emissive Scroll Interval", Float) = 20
+ //[HideInInspector] m_end_scrollingEmissionOptions("Scrolling Emission", Float) = 0
+ //[HideInInspector] m_end_emissionOptions("Emission / Glow", Float) = 0
+
+ //[HideInInspector] m_start_flipBook("Flipbook", Float) = 0
+ //[Toggle(_FLIPBOOK_BLENDING)]_EnableFlipbook("Enable Flipbook", Float) = 0
+ //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _FlipbookUV("Flipbook UV#", Int) = 0
+ //[TextureArray]_FlipbookTexArray("Texture Array--{reference_property:_FlipbookTotalFrames}", 2DArray) = "" { }
+ //_FlipbookColor("Color & alpha", Color) = (1, 1, 1, 1)
+ //_FlipbookTotalFrames("Total Frames", Int) = 1
+ //_FlipbookFPS("FPS", Float) = 30.0
+ //_FlipbookScaleOffset("Scale | Offset", Vector) = (1, 1, 0, 0)
+ //[Toggle(_)]_FlipbookTiled("Tiled?", Float) = 0
+ //_FlipbookEmissionStrength("Emission Strength", Range(0, 20)) = 0
+ //_FlipbookRotation("Rotation", Range(0, 360)) = 0
+ //_FlipbookReplace("Replace", Range(0, 1)) = 1
+ //_FlipbookMultiply("Multiply", Range(0, 1)) = 0
+ //_FlipbookAdd("Add", Range(0, 1)) = 0
+ //[HideInInspector] m_start_manualFlipbookControl("Manual Control", Float) = 0
+ //_FlipbookCurrentFrame("Current Frame", Float) = -1
+ //[HideInInspector] m_end_manualFlipbookControl("Manual Control", Float) = 0
+ //[HideInInspector] m_end_flipBook("Flipbook", Float) = 0
+
+ //[HideInInspector] m_start_dissolve("Dissolve", Float) = 0
+ //[Toggle(_ALPHABLEND_ON)]_EnableDissolve("Enable Dissolve", Float) = 0
+ //[Enum(Basic, 1, Point2Point, 2)] _DissolveType("Dissolve Type", Int) = 1
+ //_DissolveEdgeWidth("Edge Width", Range(0, .5)) = 0.025
+ //_DissolveEdgeHardness("Edge Hardness", Range(0, 1)) = 0.5
+ //_DissolveEdgeColor("Edge Color", Color) = (1, 1, 1, 1)
+ //[Gradient]_DissolveEdgeGradient("Edge Gradient", 2D) = "white" { }
+ //_DissolveEdgeEmission("Edge Emission", Range(0, 20)) = 0
+ //_DissolveTextureColor("Dissolve to Color", Color) = (1, 1, 1, 1)
+ //[PanningTexture]_DissolveToTexture("Dissolve to Texture", 2D) = "white" { }
+ //_DissolveToEmissionStrength("Dissolve to Emission Strength", Range(0, 20)) = 0
+ //[HideInInspector][Vector2]_DissolveToPanning("Panning", Vector) = (0, 0, 0, 0)
+ //[PanningTexture]_DissolveNoiseTexture("Dissolve Noise", 2D) = "white" { }
+ //[Toggle(_)]_DissolveInvertNoise("Invert Noise", Float) = 0
+ //[PanningTexture]_DissolveDetailNoise("Dissolve Detail Noise", 2D) = "black" { }
+ //[Toggle(_)]_DissolveInvertDetailNoise("Invert Detail Noise", Float) = 0
+ //_DissolveDetailStrength("Dissolve Detail Strength", Range(0, 1)) = 0.1
+ //[HideInInspector][Vector2]_DissolveNoisePan("Panning", Vector) = (0, 0, 0, 0)
+ //[HideInInspector][Vector2]_DissolveDetailPan("Panning", Vector) = (0, 0, 0, 0)
+ //_DissolveAlpha("Dissolve Alpha", Range(0, 1)) = 0
+ //_DissolveMask("Dissolve Mask", 2D) = "white" { }
+ //[Toggle(_)]_ContinuousDissolve("Continuous Dissolve Speed", Float) = 0
+ //[HideInInspector] m_start_pointToPoint("point to point", Float) = 0
+ //[Enum(Local, 0, World, 1)] _DissolveP2PWorldLocal("World/Local", Int) = 0
+ //_DissolveP2PEdgeLength("Edge Length", Float) = 0.1
+ //[Vector3]_DissolveStartPoint("Start Point", Vector) = (0, -1, 0, 0)
+ //[Vector3]_DissolveEndPoint("End Point", Vector) = (0, 1, 0, 0)
+ //[HideInInspector] m_end_pointToPoint("Point To Point", Float) = 0
+ //[HideInInspector] m_end_dissolve("Dissolve", Float) = 0
+
+ //[HideInInspector] m_start_panosphereOptions("Panosphere / Cubemaps", Float) = 0
+ //[Toggle(_DETAIL_MULX2)]_PanoToggle("Enable Panosphere", Float) = 0
+ //_PanosphereColor("Color", Color) = (1, 1, 1, 1)
+ //_PanosphereTexture("Texture", 2D) = "white" { }
+ //_PanoMapTexture("Mask", 2D) = "white" { }
+ //_PanoEmission("Emission Strength", Range(0, 10)) = 0
+ //_PanoBlend("Alpha", Range(0, 1)) = 0
+ //[Vector3]_PanospherePan("Pan Speed", Vector) = (0, 0, 0, 0)
+ //[Toggle(_)]_PanoCubeMapToggle("Use Cubemap", Float) = 0
+ //[TextureNoSO]_PanoCubeMap("CubeMap", Cube) = "" { }
+ //[HideInInspector] m_end_panosphereOptions("Panosphere / Cubemaps", Float) = 0
+
+ //[HideInInspector] m_start_mirrorOptions("Mirror", Float) = 0
+ //[Toggle(_REQUIRE_UV2)]_EnableMirrorOptions("Enable Mirror Options", Float) = 0
+ //[Enum(ShowInBoth, 0, ShowOnlyInMirror, 1, DontShowInMirror, 2)] _Mirror("Show in mirror", Int) = 0
+ //[Toggle(_)]_EnableMirrorTexture("Enable Mirror Texture", Float) = 0
+ //_MirrorTexture("Mirror Tex", 2D) = "white" { }
+ //[HideInInspector] m_end_mirrorOptions("Mirror", Float) = 0
+
+ //[HideInInspector] m_start_distanceFade("Distance Fade", Float) = 0
+ //_MainMinAlpha("Minimum Alpha", Range(0, 1)) = 0
+ //_MainFadeTexture("Fade Map", 2D) = "white" { }
+ //[Vector2]_MainDistanceFade("Distance Fade X to Y", Vector) = (0, 0, 0, 0)
+ //[HideInInspector] m_end_distanceFade("Distance Fade", Float) = 0
+
+ //[HideInInspector] m_start_angularFade("Angular Fade", Float) = 0
+ //[Toggle(_SUNDISK_NONE)]_EnableRandom("Enable Angular Fade", Float) = 0
+ //[Enum(Camera Face Model, 0, Model Face Camera, 1, Face Each Other, 2)] _AngleType("Angle Type", Int) = 0
+ //[Enum(Model, 0, Vertex, 1)] _AngleCompareTo("Model or Vert Positon", Int) = 0
+ //[Vector3]_AngleForwardDirection("Forward Direction", Vector) = (0, 0, 1, 0)
+ //_CameraAngleMin("Camera Angle Min", Range(0, 180)) = 45
+ //_CameraAngleMax("Camera Angle Max", Range(0, 180)) = 90
+ //_ModelAngleMin("Model Angle Min", Range(0, 180)) = 45
+ //_ModelAngleMax("Model Angle Max", Range(0, 180)) = 90
+ //_AngleMinAlpha("Min Alpha", Range(0, 1)) = 0
+ //[HideInInspector] m_end_angularFade("Angular Fade", Float) = 0
+ //// End Special Effects
+
+ //[HideInInspector] m_parallaxMap("Parallax", Float) = 0
+ //[Toggle(_PARALLAXMAP)]_ParallaxMap("Enable Parallax FX", Float) = 0
+ //[Toggle(_)]_ParallaxHeightMapEnabled("Enable Parallax Height", Float) = 0
+ //[Toggle(_)]_ParallaxInternalMapEnabled("Enable Parallax Internal", Float) = 0
+ //[HideInInspector] m_start_parallaxHeightmap("Heightmap", Float) = 0
+ //_ParallaxHeightMap("Height Map", 2D) = "black" { }
+ //_ParallaxStrength("Parallax Strength", Range(0, 1)) = 0
+ //[HideInInspector] m_end_parallaxHeightmap("Heightmap", Float) = 0
+ //[HideInInspector] m_start_parallaxInternal("Internal", Float) = 0
+ //[Enum(Basic, 0, HeightMap, 1)] _ParallaxInternalHeightmapMode("Parallax Mode", Int) = 0
+ //[Toggle(_)]_ParallaxInternalHeightFromAlpha("HeightFromAlpha", Float) = 0
+ //_ParallaxInternalMap("Internal Map", 2D) = "black" { }
+ //_ParallaxInternalIterations("Parallax Internal Iterations", Range(1, 50)) = 1
+ //_ParallaxInternalMinDepth("Min Depth", Float) = 0
+ //_ParallaxInternalMaxDepth("Max Depth", Float) = 1
+ //_ParallaxInternalMinFade("Min Depth Brightness", Range(0, 5)) = 0
+ //_ParallaxInternalMaxFade("Max Depth Brightness", Range(0, 5)) = 1
+ //_ParallaxInternalMinColor("Min Depth Color", Color) = (1, 1, 1, 1)
+ //_ParallaxInternalMaxColor("Max Depth Color", Color) = (1, 1, 1, 1)
+ //[Vector2]_ParallaxInternalPanSpeed("Pan Speed", Vector) = (0, 0, 0, 0)
+ //[Vector2]_ParallaxInternalPanDepthSpeed("Per Level Speed Multiplier", Vector) = (0, 0, 0, 0)
+ //[HideInInspector] m_end_parallaxInternal("Internal", Float) = 0
+ //[HideInInspector] m_start_parallaxAdvanced("Advanced", Float) = 0
+ //_ParallaxBias("Parallax Bias (0.42)", Float) = 0.42
+ //[HideInInspector] m_end_parallaxAdvanced("Advanced", Float) = 0
+
+ [HideInInspector] m_renderingOptions("Rendering Options", Float) = 0
+ [Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 2
+ [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4
+ [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Float) = 5
+ [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Float) = 10
+ [Enum(Off, 0, On, 1)] _ZWrite("ZWrite", Int) = 1
+ [Enum(Realistic, 0, Toon, 1)] _SphericalHarmonics("Spherical harmonics", Int) = 1
+ //[Toggle(_)]_IgnoreFog("Ignore Fog", Float) = 0
+ //[HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown
+
+ [HideInInspector] m_LUTs("Filament stuff", Float) = 0
+ [NonModifiableTextureData]_DFG("DFG", 2D) = "white" { }
+ [ThryWideEnum(Water, 0.02, Skin, 0.028, Eyes, 0.025, Hair, 0.046, Teeth, 0.058, Fabric, 0.05, Stone, 0.045, Plastic, 0.045, Glass, 0.06, Gemstone, 0.07, Diamond, 0.18)]_reflectance("Reflectance", Float) = 0.028
+ [Helpbox]_reflectance_help("Values are documented in the filament whitepaper here https://google.github.io/filament/Filament.html#toc4.8.3.2", Float) = 1
+ _specularAntiAliasingVariance("Specular AA variance", Float) = 0.15
+ _specularAntiAliasingThreshold("Specular AA variance", Float) = 0.25
+
+ //[HideInInspector] m_start_StencilPassOptions("Stencil", Float) = 0
+ //[IntRange] _StencilRef("Stencil Reference Value", Range(0, 255)) = 0
+ ////[IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0
+ ////[IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0
+ //[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp("Stencil Pass Op", Float) = 0
+ //[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp("Stencil Fail Op", Float) = 0
+ //[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp("Stencil ZFail Op", Float) = 0
+ //[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction("Stencil Compare Function", Float) = 8
+ //[HideInInspector] m_end_StencilPassOptions("Stencil", Float) = 0
+
+ //[HideInInspector] m_start_debugOptions("Debug", Float) = 0
+ //[Toggle(_COLOROVERLAY_ON)]_DebugDisplayDebug("Display Debug Info", Float) = 0
+ //[Enum(Off, 0, Vertex Normal, 1, Pixel Normal, 2, Tangent, 3, Binormal, 4)] _DebugMeshData("Mesh Data", Int) = 0
+ //[Enum(Off, 0, Attenuation, 1, Direct Lighting, 2, Indirect Lighting, 3, light Map, 4, Ramped Light Map, 5, Final Lighting, 6)] _DebugLightingData("Lighting Data", Int) = 0
+ //[Enum(Off, 0, finalSpecular, 1, tangentDirectionMap, 2, shiftTexture, 3)] _DebugSpecularData("Specular Data", Int) = 0
+ //[Enum(Off, 0, View Dir, 1, Tangent View Dir, 2, Forward Dir, 3, WorldPos, 4, View Dot Normal, 5)] _DebugCameraData("Camera Data", Int) = 0
+ //[HideInInspector] m_end_debugOptions("Debug", Float) = 0
+ }
+
+ CustomEditor "Thry.ShaderEditor"
+ SubShader {
+ Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "VRCFallback" = "Standard" }
+ LOD 200
+
+ Pass {
+ Name "FORWARD"
+ Tags { "LightMode" = "ForwardBase" }
+ Blend [_SrcBlend] [_DstBlend]
+ Cull [_Cull]
+ ZWrite [_ZWrite]
+ ZTest [_ZTest]
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fwdbase
+
+ #define FORWARD_BASE_PASS
+
+ #include "2ner.cginc"
+ ENDCG
+ }
+ }
+ FallBack "Diffuse"
+}
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diff --git a/LUTS/dfg-ms.exr.meta b/LUTS/dfg-ms.exr.meta
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index 0000000..591c049
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diff --git a/filamented.cginc b/filamented.cginc
new file mode 100644
index 0000000..2b1e876
--- /dev/null
+++ b/filamented.cginc
@@ -0,0 +1,393 @@
+#ifndef __FILAMENTED_INC
+#define __FILAMENTED_INC
+
+#include "UnityImageBasedLighting.cginc"
+#include "UnityStandardUtils.cginc"
+
+#include "math.cginc"
+
+// I made changes to this code.
+
+/*
+ Apache License
+ Version 2.0, January 2004
+ http://www.apache.org/licenses/
+
+ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
+
+ 1. Definitions.
+
+ "License" shall mean the terms and conditions for use, reproduction,
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+
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+ the copyright owner that is granting the License.
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+ "Legal Entity" shall mean the union of the acting entity and all
+ other entities that control, are controlled by, or are under common
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+ "control" means (i) the power, direct or indirect, to cause the
+ direction or management of such entity, whether by contract or
+ otherwise, or (ii) ownership of fifty percent (50%) or more of the
+ outstanding shares, or (iii) beneficial ownership of such entity.
+
+ "You" (or "Your") shall mean an individual or Legal Entity
+ exercising permissions granted by this License.
+
+ "Source" form shall mean the preferred form for making modifications,
+ including but not limited to software source code, documentation
+ source, and configuration files.
+
+ "Object" form shall mean any form resulting from mechanical
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+ not limited to compiled object code, generated documentation,
+ and conversions to other media types.
+
+ "Work" shall mean the work of authorship, whether in Source or
+ Object form, made available under the License, as indicated by a
+ copyright notice that is included in or attached to the work
+ (an example is provided in the Appendix below).
+
+ "Derivative Works" shall mean any work, whether in Source or Object
+ form, that is based on (or derived from) the Work and for which the
+ editorial revisions, annotations, elaborations, or other modifications
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+ of this License, Derivative Works shall not include works that remain
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+
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+ copyright license to reproduce, prepare Derivative Works of,
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+
+ (c) You must retain, in the Source form of any Derivative Works
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+ 5. Submission of Contributions. Unless You explicitly state otherwise,
+ any Contribution intentionally submitted for inclusion in the Work
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+ 8. Limitation of Liability. In no event and under no legal theory,
+ whether in tort (including negligence), contract, or otherwise,
+ unless required by applicable law (such as deliberate and grossly
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+ boilerplate notice, with the fields enclosed by brackets "[]"
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+ Copyright [yyyy] [name of copyright owner]
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+
+Unity Built-in Shaders
+
+Copyright (c) 2016 Unity Technologies
+
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
+FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
+COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+*/
+
+#define MIN_PERCEPTUAL_ROUGHNESS 0.045
+
+UNITY_DECLARE_TEX2D_FLOAT(_DFG);
+
+float3 PrefilteredDFG_LUT(float lod, float NoV) {
+ return UNITY_SAMPLE_TEX2D(_DFG, float2(NoV, lod));
+}
+
+float3 specularDFG(const float3 dfg, const float f0) {
+ return lerp(dfg.xxx, dfg.yyy, f0);
+}
+
+float D_GGX(float roughness, float NoH, const float3 h) {
+ // Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
+
+ // In mediump, there are two problems computing 1.0 - NoH^2
+ // 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights)
+ // 2) NoH doesn't have enough precision around 1.0
+ // Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well
+
+ // However, we can do better using Lagrange's identity:
+ // ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2
+ // since N and H are unit vectors: ||N x H||^2 = 1.0 - NoH^2
+ // This computes 1.0 - NoH^2 directly (which is close to zero in the highlights and has
+ // enough precision).
+ // Overall this yields better performance, keeping all computations in mediump
+ // Not available without reworking to pass NxH to the function
+ float oneMinusNoHSquared = 1.0 - NoH * NoH;
+ float a = NoH * roughness;
+ float k = roughness / (oneMinusNoHSquared + a * a);
+ float d = k * k * (1.0 / PI);
+ return d;
+}
+
+float F_Schlick(float f0, float VoH) {
+ return f0 + (1.0 - f0) * pow5(1.0 - VoH);
+}
+
+float V_SmithGGXCorrelated(float roughness, float NoV, float NoL) {
+ // Heitz 2014, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs"
+ float a2 = roughness * roughness;
+ float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
+ float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
+ float v = 0.5 / (lambdaV + lambdaL);
+ return v;
+}
+
+float V_SmithGGXCorrelated_Fast(float roughness, float NoV, float NoL) {
+ // Hammon 2017, "PBR Diffuse Lighting for GGX+Smith Microsurfaces"
+ float v = 0.5 / lerp(2.0 * NoL * NoV, NoL + NoV, roughness);
+ return v;
+}
+
+float perceptualRoughnessToRoughness(float perceptualRoughness) {
+ return perceptualRoughness * perceptualRoughness;
+}
+
+float roughnessToPerceptualRoughness(float roughness) {
+ return sqrt(roughness);
+}
+
+float normalFiltering(float perceptualRoughness, const float3 worldNormal) {
+ // Kaplanyan 2016, "Stable specular highlights"
+ // Tokuyoshi 2017, "Error Reduction and Simplification for Shading Anti-Aliasing"
+ // Tokuyoshi and Kaplanyan 2019, "Improved Geometric Specular Antialiasing"
+
+ // This implementation is meant for deferred rendering in the original paper but
+ // we use it in forward rendering as well (as discussed in Tokuyoshi and Kaplanyan
+ // 2019). The main reason is that the forward version requires an expensive transform
+ // of the half vector by the tangent frame for every light. This is therefore an
+ // approximation but it works well enough for our needs and provides an improvement
+ // over our original implementation based on Vlachos 2015, "Advanced VR Rendering".
+
+ float3 du = ddx(worldNormal);
+ float3 dv = ddy(worldNormal);
+
+ float variance = _specularAntiAliasingVariance * (dot(du, du) + dot(dv, dv));
+
+ float roughness = perceptualRoughnessToRoughness(perceptualRoughness);
+ float kernelRoughness = min(2.0 * variance, _specularAntiAliasingThreshold);
+ float squareRoughness = saturate(roughness * roughness + kernelRoughness);
+
+ return roughnessToPerceptualRoughness(sqrt(squareRoughness));
+}
+
+float3 energyCompensation(float3 dfg, float3 f0)
+{
+ // Energy compensation for multiple scattering in a microfacet model
+ // See "Multiple-Scattering Microfacet BSDFs with the Smith Model"
+ return 1.0 + f0 * (1.0 / dfg.yyy - 1.0);
+}
+
+half3 Unity_GlossyEnvironment_local (UNITY_ARGS_TEXCUBE(tex), half4 hdr, Unity_GlossyEnvironmentData glossIn)
+{
+ half perceptualRoughness = glossIn.roughness /* perceptualRoughness */ ;
+
+ // Workaround for issue where objects are blurrier than they should be
+ // due to specular AA.
+ float roughnessAdjustment = 1-perceptualRoughness;
+ roughnessAdjustment = MIN_PERCEPTUAL_ROUGHNESS * roughnessAdjustment * roughnessAdjustment;
+ perceptualRoughness = perceptualRoughness - roughnessAdjustment;
+
+ // Unity derivation
+ perceptualRoughness = perceptualRoughness*(1.7 - 0.7 * perceptualRoughness);
+ // Filament derivation
+ // perceptualRoughness = perceptualRoughness * (2.0 - perceptualRoughness);
+ half mip = perceptualRoughnessToMipmapLevel(perceptualRoughness);
+ half3 R = glossIn.reflUVW;
+ half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(tex, R, mip);
+
+ return DecodeHDR(rgbm, hdr);
+}
+
+inline half3 UnityGI_prefilteredRadiance(const UnityGIInput data,
+ const float perceptualRoughness, const float3 r) {
+ half3 specular;
+
+ Unity_GlossyEnvironmentData glossIn = (Unity_GlossyEnvironmentData)0;
+ glossIn.roughness = perceptualRoughness;
+ glossIn.reflUVW = r;
+
+#ifdef UNITY_SPECCUBE_BOX_PROJECTION
+ // we will tweak reflUVW in glossIn directly (as we pass it to Unity_GlossyEnvironment twice for probe0 and pr obe1), so keep original to pass into BoxProjectedCubemapDirection
+ half3 originalReflUVW = glossIn.reflUVW;
+ glossIn.reflUVW = BoxProjectedCubemapDirection(originalReflUVW,
+ data.worldPos, data.probePosition[0], data.boxMin[0], data.boxMax[0]);
+#endif
+
+#ifdef _GLOSSYREFLECTIONS_OFF
+ specular = unity_IndirectSpecColor.rgb;
+#else
+ half3 env0 = Unity_GlossyEnvironment_local (UNITY_PASS_TEXCUBE(unity_SpecCube0), data.probeHDR[0], glossIn);
+#ifdef UNITY_SPECCUBE_BLENDING
+ const float kBlendFactor = 0.99999;
+ float blendLerp = data.boxMin[0].w;
+ UNITY_BRANCH
+ if (blendLerp < kBlendFactor)
+ {
+#ifdef UNITY_SPECCUBE_BOX_PROJECTION
+ glossIn.reflUVW = BoxProjectedCubemapDirection (originalReflUVW, data.worldPos, data.probePosition [1], data.boxMin[1], data.boxMax[1]);
+#endif // UNITY_SPECCUBE_BOX_PROJECTION
+
+ half3 env1 = Unity_GlossyEnvironment_local (UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1,unity_SpecCube0 ), data.probeHDR[1], glossIn);
+ specular = lerp(env1, env0, blendLerp); }
+ else
+ {
+ specular = env0;
+ }
+#else
+ specular = env0;
+#endif // UNITY_SPECCUBE_BLENDING
+#endif // _GLOSSYREFLECTIONS_OFF
+
+ return specular;
+}
+
+#endif
+
diff --git a/globals.cginc b/globals.cginc
new file mode 100644
index 0000000..5fc9a95
--- /dev/null
+++ b/globals.cginc
@@ -0,0 +1,24 @@
+#ifndef __GLOBALS_INC
+#define __GLOBALS_INC
+
+sampler2D _MainTex;
+float4 _MainTex_ST;
+fixed4 _Color;
+
+sampler2D _BumpMap;
+float _BumpScale;
+
+sampler2D _OcclusionMap;
+float _OcclusionStrength;
+
+float _Clip;
+int _Mode;
+float _Smoothness;
+float _Metallic;
+float _Spherical_Harmonics;
+
+float _reflectance;
+float _specularAntiAliasingVariance;
+float _specularAntiAliasingThreshold;
+
+#endif // __GLOBALS_INC
diff --git a/interpolators.cginc b/interpolators.cginc
new file mode 100644
index 0000000..f3c18aa
--- /dev/null
+++ b/interpolators.cginc
@@ -0,0 +1,23 @@
+#ifndef __INTERPOLATORS_INC
+#define __INTERPOLATORS_INC
+
+#include "AutoLight.cginc"
+
+struct appdata {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL;
+ float4 tangent : TANGENT;
+};
+
+struct v2f {
+ float2 uv : TEXCOORD0;
+ float4 pos : SV_POSITION;
+ float3 worldPos : TEXCOORD1;
+ float3 normal : TEXCOORD2;
+ float3 tangent : TEXCOORD3;
+ float3 bitangent : TEXCOORD4;
+ SHADOW_COORDS(5)
+};
+
+#endif // __INTERPOLATORS_INC
diff --git a/math.cginc b/math.cginc
new file mode 100644
index 0000000..a12040a
--- /dev/null
+++ b/math.cginc
@@ -0,0 +1,15 @@
+#ifndef __MATH_INC
+#define __MATH_INC
+
+#define PI 3.14159265358979323846264
+#define TAU (2 * PI)
+
+float pow5(float x)
+{
+ float tmp = x * x;
+ return (tmp * tmp) * x;
+}
+
+#endif // __MATH_INC
+
+
diff --git a/poi.cginc b/poi.cginc
new file mode 100644
index 0000000..7925f5e
--- /dev/null
+++ b/poi.cginc
@@ -0,0 +1,126 @@
+#ifndef __POI_INC
+#define __POI_INC
+
+/*
+MIT License
+
+Copyright (c) 2023 Poiyomi Inc.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+*/
+
+static const float Epsilon = 1e-10;
+float3 RGBtoHCV(in float3 RGB)
+{
+ // Based on work by Sam Hocevar and Emil Persson
+ float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
+ float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
+ float C = Q.x - min(Q.w, Q.y);
+ float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
+ return float3(H, C, Q.x);
+}
+
+float3 RGBtoHSV(in float3 RGB)
+{
+ float3 HCV = RGBtoHCV(RGB);
+ float S = HCV.y / (HCV.z + Epsilon);
+ return float3(HCV.x, S, HCV.z);
+}
+
+float3 HUEtoRGB(in float H)
+{
+ float R = abs(H * 6 - 3) - 1;
+ float G = 2 - abs(H * 6 - 2);
+ float B = 2 - abs(H * 6 - 4);
+ return saturate(float3(R, G, B));
+}
+
+float3 HSVtoRGB(in float3 HSV)
+{
+ float3 RGB = HUEtoRGB(HSV.x);
+ return ((RGB - 1) * HSV.y + 1) * HSV.z;
+}
+
+float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
+{
+ // average energy
+ float R0 = max(0, L0);
+
+ // avg direction of incoming light
+ float3 R1 = 0.5f * L1;
+
+ // directional brightness
+ float lenR1 = length(R1);
+
+ // linear angle between normal and direction 0-1
+ //float q = 0.5f * (1.0f + dot(R1 / lenR1, n));
+ //float q = dot(R1 / lenR1, n) * 0.5 + 0.5;
+ float q = dot(normalize(R1), n) * 0.5 + 0.5;
+ q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
+
+ // power for q
+ // lerps from 1 (linear) to 3 (cubic) based on directionality
+ float p = 1.0f + 2.0f * lenR1 / R0;
+
+ // dynamic range constant
+ // should vary between 4 (highly directional) and 0 (ambient)
+ float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
+
+ return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
+}
+
+half3 BetterSH9(half4 normal)
+{
+ float3 indirect;
+ float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
+ indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
+ indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
+ indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
+ indirect = max(0, indirect);
+ indirect += SHEvalLinearL2(normal);
+ return indirect;
+}
+
+float calculateluminance(float3 color)
+{
+ return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
+}
+
+float3 getPoiLightingDirect(float3 normal) {
+ float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
+ float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
+
+ float magiLumi = calculateluminance(magic);
+ float normaLumi = calculateluminance(normalLight);
+ float maginormalumi = magiLumi + normaLumi;
+
+ float magiratio = magiLumi / maginormalumi;
+ float normaRatio = normaLumi / maginormalumi;
+
+ float target = calculateluminance(magic * magiratio + normalLight * normaRatio);
+ float3 properLightColor = magic + normalLight;
+ float properLuminance = calculateluminance(magic + normalLight);
+ return properLightColor * max(0.0001, (target / properLuminance));
+}
+
+float3 getPoiLightingIndirect() {
+ return BetterSH9(float4(0, 0, 0, 1));
+}
+
+#endif // __POI_INC
diff --git a/yum_brdf.cginc b/yum_brdf.cginc
new file mode 100644
index 0000000..204a276
--- /dev/null
+++ b/yum_brdf.cginc
@@ -0,0 +1,89 @@
+#ifndef __YUM_BRDF_INC
+#define __YUM_BRDF_INC
+
+#include "UnityCG.cginc"
+#include "UnityStandardConfig.cginc"
+#include "UnityLightingCommon.cginc"
+
+#include "filamented.cginc"
+#include "math.cginc"
+#include "yum_pbr.cginc"
+#include "yum_lighting.cginc"
+
+// See "Physically Based Shading at Disney" by Burley et. al.
+// This is from page 14.
+// From that paper, we have:
+// * theta_v (aka arccos(NoV)): angle between view and normal
+// * theta_h (aka arccos(NoH)): angle between normal and half vector
+// * theta_l (aka arccos(NoL)): angle between light and normal
+// * theta_d (aka arccos(LoH)): angle between light and half vector
+float DisneyDiffuse(float roughness,
+ float LoH, float NoL, float NoV, float f90) {
+ const float f_d =
+ (1 + (f90 - 1) * pow5(1 - NoL)) *
+ (1 + (f90 - 1) * pow5(1 - NoV));
+ return f_d;
+}
+
+float3 diffuseLobe(float3 albedo, float roughness, float LoH, float NoL, float NoV, float f90)
+{
+ return albedo * DisneyDiffuse(roughness, LoH, NoL, NoV, f90);
+}
+
+float3 specularLobe(YumPbr pbr, float f0,
+ float3 h, float LoH, float NoH, float NoV, float NoL)
+{
+ const float3 F = F_Schlick(f0, LoH);
+
+ // Normal distribution function
+ float D = D_GGX(pbr.roughness, NoH, h);
+ // Geometric shadowing
+ float V = V_SmithGGXCorrelated_Fast(pbr.roughness, NoV, NoL);
+
+ return (D * V) * F * PI;
+}
+
+float4 YumBRDF(v2f i, const YumLighting light, YumPbr pbr) {
+ const float3 h = normalize(light.view_dir + light.dir);
+ const float LoH = saturate(dot(light.dir, h));
+ const float NoL = dot(pbr.normal, light.dir);
+ const float NoV = max(1E-4, dot(pbr.normal, light.view_dir));
+ const float NoH = saturate(dot(pbr.normal, h));
+ const float VoL = saturate(dot(light.view_dir, light.dir));
+ const float f90 = 0.5 + 2 * pbr.roughness * LoH * LoH;
+
+ // Typical values for different materials listed here:
+ // https://google.github.io/filament/Filament.html#toc4.8.3.2
+ // TODO expose an enum for different types of materials
+ const float reflectance = _reflectance;
+ // f0 = amount of light reflected back when viewing surface at a right angle
+ // I think the way that f0 is calculated in the comment below is correct, but
+ // the other way is how filamented works, so I'm going with that for now.
+ //const float3 f0 = lerp(0.16 * reflectance * reflectance, pbr.albedo, pbr.metallic);
+ const float3 f0 = reflectance * (1.0 - pbr.metallic) + pbr.albedo * pbr.metallic;
+ const float3 dfg = PrefilteredDFG_LUT(pbr.roughness_perceptual, NoV);
+ const float3 E = specularDFG(dfg, f0);
+ const float3 energy_compensation = energyCompensation(dfg, f0);
+
+ float3 direct;
+ {
+
+ float3 Fd = diffuseLobe(pbr.albedo, pbr.roughness_perceptual, LoH, NoL, NoV, f90);
+ Fd *= (1.0 - pbr.metallic);
+ float3 Fr = specularLobe(pbr, f0, h, LoH, NoH, NoV, NoL);
+ float3 color = Fd + Fr * energy_compensation;
+
+ direct = color * light.direct * saturate(NoL);
+ }
+
+ float3 indirect;
+ {
+ float3 Fr = E * light.specular * energy_compensation;
+ float3 Fd = pbr.albedo * light.diffuse * (1.0 - E) * (1.0 - pbr.metallic) * pbr.ao;
+ indirect = Fr + Fd;
+ }
+
+ return float4(direct + indirect, 1);
+}
+
+#endif // __YUM_BRDF_INC
diff --git a/yum_lighting.cginc b/yum_lighting.cginc
new file mode 100644
index 0000000..d62b95e
--- /dev/null
+++ b/yum_lighting.cginc
@@ -0,0 +1,127 @@
+#ifndef __YUM_LIGHTING_INC
+#define __YUM_LIGHTING_INC
+
+#include "UnityCG.cginc"
+#include "AutoLight.cginc"
+#include "UnityPBSLighting.cginc"
+
+#include "yum_pbr.cginc"
+
+struct YumLighting {
+ float3 view_dir;
+ float3 dir;
+ float3 direct;
+ float3 diffuse;
+ float3 specular;
+ float NoL;
+};
+
+float getShadowAttenuation(v2f i)
+{
+ float attenuation;
+ // This whole block is yoinked from AutoLight.cginc. I needed a way to
+ // control shadow strength so I had to duplicate the code.
+#if defined(DIRECTIONAL_COOKIE)
+ DECLARE_LIGHT_COORD(i, i.worldPos);
+ float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
+ attenuation = tex2D(_LightTexture0, lightCoord).w;
+#elif defined(POINT_COOKIE)
+ DECLARE_LIGHT_COORD(i, i.worldPos);
+ float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
+ attenuation = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r *
+ texCUBE(_LightTexture0, lightCoord).w;
+#elif defined(DIRECTIONAL)
+ float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
+ attenuation = 1;
+#elif defined(SPOT)
+ DECLARE_LIGHT_COORD(i, i.worldPos);
+ float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
+ attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
+#elif defined(POINT)
+ unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(i.worldPos, 1)).xyz;
+ float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
+ attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
+#else
+ float shadow = 1;
+ attenuation = 1;
+#endif
+ //attenuation *= lerp(1, shadow, _Shadow_Strength);
+ return attenuation;
+}
+
+float3 getDirectLightDirection(v2f i) {
+#if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT)
+ return normalize((_WorldSpaceLightPos0 - i.worldPos).xyz);
+#else
+ return _WorldSpaceLightPos0;
+#endif
+}
+
+float GetLodRoughness(float roughness) {
+ return (1.0 / UNITY_SPECCUBE_LOD_STEPS) * roughness * (1.7 - 0.7 * roughness);
+}
+
+float3 getIndirectSpecular(v2f i, YumPbr pbr, float3 view_dir) {
+ float roughness = GetLodRoughness(pbr.roughness_perceptual);
+ float3 reflect_dir = reflect(-view_dir, pbr.normal);
+
+ UnityGIInput data;
+ data.worldPos = i.worldPos;
+ data.worldViewDir = view_dir;
+ data.probeHDR[0] = unity_SpecCube0_HDR;
+ data.probeHDR[1] = unity_SpecCube1_HDR;
+#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
+ data.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
+#endif
+#ifdef UNITY_SPECCUBE_BOX_PROJECTION
+ data.boxMax[0] = unity_SpecCube0_BoxMax;
+ data.probePosition[0] = unity_SpecCube0_ProbePosition;
+ data.boxMax[1] = unity_SpecCube1_BoxMax;
+ data.boxMin[1] = unity_SpecCube1_BoxMin;
+ data.probePosition[1] = unity_SpecCube1_ProbePosition;
+#endif
+ return UnityGI_prefilteredRadiance(data, pbr.roughness_perceptual, reflect_dir);
+}
+
+float4 getIndirectDiffuse(v2f i, float4 vertexLightColor) {
+ float4 diffuse = vertexLightColor;
+#if defined(FORWARD_BASE_PASS)
+#if defined(LIGHTMAP_ON)
+ diffuse.xyz = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv2));
+#else
+ diffuse.xyz += max(0, BetterSH9(float4(0, 0, 0, 1)));
+#endif
+#endif
+ return diffuse;
+}
+
+YumLighting GetYumLighting(v2f i, YumPbr pbr) {
+ YumLighting light;
+
+ light.view_dir = normalize(_WorldSpaceCameraPos - i.worldPos);
+
+#if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT)
+ light.dir = normalize((_WorldSpaceLightPos0 - i.worldPos).xyz);
+#else
+ light.dir = _WorldSpaceLightPos0;
+#endif
+
+ light.direct = _LightColor0.rgb;
+ // TODO filament's spherical harmonics look nicer than this.
+ // See FilamentLightIndirect.cginc::UnityGI_Irradiance in filamented.
+ //ifex _Spherical_Harmonics==0
+ light.diffuse = max(0, BetterSH9(float4(i.normal, 1)));
+ //endex
+ //ifex _Spherical_Harmonics==1
+ light.diffuse = max(0, BetterSH9(float4(0, 0, 0, 1)));
+ //endex
+
+ light.specular = getIndirectSpecular(i, pbr, light.view_dir);
+
+ light.NoL = saturate(dot(i.normal, light.dir));
+
+ return light;
+}
+
+#endif // __YUM_LIGHTING_INC
+
diff --git a/yum_pbr.cginc b/yum_pbr.cginc
new file mode 100644
index 0000000..b895cd0
--- /dev/null
+++ b/yum_pbr.cginc
@@ -0,0 +1,39 @@
+#ifndef __YUM_PBR
+#define __YUM_PBR
+
+#include "filamented.cginc"
+#include "globals.cginc"
+
+struct YumPbr {
+ float4 albedo;
+ float3 normal;
+ float smoothness;
+ float roughness;
+ float roughness_perceptual;
+ float metallic;
+ float ao;
+};
+
+YumPbr GetYumPbr(v2f i) {
+ YumPbr result;
+
+ result.albedo = tex2D(_MainTex, i.uv) * _Color;
+
+ float3 normal_raw = UnpackScaleNormal(tex2D(_BumpMap, i.uv), _BumpScale);
+ float3x3 tangentToWorld = float3x3(i.tangent, i.bitangent, i.normal);
+ result.normal = normalize(mul(normal_raw, tangentToWorld));
+
+ result.smoothness = _Smoothness;
+ result.roughness_perceptual =
+ normalFiltering(1.0 - result.smoothness, result.normal);
+ result.roughness = result.roughness_perceptual * result.roughness_perceptual;
+
+ result.metallic = _Metallic;
+
+ result.ao = lerp(1, tex2D(_OcclusionMap, i.uv), _OcclusionStrength);
+
+ return result;
+}
+
+#endif
+