/* MIT License Copyright (c) 2025 RED_SIM 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. */ #ifndef VRC_LIGHT_VOLUMES_INCLUDED #define VRC_LIGHT_VOLUMES_INCLUDED // Are Light Volumes enabled on scene? uniform float _UdonLightVolumeEnabled; // All volumes count in scene uniform float _UdonLightVolumeCount; // Additive volumes max overdraw count uniform float _UdonLightVolumeAdditiveMaxOverdraw; // Additive volumes count uniform float _UdonLightVolumeAdditiveCount; // Should volumes be blended with lightprobes? uniform float _UdonLightVolumeProbesBlend; // Should volumes be with sharp edges when not blending with each other uniform float _UdonLightVolumeSharpBounds; // Main 3D Texture atlas uniform sampler3D _UdonLightVolume; // World to Local (-0.5, 0.5) UVW Matrix uniform float4x4 _UdonLightVolumeInvWorldMatrix[32]; // L1 SH components rotation (relative to baked rotation) uniform float3 _UdonLightVolumeRotation[64]; // Value that is needed to smoothly blend volumes ( BoundsScale / edgeSmooth ) uniform float3 _UdonLightVolumeInvLocalEdgeSmooth[32]; // AABB Bounds of islands on the 3D Texture atlas uniform float3 _UdonLightVolumeUvw[192]; // Color multiplier (RGB) | If we actually need to rotate L1 components at all (A) uniform float4 _UdonLightVolumeColor[32]; // Rotates vector by Matrix 2x3 float3 LV_MultiplyVectorByMatrix2x3(float3 v, float3 r0, float3 r1) { float3 r2 = cross(r0, r1); return float3(dot(v, r0), dot(v, r1), dot(v, r2)); } // Checks if local UVW point is in bounds from -0.5 to +0.5 bool LV_PointLocalAABB(float3 localUVW){ return all(abs(localUVW) <= 0.5); } // Calculates local UVW using volume ID float3 LV_LocalFromVolume(uint volumeID, float3 worldPos) { return mul(_UdonLightVolumeInvWorldMatrix[volumeID], float4(worldPos, 1.0)).xyz; } // Samples 3 SH textures and packing them into L1 channels void LV_SampleLightVolumeTex(float3 uvw0, float3 uvw1, float3 uvw2, out float3 L0, out float3 L1r, out float3 L1g, out float3 L1b) { // Sampling 3D Atlas float4 tex0 = tex3Dlod(_UdonLightVolume, float4(uvw0, 0)); float4 tex1 = tex3Dlod(_UdonLightVolume, float4(uvw1, 0)); float4 tex2 = tex3Dlod(_UdonLightVolume, float4(uvw2, 0)); // Packing final data L0 = tex0.rgb; L1r = float3(tex1.r, tex2.r, tex0.a); L1g = float3(tex1.g, tex2.g, tex1.a); L1b = float3(tex1.b, tex2.b, tex2.a); } // Bounds mask for a volume rotated in world space, using local UVW float LV_BoundsMask(float3 localUVW, float3 invLocalEdgeSmooth) { float3 distToMin = (localUVW + 0.5) * invLocalEdgeSmooth; float3 distToMax = (0.5 - localUVW) * invLocalEdgeSmooth; float3 fade = saturate(min(distToMin, distToMax)); return fade.x * fade.y * fade.z; } // Default light probes SH components void LV_SampleLightProbe(out float3 L0, out float3 L1r, out float3 L1g, out float3 L1b) { L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w); L1r = unity_SHAr.xyz; L1g = unity_SHAg.xyz; L1b = unity_SHAb.xyz; } // Default light probes L0 only float3 LV_SampleLightProbe_L0() { return float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w); } // Linear single SH L1 channel evaluation float LV_EvaluateSH(float L0, float3 L1, float3 n) { return L0 + dot(L1, n); } // Samples a Volume with ID and Local UVW void LV_SampleVolume(uint id, float3 localUVW, out float3 L0, out float3 L1r, out float3 L1g, out float3 L1b) { // Additive UVW uint uvwID = id * 6; float3 uvwMin0 = _UdonLightVolumeUvw[uvwID].xyz; float3 uvwScaled = saturate(localUVW + 0.5) * (_UdonLightVolumeUvw[uvwID + 1].xyz - uvwMin0); float3 uvw0 = uvwMin0 + uvwScaled; float3 uvw1 = _UdonLightVolumeUvw[uvwID + 2].xyz + uvwScaled; float3 uvw2 = _UdonLightVolumeUvw[uvwID + 4].xyz + uvwScaled; // Sample additive LV_SampleLightVolumeTex(uvw0, uvw1, uvw2, L0, L1r, L1g, L1b); // Color correction float4 color = _UdonLightVolumeColor[id]; L0 = L0 * color.rgb; L1r = L1r * color.r; L1g = L1g * color.g; L1b = L1b * color.b; // Rotate if needed if (color.a != 0) { int id2 = id * 2; float3 r0 = _UdonLightVolumeRotation[id2]; float3 r1 = _UdonLightVolumeRotation[id2 + 1]; L1r = LV_MultiplyVectorByMatrix2x3(L1r, r0, r1); L1g = LV_MultiplyVectorByMatrix2x3(L1g, r0, r1); L1b = LV_MultiplyVectorByMatrix2x3(L1b, r0, r1); } } // Samples a Volume with ID and Local UVW, but L0 component only float3 LV_SampleVolume_L0(uint id, float3 localUVW) { uint uvwID = id * 6; float3 uvwMin0 = _UdonLightVolumeUvw[uvwID].xyz; float3 uvw0 = saturate(localUVW + 0.5) * (_UdonLightVolumeUvw[uvwID + 1].xyz - uvwMin0) + uvwMin0; return tex3Dlod(_UdonLightVolume, float4(uvw0, 0)).rgb * _UdonLightVolumeColor[id].rgb; } // Forms specular based on roughness float LV_DistributionGGX(float NoH, float roughness) { float f = (roughness - 1) * ((roughness + 1) * (NoH * NoH)) + 1; return (roughness * roughness) / ((float) 3.141592653589793f * f * f); } // Faster normalize float3 LV_Normalize(float3 v) { return rsqrt(dot(v, v)) * v; } // Calculates speculars for light volumes or any SH L1 data float3 LightVolumeSpecular(float3 f0, float smoothness, float3 worldNormal, float3 viewDir, float3 L0, float3 L1r, float3 L1g, float3 L1b) { float3 specColor = max(float3(dot(reflect(-L1r, worldNormal), viewDir), dot(reflect(-L1g, worldNormal), viewDir), dot(reflect(-L1b, worldNormal), viewDir)), 0); float3 rDir = LV_Normalize(LV_Normalize(L1r) + viewDir); float3 gDir = LV_Normalize(LV_Normalize(L1g) + viewDir); float3 bDir = LV_Normalize(LV_Normalize(L1b) + viewDir); float rNh = saturate(dot(worldNormal, rDir)); float gNh = saturate(dot(worldNormal, gDir)); float bNh = saturate(dot(worldNormal, bDir)); float roughness = 1 - smoothness; float roughExp = roughness * roughness; float rSpec = LV_DistributionGGX(rNh, roughExp); float gSpec = LV_DistributionGGX(gNh, roughExp); float bSpec = LV_DistributionGGX(bNh, roughExp); float3 specs = (rSpec + gSpec + bSpec) * f0; float3 coloredSpecs = specs * specColor; float3 a = coloredSpecs + specs * L0; float3 b = coloredSpecs * 4; return max(lerp(a, b, smoothness), 0.0); } float3 LightVolumeSpecular(float3 albedo, float smoothness, float metallic, float3 worldNormal, float3 viewDir, float3 L0, float3 L1r, float3 L1g, float3 L1b) { float3 specularf0 = lerp(0.04f, albedo, metallic); return LightVolumeSpecular(specularf0, smoothness, worldNormal, viewDir, L0, L1r, L1g, L1b); } // Calculates speculars for light volumes or any SH L1 data, but simplified, with only one dominant direction float3 LightVolumeSpecularDominant(float3 f0, float smoothness, float3 worldNormal, float3 viewDir, float3 L0, float3 L1r, float3 L1g, float3 L1b) { float3 dominantDir = L1r + L1g + L1b; float3 dir = LV_Normalize(LV_Normalize(dominantDir) + viewDir); float nh = saturate(dot(worldNormal, dir)); float roughness = 1 - smoothness; float roughExp = roughness * roughness; float spec = LV_DistributionGGX(nh, roughExp); return max(spec * L0 * f0, 0.0) * 2; } float3 LightVolumeSpecularDominant(float3 albedo, float smoothness, float metallic, float3 worldNormal, float3 viewDir, float3 L0, float3 L1r, float3 L1g, float3 L1b) { float3 specularf0 = lerp(0.04f, albedo, metallic); return LightVolumeSpecularDominant(specularf0, smoothness, worldNormal, viewDir, L0, L1r, L1g, L1b); } // Calculate Light Volume Color based on all SH components provided and the world normal float3 LightVolumeEvaluate(float3 worldNormal, float3 L0, float3 L1r, float3 L1g, float3 L1b) { return float3(LV_EvaluateSH(L0.r, L1r, worldNormal), LV_EvaluateSH(L0.g, L1g, worldNormal), LV_EvaluateSH(L0.b, L1b, worldNormal)); } // Calculates SH components based on the world position void LightVolumeSH(float3 worldPos, out float3 L0, out float3 L1r, out float3 L1g, out float3 L1b) { // Initializing output variables L0 = float3(0, 0, 0); L1r = float3(0, 0, 0); L1g = float3(0, 0, 0); L1b = float3(0, 0, 0); // Fallback to default light probes if Light Volume are not enabled if (!_UdonLightVolumeEnabled || _UdonLightVolumeCount == 0) { LV_SampleLightProbe(L0, L1r, L1g, L1b); return; } uint volumeID_A = -1; // Main, dominant volume ID uint volumeID_B = -1; // Secondary volume ID to blend main with float3 localUVW = float3(0, 0, 0); // Last local UVW to use in disabled Light Probes mode float3 localUVW_A = float3(0, 0, 0); // Main local UVW for Y Axis and Free rotations float3 localUVW_B = float3(0, 0, 0); // Secondary local UVW // Are A and B volumes NOT found? bool isNoA = true; bool isNoB = true; // Additive volumes variables uint addVolumesCount = 0; float3 L0_, L1r_, L1g_, L1b_; // Iterating through all light volumes with simplified algorithm requiring Light Volumes to be sorted by weight in descending order [loop] for (uint id = 0; id < (uint) _UdonLightVolumeCount; id++) { localUVW = LV_LocalFromVolume(id, worldPos); if (LV_PointLocalAABB(localUVW)) { // Intersection test if (id < (uint) _UdonLightVolumeAdditiveCount) { // Sampling additive volumes if (addVolumesCount < (uint) _UdonLightVolumeAdditiveMaxOverdraw) { LV_SampleVolume(id, localUVW, L0_, L1r_, L1g_, L1b_); L0 += L0_; L1r += L1r_; L1g += L1g_; L1b += L1b_; addVolumesCount++; } } else if (isNoA) { // First, searching for volume A volumeID_A = id; localUVW_A = localUVW; isNoA = false; } else { // Next, searching for volume B if A found volumeID_B = id; localUVW_B = localUVW; isNoB = false; break; } } } // Volume A SH components and mask to blend volume sides float3 L0_A = float3(1, 1, 1); float3 L1r_A = float3(0, 0, 0); float3 L1g_A = float3(0, 0, 0); float3 L1b_A = float3(0, 0, 0); // If no volumes found, using Light Probes as fallback if (isNoA && _UdonLightVolumeProbesBlend) { LV_SampleLightProbe(L0_, L1r_, L1g_, L1b_); L0 += L0_; L1r += L1r_; L1g += L1g_; L1b += L1b_; return; } // Fallback to lowest weight light volume if outside of every volume localUVW_A = isNoA ? localUVW : localUVW_A; volumeID_A = isNoA ? _UdonLightVolumeCount - 1 : volumeID_A; // Sampling Light Volume A LV_SampleVolume(volumeID_A, localUVW_A, L0_A, L1r_A, L1g_A, L1b_A); float mask = LV_BoundsMask(localUVW_A, _UdonLightVolumeInvLocalEdgeSmooth[volumeID_A]); if (mask == 1 || isNoA || (_UdonLightVolumeSharpBounds && isNoB)) { // Returning SH A result if it's the center of mask or out of bounds L0 += L0_A; L1r += L1r_A; L1g += L1g_A; L1b += L1b_A; return; } // Volume B SH components float3 L0_B = float3(1, 1, 1); float3 L1r_B = float3(0, 0, 0); float3 L1g_B = float3(0, 0, 0); float3 L1b_B = float3(0, 0, 0); if (isNoB && _UdonLightVolumeProbesBlend) { // No Volume found and light volumes blending enabled // Sample Light Probes B LV_SampleLightProbe(L0_B, L1r_B, L1g_B, L1b_B); } else { // Blending Volume A and Volume B // If no volume b found, use last one found to fallback localUVW_B = isNoB ? localUVW : localUVW_B; volumeID_B = isNoB ? _UdonLightVolumeCount - 1 : volumeID_B; // Sampling Light Volume B LV_SampleVolume(volumeID_B, localUVW_B, L0_B, L1r_B, L1g_B, L1b_B); } // Lerping SH components L0 += lerp(L0_B, L0_A, mask); L1r += lerp(L1r_B, L1r_A, mask); L1g += lerp(L1g_B, L1g_A, mask); L1b += lerp(L1b_B, L1b_A, mask); } // Calculates SH components based on the world position but for additive volumes only void LightVolumeAdditiveSH(float3 worldPos, out float3 L0, out float3 L1r, out float3 L1g, out float3 L1b) { // Initializing output variables L0 = float3(0, 0, 0); L1r = float3(0, 0, 0); L1g = float3(0, 0, 0); L1b = float3(0, 0, 0); if (!_UdonLightVolumeEnabled || _UdonLightVolumeAdditiveCount == 0) return; // Additive volumes variables float3 localUVW = float3(0, 0, 0); float3 L0_, L1r_, L1g_, L1b_; // Max additive volumes to sample uint count = min((uint) _UdonLightVolumeAdditiveCount, (uint) _UdonLightVolumeAdditiveMaxOverdraw); // Iterating through all light volumes with simplified algorithm requiring Light Volumes to be sorted by weight in descending order [loop] for (uint id = 0; id < count; id++) { localUVW = LV_LocalFromVolume(id, worldPos); //Intersection test if (LV_PointLocalAABB(localUVW)) { LV_SampleVolume(id, localUVW, L0_, L1r_, L1g_, L1b_); L0 += L0_; L1r += L1r_; L1g += L1g_; L1b += L1b_; } } } // Calculates L0 components based on the world position float3 LightVolumeSH_L0(float3 worldPos) { // Fallback to default light probes if Light Volume are not enabled if (!_UdonLightVolumeEnabled || _UdonLightVolumeCount == 0) { return LV_SampleLightProbe_L0(); } float3 L0 = float3(0, 0, 0); uint volumeID_A = -1; // Main, dominant volume ID uint volumeID_B = -1; // Secondary volume ID to blend main with float3 localUVW = float3(0, 0, 0); // Last local UVW to use in disabled Light Probes mode float3 localUVW_A = float3(0, 0, 0); // Main local UVW for Y Axis and Free rotations float3 localUVW_B = float3(0, 0, 0); // Secondary local UVW // Are A and B volumes NOT found? bool isNoA = true; bool isNoB = true; // Additive volumes variables uint addVolumesCount = 0; // Iterating through all light volumes with simplified algorithm requiring Light Volumes to be sorted by weight in descending order [loop] for (uint id = 0; id < (uint) _UdonLightVolumeCount; id++) { localUVW = LV_LocalFromVolume(id, worldPos); if (LV_PointLocalAABB(localUVW)) { // Intersection test if (id < (uint) _UdonLightVolumeAdditiveCount) { // Sampling additive volumes if (addVolumesCount < (uint) _UdonLightVolumeAdditiveMaxOverdraw) { L0 += LV_SampleVolume_L0(id, localUVW); addVolumesCount++; } } else if (isNoA) { // First, searching for volume A volumeID_A = id; localUVW_A = localUVW; isNoA = false; } else { // Next, searching for volume B if A found volumeID_B = id; localUVW_B = localUVW; isNoB = false; break; } } } // If no volumes found, using Light Probes as fallback if (isNoA && _UdonLightVolumeProbesBlend) { return L0 + LV_SampleLightProbe_L0(); } // Fallback to lowest weight light volume if outside of every volume localUVW_A = isNoA ? localUVW : localUVW_A; volumeID_A = isNoA ? _UdonLightVolumeCount - 1 : volumeID_A; // Sampling Light Volume A float3 L0_A = LV_SampleVolume_L0(volumeID_A, localUVW_A); float mask = LV_BoundsMask(localUVW_A, _UdonLightVolumeInvLocalEdgeSmooth[volumeID_A]); if (mask == 1 || isNoA || (_UdonLightVolumeSharpBounds && isNoB)) { // Returning SH A result if it's the center of mask or out of bounds return L0 + L0_A; } // Volume B L0 float3 L0_B = float3(1, 1, 1); if (isNoB && _UdonLightVolumeProbesBlend) { // No Volume found and light volumes blending enabled // Sample Light Probes B L0_B = LV_SampleLightProbe_L0(); } else { // Blending Volume A and Volume B // If no volume b found, use last one found to fallback localUVW_B = isNoB ? localUVW : localUVW_B; volumeID_B = isNoB ? _UdonLightVolumeCount - 1 : volumeID_B; // Sampling Light Volume B L0_B = LV_SampleVolume_L0(volumeID_B, localUVW_B); } // Lerping L0 return L0 + lerp(L0_B, L0_A, mask); } // Calculates L0 component based on the world position but for additive volumes only float3 LightVolumeAdditiveSH_L0(float3 worldPos) { // Initializing output variables float3 L0 = float3(0, 0, 0); if (!_UdonLightVolumeEnabled || _UdonLightVolumeAdditiveCount == 0) return L0; // Additive volumes variables float3 localUVW = float3(0, 0, 0); // Max additive volumes to sample uint count = min((uint) _UdonLightVolumeAdditiveCount, (uint) _UdonLightVolumeAdditiveMaxOverdraw); // Iterating through all light volumes with simplified algorithm requiring Light Volumes to be sorted by weight in descending order [loop] for (uint id = 0; id < count; id++) { localUVW = LV_LocalFromVolume(id, worldPos); //Intersection test if (LV_PointLocalAABB(localUVW)) { L0 += LV_SampleVolume_L0(id, localUVW); } } return L0; } #endif