#ifndef __LIGHTING_INC #define __LIGHTING_INC #include "UnityCG.cginc" #include "AutoLight.cginc" #include "UnityPBSLighting.cginc" #include "UnityLightingCommon.cginc" #include "UnityStandardCoreMinimal.cginc" #include "features.cginc" #include "filamented.cginc" #include "interpolators.cginc" #include "LightVolumes.cginc" #include "pbr.cginc" struct LightCommon { float3 V; float3 N; float NoV; }; struct LightDirect { float3 dir; float3 H; float NoH; float NoL; float LoH; float LoV; float double_LoV; float3 color; }; struct LightIndirect { float3 dir; float3 H; float NoH; float NoL; float LoH; float LoV; float double_LoV; float3 specular; float3 diffuse; float3 L00; float3 L01r; float3 L01g; float3 L01b; }; struct LightData { LightCommon common; LightDirect direct; LightIndirect indirect; }; float3 getDirectLightDirection(v2f i) { #if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT) return normalize((_WorldSpaceLightPos0 - i.worldPos).xyz); #else return _WorldSpaceLightPos0; #endif } float getShadowAttenuation(v2f i) { UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos); return attenuation; } float4 getDirectLightColorIntensity() { // Properly separate light color from intensity like filamented if (_LightColor0.w <= 0) return float4(0, 0, 0, 0); _LightColor0 += 1e-6f; return float4(_LightColor0.xyz / _LightColor0.w, _LightColor0.w); } float3 getIndirectSpecular(v2f i, Pbr pbr, float3 view_dir, float3 reflect_dir) { UnityGIInput data = InitialiseUnityGIInput(i.worldPos, view_dir); float3 env_refl = UnityGI_prefilteredRadiance(data, pbr.roughness_perceptual, reflect_dir); return env_refl; } float3 yumSH9(float4 n, float3 worldPos, inout LightIndirect light) { LightVolumeSH(worldPos, light.L00, light.L01r, light.L01g, light.L01b); return light.L00 + float3( dot(light.L01r, n.xyz), dot(light.L01g, n.xyz), dot(light.L01b, n.xyz)); } float4 getIndirectDiffuse(v2f i, Pbr pbr, inout LightIndirect light) { float4 diffuse = 0; #if defined(FORWARD_BASE_PASS) diffuse.xyz += max(0, yumSH9(float4(pbr.normal, 0), i.worldPos, light)); #endif return diffuse; } void GetLighting(v2f i, Pbr pbr, out LightData data) { data = (LightData) 0; float3 view_dir = normalize(i.eyeVec.xyz); data.common.V = -view_dir; data.common.N = pbr.normal; data.common.NoV = saturate(dot(pbr.normal, data.common.V)); // Direct lighting data.direct.dir = getDirectLightDirection(i); data.direct.H = normalize(data.common.V + data.direct.dir); data.direct.NoL = saturate(dot(pbr.normal, data.direct.dir)); data.direct.NoH = saturate(dot(pbr.normal, data.direct.H)); data.direct.LoH = saturate(dot(data.direct.dir, data.direct.H)); float direct_LoV = dot(data.direct.dir, data.common.V); data.direct.LoV = saturate(direct_LoV); data.direct.double_LoV = saturate(2.0f * direct_LoV * direct_LoV - 1.0f); float4 lightColorIntensity = getDirectLightColorIntensity(); data.direct.color = lightColorIntensity.rgb * lightColorIntensity.w; // Indirect lighting data.indirect.dir = -reflect(data.common.V, pbr.normal); data.indirect.H = normalize(data.common.V + data.indirect.dir); data.indirect.NoL = saturate(dot(pbr.normal, data.indirect.dir)); data.indirect.NoH = saturate(dot(pbr.normal, data.indirect.H)); data.indirect.LoH = saturate(dot(data.indirect.dir, data.indirect.H)); float indirect_LoV = dot(data.direct.dir, data.common.V); data.indirect.LoV = saturate(indirect_LoV); data.indirect.double_LoV = saturate(2.0f * indirect_LoV * indirect_LoV - 1.0f); data.indirect.diffuse = getIndirectDiffuse(i, pbr, data.indirect); data.indirect.specular = getIndirectSpecular(i, pbr, view_dir, data.indirect.dir); } #endif // __LIGHTING_INC