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#ifndef __PBR_INC
#define __PBR_INC
#include "UnityPBSLighting.cginc"
// xdd
UNITY_DECLARE_TEXCUBE(_Cubemap);
struct v2f
{
float4 clipPos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
float3 objPos : TEXCOORD3;
#if defined(VERTEXLIGHT_ON)
float3 vertexLightColor : TEXCOORD3;
#endif
};
UnityLight GetLight(v2f i, float3 worldPos, float3 normal)
{
UNITY_LIGHT_ATTENUATION(attenuation, 0, worldPos);
float3 light_color = _LightColor0.rgb * attenuation;
UnityLight light;
light.color = light_color;
#if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT)
light.dir = normalize(_WorldSpaceLightPos0.xyz - worldPos);
#else
light.dir = _WorldSpaceLightPos0.xyz;
#endif
light.ndotl = DotClamped(normal, light.dir);
return light;
}
UnityIndirect GetIndirect(v2f i, float3 view_dir, float3 normal,
float smoothness, bool custom_cubemap) {
UnityIndirect indirect;
indirect.diffuse = 0;
indirect.specular = 0;
#if defined(VERTEXLIGHT_ON)
indirect.diffuse = i.vertexLightColor;
#endif
#if defined(FORWARD_BASE_PASS)
indirect.diffuse += max(0, ShadeSH9(float4(normal, 1)));
float3 reflect_dir = reflect(-view_dir, normal);
// There's a nonlinear relationship between mipmap level and roughness.
float roughness = 1 - smoothness;
roughness *= 1.7 - .7 * roughness;
if (custom_cubemap) {
float3 env_sample = UNITY_SAMPLE_TEXCUBE_LOD(
_Cubemap,
reflect_dir,
roughness * UNITY_SPECCUBE_LOD_STEPS);
indirect.specular = env_sample;
} else {
float3 env_sample = UNITY_SAMPLE_TEXCUBE_LOD(
unity_SpecCube0,
reflect_dir,
roughness * UNITY_SPECCUBE_LOD_STEPS);
indirect.specular = env_sample;
}
#endif
return indirect;
}
float4 getLitColor(v2f i, float4 albedo, float3 worldPos, float3 normal,
float metallic, float smoothness,
bool custom_cubemap)
{
float3 specular_tint;
float one_minus_reflectivity;
albedo.rgb = DiffuseAndSpecularFromMetallic(
albedo, metallic, specular_tint, one_minus_reflectivity);
float3 view_dir = normalize(_WorldSpaceCameraPos - i.worldPos);
float3 pbr = UNITY_BRDF_PBS(albedo, specular_tint,
one_minus_reflectivity, smoothness,
view_dir, normal,
GetLight(i, worldPos, normal),
GetIndirect(i, view_dir, normal, smoothness, custom_cubemap)).rgb;
return float4(saturate(pbr), albedo.a);
}
#endif // __PBR_INC
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