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Diffstat (limited to 'Shaders/pbr.cginc')
| -rw-r--r-- | Shaders/pbr.cginc | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/Shaders/pbr.cginc b/Shaders/pbr.cginc new file mode 100644 index 0000000..0731ca5 --- /dev/null +++ b/Shaders/pbr.cginc @@ -0,0 +1,126 @@ +#ifndef __PBR_INC__ +#define __PBR_INC__ + +#include "AutoLight.cginc" +#include "eyes_data.cginc" +#include "UnityPBSLighting.cginc" + +static float BG_Effect_Bias = 0.0; +static float BG_Effect_Weight = 1.0; + +float BG_Effect_Emission_Strength; +float Enable_Custom_Cubemap; +UNITY_DECLARE_TEXCUBE(Custom_Cubemap); + +sampler2D BG_Emission_Mask; +sampler2D BG_Emission_Color; + +float BG_Emission_Strength; +float4 BG_Emission_Mask_ST; + + +UnityIndirect GetIndirect(v2f i, float3 view_dir, float smoothness) { + 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(i.normal, 1))); + float3 reflect_dir = reflect(-view_dir, i.normal); + // There's a nonlinear relationship between mipmap level and roughness. + float roughness = 1 - smoothness; + roughness *= 1.7 - .7 * roughness; + float3 env_sample; + if (Enable_Custom_Cubemap) { + env_sample = UNITY_SAMPLE_TEXCUBE_LOD( + Custom_Cubemap, + reflect_dir, + roughness * UNITY_SPECCUBE_LOD_STEPS); + } else { + env_sample = UNITY_SAMPLE_TEXCUBE_LOD( + unity_SpecCube0, + reflect_dir, + roughness * UNITY_SPECCUBE_LOD_STEPS); + } + indirect.specular = env_sample; + #endif + + return indirect; +} + +UnityLight GetLight(v2f i) +{ + UNITY_LIGHT_ATTENUATION(attenuation, 0, i.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 - i.worldPos); + #else + light.dir = _WorldSpaceLightPos0.xyz; + #endif + light.ndotl = DotClamped(i.normal, light.dir); + + return light; +} + +void initNormal(inout v2f i) +{ + i.normal = normalize(i.normal); +} + +fixed4 light(inout v2f i, + fixed4 albedo, + float metallic, + float smoothness) +{ + initNormal(i); + + float2 iddx = ddx(i.uv.x); + float2 iddy = ddy(i.uv.y); + + bool is_ray_hit = (albedo.r > 0 || albedo.g > 0 || albedo.b > 0); + if (is_ray_hit) { + albedo.rgb *= BG_Effect_Weight; + albedo.rgb += BG_Effect_Bias; + } else { + albedo.rgb = float3(0, 0, 0); + } + + float3 specular_tint; + float one_minus_reflectivity; + albedo.rgb = DiffuseAndSpecularFromMetallic( + albedo, metallic, specular_tint, one_minus_reflectivity); + + float emission_mask_sample = tex2Dgrad(BG_Emission_Mask, i.uv.xy, iddx, iddy); + fixed3 emission = emission_mask_sample * + tex2Dgrad(BG_Emission_Color, i.uv.xy, iddx, iddy) * BG_Emission_Strength; + + float3 view_dir = normalize(_WorldSpaceCameraPos - i.worldPos); + fixed3 pbr = UNITY_BRDF_PBS(albedo, + specular_tint, + one_minus_reflectivity, + smoothness, + i.normal, + view_dir, + GetLight(i), + GetIndirect(i, view_dir, smoothness)).rgb; + pbr.rgb += emission; + pbr.rgb += albedo.rgb * BG_Effect_Emission_Strength; + + return fixed4(saturate(pbr), albedo.a); +} + +float getWorldSpaceDepth(in float3 world_pos) +{ + float4 clip_pos = mul(UNITY_MATRIX_VP, float4(world_pos, 1.0)); + return clip_pos.z / clip_pos.w; +} + +#endif // __PBR_INC__ + |
